Project Steep

Steep is a pure fiction based on Rust’ back-story.

This game, Rust, is based on a back-story involving two main companies:  Cobalt, which seems to be developing new tech based on sulfur and uranium, and Zenlabs which is the main transporter of the Cobalt industry.

Apart from the back-story that about nobody knows anything about, there are branches of development that were displayed lately, like the Project Nova – Mars where people spawn on the red planet, in search of solutions to global warming.  There are also some under-developed projects that need to emerge.

Among them is the « Steep » project, where people are evaluated on their capabilities to work in team in the ultimate goal to recreate a community or a society inside a new reality, the aftermath.

This Cobalt Project is different from Savas and Hapis… It is not based on the terrain explored by the people, but is based on the psyche of these people.  What will they do if they are faced with specific dangers? what will they do if they find weapons? what will they do when they understand that they are observed by scientists that refuse to see them leave the island?

In Steep, you are not spawning naked on a beach with a rock.  You spawn on a road, with no memory and no sign of imminent danger… You imagine the rest.

Define Steep: a precipitous place, or to soak in a liquid at a temperature under the boiling point (as for softening, bleaching, or extracting an essence).  Yep, Cobalt want to soak you in a hazardous situation, and extract the best of you in this world.

Project Steep by Rust-Exposed is not affiliated with, nor endorsed by Facepunch Studios LTD. All trademarks, imagery, and logos belong to their respective copyright owners.

Each new map we create under the Project Steep will have the « Steep » prefix to them, so you know the goal of this specific map.

HowTo: Well Prepare a Procedural Map

This is the process to have perfect Procedural Map with RustEdit: these are not the steps in the usual way. This process can not be applied to anyother map engine like rust.io, because these systems do not let you decide what you want from your map.

The Procedural Map is a map that is auto-generated based on specific elements, depending on your own settings or completely random. The map then contains the default monuments and prefabs that the Rust Game offers. You can also edit that Procedural Map, but then you are not listed in the Community list anymore, but in the Modded section.

  • 1- generate the map Terrain
  • 2- apply Biome, replace layers with the needed one.. ex: replace arctic with temperate will avoid heat changes
  • 3- apply Topology so the engine knows where we at… it will generate proper identification of elements like beach, river, lake, etc
  • 4- apply Splat, so we see where we go
  • 5- apply Rivers and Caves so they are freely installed randomly on the map – only if required
  • 6- apply Ring Road, so it uses the largest part of the terrain to be the largest possible. If you want the smallest Ring Road possible, wait until you put the monuments, before the Roads.
  • 7- Apply all the monuments you wish. You can delete them once you applied all the layers of the map, so the roads look useful.
  • 8- Apply the Roads *(+Spawn Decor)
  • 9- Apply the Road Monuments
  • 10- Apply the Rocks at the end, or you will have rocks anywhere so you could not install anything without deleting thousands. Rocks will be put randomly based on % of uncovered terrain.

now your map is Perfect on the Procedural way.

The « Barren » version of the Auto-Generated Maps is not supported by RustEdit and will be deprecated by Facepunch in the next updates. You have to auto-generate it on your own server. In the near future, the Barren mode will be gone for good, as it’s only a map with 20% of resources compared to the Procedural that is 100% of the resources by default. Any Map Designer can change that by editing the Biome and Splat of any map, but they are rare to do so…

PS: the featured image was taken freely on google… nothing related to me, but a good example of RustEdit generated map…

WIP Map: Steep – Rustic Dementia

I name it « Rustic Dementia » because it’s a map that only has Rustic monuments, like the barns and the fishing villages.  No concrete or metal based monuments.

Cobalt cleaned the place of all building containing nocive metals and rads.  The company discovered soon after the Savas Project that all buildings constructed in the Cobalt era were made with concrete, which accumulated radiation and was impossible to treat. And since some buildings on the Islands were with radiation and made human life impossible, they decided to start over in an environment where this threat was non-existent.

The goal of this project not being to kill humans but to find them an environment where they could rebuild a new kind of society, it was necessary to bet on the human and not on the dangers to improve their lot.  So they made a deal with the former « Bandits », which were civilian scientists who revolted against Cobalt, and they decided to start this project in a « bandit-way ».

They still send scientists to check all the remains roadside loots, to see if they radiate, and to check if the population is using the resources the right way.  Remember, it’s for the Project Steep, they need people who can manage teamwork to survive.

Images are to be posted tomorrow after some testings, and a video would be great, if you know someone who is great at videos in Rust.

Map: Nightmare in the Bayou

There was a planned event for last weekend’s Halloween day.  But since the family moved to another region, I was unavailable for managing it, and we decided to let it go to only the release of the map on our general server.

so the [EXPOSED] Nightmare in the Bayou event was a success… a 5 days of new visitors on the server, with more than 45 new players, on a « empty » server is good… among more than 12000 empty servers around the planet!

