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Namalsk Island

An abandoned post-Soviet Aleutian archipelago with a bone-chilling climate setting, with hundreds of new assets, visual effects and environmental sounds creating together a unique atmosphere. Derelict Cold War military installations, underground structures, broken up sea ice and many other unique features and points of interest. Join the Official Namalsk Discord to share your experience, screenshots, videos, place… (more)

An abandoned post-Soviet Aleutian archipelago with a bone-chilling climate setting, with hundreds of new assets, visual effects and environmental sounds creating together a unique atmosphere. Derelict Cold War military installations, underground structures, broken up sea ice and many other unique features and points of interest. Join the Official Namalsk Discord to share your experience, screenshots, videos, place suggestions, report issues or get details around hosting your own server. SUPPORT AUTHORS ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Do you like the projects that I work on? Consider supporting me in my future endeavours! All money goes towards my projects, my website and hardware up and running for the years to come. Visit paypal.me. Thank you! Interested in supporting the contributors? Head over to Namalsk website for all the links. WARNING ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ You cannot monetize this content! This includes even things such as selling priority queue slots. Any re-uploads will be taken down via DMCA notice without a warning. FEATURES ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Unique atmosphere - Experience complete visual overhaul of a legendary island, which has captured imagination of thousands across the globe. This iteration of Namalsk brings a major audio-visual overhaul to all the parts of the map. Environment sounds and visual effects - Custom ambient backdrop alongside various particle effects to enhance the immersion. Hundreds of custom assets - An unique look of the map is guaranteed by a rich library of over 400 models, tailored to fit the abandoned post-Soviet era environment. Abandoned city of Vorkuta - Explore this vast Pripyat-like city, built on the northern side of Namalsk. Home to many, now a refuge for any Namalsk survivor out there. Abandoned military and industrial installations - Explore a number of abandoned installations, including uranium mine, research institute, hospital and a number of military bases. Underground locations - Explore a pitch black underground locations such as well known 6-floor Athena-2 underground laboratory or a railway tunnel. Vast sea ice - Broken up sea ice around northern half of the map with hidden secrets such as an abandoned nuclear submarine. Built for survival - Bone chilling visuals of Namalsk are meant to be played with a proper survival experience. It is recommended to use this mod together with the Namalsk Survival pack. Visit the official website for more info. CREDITS ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Bubson - Main menu music. Creep - Lantia Keyhole Observatory habitat assets. GSC Gameworld - Various textures and sounds (used under written permission). Helkhiana - Several Athena-3 and Lantia static assets. My brother - Phoenix assets. Vojtěch Schubert - Text proofreading and localization. Copyright 2024 Sumrak. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/Sumr4k/

Workshop 2289456201 · mod updated 2026-10-16 · analyzed 2026-10-16 07:28 UTC · history · 25 script files

Terrain Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 62% of 328 scripted mods analyzed.

0.00746% of each server frame at 100 players (0.075 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 others share it. Ranked list.

10
20
30
40
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • This mod
  • 40 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Per-player hooks carry 99.7% of this mod's structural load. 0.075 ms/s in all.

99.7%Per-player hooks · 99.7%
1 hook · 0.074 ms/s
Event hooks · 0.3%
1 hook · 0.0002 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 99.7% PlayerBase.CommandHandler
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.3% PlayerBase.EEHealthLevelChanged
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionBase.OnInit