The map is complete custom, with a never seen mood… a 6000 large map, with a canal for the cargo ship, and a « bayou-like » terrain.  Because yes, it is based on the Bayou in New-Orleans… low profile, mud and swamp… and for halloween we see zombies, scarecrows and murderers.  Everything is vanilla, no plugin.

And a gift from one of the best Monument designer in Rust, we had the Halloween Bayou house from Niko as our main attraction, in the center of the map…

In New Orleans, you often see shelters and ruins, and trailers in the middle of nowhere… How fun, Rust is doing it for us!

The bayou is also filled with villages and houses that integrate perfectly with the decor… as you can see, we have our own versions as above…

And there are pirates in the bayou… they hide everything of value in their boats… but we found them !

Dafuk with snow in New Orleans? Actually this is a hidden compound that a mad scientist wants to keep secret, so he surrounded his factory with a weather controled environment for the lone walkers will not trespass… but are we?

WHAT?  the Maunsell Forts in the middle of nowhere? Is this map fucked up or what? … remember that the Bayou is in the region where everything is possible.  like for the Eiffel Tower in Vegas, the New Orleans’ version of the famous fortified marine towers of the UK is now!

And the mood… for the Halloween Event, we stuck the clock to 7:30pm, when every kid in the US is going out to trick or treat their neighbours… now… are these only trees, or you could feel a mood for PVP and PVE by trying to avoid being killed by hidden vampires, scrarecrows and murderers? Maybe it’s too late, you walked in the swamp for the last time!

Roamers and Runners?

Some Definitions:

  • Roamers are most of the time Solo PVPers that work for clans on raids or revenges.  They control their territory, and usually are great fighters. Their vision of survivalism is more like « King of the Hill ».
  • Runners on the other side are guys that run thru the maps, looting everything and stealing resources for their personal profit… usually selling their stuff in safe-zones.  They do not focus on killing, they are playing survivalism in term of controling the elements and not by killing humans.  And they usually not wearing kits… take care to respect them as well, because they can become your best ally in the dark.

We usually see the roamers raise on vengeance period when someone post on the chat something like « I’ve been raided for no f*ckin’ reason »… they just rush to help that poor raided guy apply vengeance on.

Runners are usually active all the time, because they are not focussing on PVP so they run in forests while the clans fight in the deserts and valleys. Some runners are even playing spy, so when they find a secret base, they sell that information on other clans.

It’s not because you’re not part of a clan that you’re useless in Rust. Lucky Luke was a roamer, so see it that way.

Small things can make a great difference

Sometimes, it’s not the big monuments that help the most… Because sometimes, you need your players to focus on locations that nobody care about.

In this example, part of a map has lakes… nobody ever install their base on the side of lakes, because they are boring.  So why not adding a micro-monument to spice up a little the surrounding of lakes?

Ok, so we have this plain lake, and we add the RCD Custom Pumpstation you can find here

This example, from inside the Map Editor, makes you feel like it’s not the best place for you… Even when we add this little side-lake monument.

But if we add the needed mood when releasing the map, here is a new feeling… we just want to be part of this paradise… Rust-wise

News about the Halloween Event that we postponed!

Yeah, some guys here were aware that we planned a Special Event for Halloween 2020… but this week, we had to postpone it due to a major event in « Real Life ».

Our office will be moved from Quebec city to a small village 75km south, and we can not spend that much time on Rust due to the fact that the moving will be on halloween’s week-end.  And we don’t know yet if we will be connected to the Internet, so…

We postpone the Event… it will be inside our Monthly Event of december for sure.  Imagine a Ghostly Santa… wooo hooo… 🙂

Someone’s haunting, but the Bus Stop is not unbuildable…

Not really actually… it’s more like « Buildable on Demand ».

With the new updates of the Rust Core, more features of the game will be customizable by the Map Makers, people like us who customize what you see in the game. And this was on the roadmap for at least 2 years due to the lack of support for customization. So now, there will be less « random stuff driven by plugins », and more « specific elements customizable on demand », like letting Bradley roam on the roads of your map. Read more

Inland Offshore Cargo Ship

What?  yeap!

We can do about anything with Rust elements… Even make the Cargo Ship road inland on a river or a fjord.

And what a sight, isn’t it?

This is as easy as building new roads, because it’s a road, actually.  The Cargo Ship can go wherever the map maker want it to go.

This may add some challenge to the players, because now, there is no need to have an heli or a boat to go raiding.  But… that also mean that more players will raid it. More pvp, more fights.  And if you add plugins like Infinite Cargo, you can have a cargo spawning each time the one is ending his path.

You can even put the cargo in a fixed location on land, and make it a Ghost Ship that appear and vanish from time to time… Like in the Bermuda Triangle…