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

CommandHandler on PlayerBase
about 30× per player per second
no I/O, timers or RPC
EEHealthLevelChanged on PlayerBase
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 7 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
InGameMenu.SetGameVersion — yes ✓ namalsk_scripts.pbo::5_mission\namalskterrain\GUI\InGameMenu.c:3
MainMenu.LoadMods — yes ✓ namalsk_scripts.pbo::5_mission\namalskterrain\GUI\MainMenu.c:3
MissionBase.OnInit T3 yes ✓ namalsk_scripts.pbo::5_mission\namalskterrain\mission\missionBase.c:12
MissionGameplay.OnUpdate T0 yes ✓ namalsk_scripts.pbo::5_mission\namalskterrain\mission\missionGameplay.c:6
PlayerBase.Init — yes ✓ namalsk_scripts.pbo::4_world\namalskterrain\entities\manbase\PlayerBase.c:6
PlayerBase.CommandHandler T1 yes ✓ namalsk_scripts.pbo::4_world\namalskterrain\entities\manbase\PlayerBase.c:23
PlayerBase.EEHealthLevelChanged T2 yes ✓ namalsk_scripts.pbo::4_world\namalskterrain\entities\manbase\PlayerBase.c:54
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.CommandHandlerT1 3000.0measured0.0744
PlayerBase.EEHealthLevelChangedT2 8.0placeholder0.0002
MissionBase.OnInitT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

namalsk_data.pbo

  • namalsk_data requiredVersion 0.1 — no requiredAddons

namalsk_navmesh.pbo

  • namalsk_navmesh requiredVersion 0.1 — no requiredAddons

namalsk_scripts.pbo

  • namalsk_scripts requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

namalsk_terrain.pbo

  • namalsk_terrain requiredVersion 0.1 — requires DZ_Data, ns, ns2, ns_plants, ns_sounds, namalsk_navmesh, namalsk_scripts

ns.pbo

  • ns_build_alakit requiredVersion 0.1 — requires DZ_Data
  • ns_build_chem requiredVersion 0.1 — requires DZ_Data
  • ns_build_jalovisko requiredVersion 0.1 — requires DZ_Data
  • ns_build_lubjansk requiredVersion 0.1 — requires DZ_Data
  • ns_build_norinsk requiredVersion 0.1 — requires DZ_Data
  • ns_build_sebjan requiredVersion 0.1 — requires DZ_Data
  • ns_build_village requiredVersion 0.1 — requires DZ_Data
  • ns_build_vorkuta requiredVersion 0.1 — requires DZ_Data
  • ns requiredVersion 0.1 — requires DZ_Data
  • ns_misc requiredVersion 0.1 — requires DZ_Data
  • ns_ptcs requiredVersion 0.1 — requires DZ_Data
  • ns_water requiredVersion 0.1 — requires DZ_Data

ns2.pbo

  • ns2_build_a1 requiredVersion 0.1 — requires DZ_Data
  • ns2_build_a2 requiredVersion 0.1 — requires DZ_Data
  • ns2_build_a3 requiredVersion 0.1 — requires DZ_Data
  • ns2_build_ari requiredVersion 0.1 — requires DZ_Data
  • ns2_build_arma1 requiredVersion 0.1 — requires DZ_Data
  • ns2_build_arma2 requiredVersion 0.1 — requires DZ_Data
  • ns2_build_bar requiredVersion 0.1 — requires DZ_Data
  • ns2_build_brensk requiredVersion 0.1 — requires DZ_Data
  • ns2_build_dam requiredVersion 0.1 — requires DZ_Data
  • ns2_build_mount requiredVersion 0.1 — requires DZ_Data
  • ns2_build_railway requiredVersion 0.1 — requires DZ_Data
  • ns2_build_sea requiredVersion 0.1 — requires DZ_Data
  • ns2_build_seb requiredVersion 0.1 — requires DZ_Data
  • ns2_build_tunnel requiredVersion 0.1 — requires DZ_Data
  • ns2 requiredVersion 0.1 — requires DZ_Data
  • ns2_misc_containers requiredVersion 0.1 — requires DZ_Data

ns3.pbo

  • ns3 requiredVersion 0.1 — requires DZ_Data

ns_plants.pbo

  • ns_plants requiredVersion 0.1 — requires DZ_Plants_Sakhal

ns_sounds.pbo

  • ns_sounds requiredVersion 0.1 — requires DZ_Data, DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash ccba75cdcb773335