Rust.Exposed Archive

For the last year, I was volunteering some work with the game Rust, providing maps. prefabs and server-hosting for clans and groups. I’ve been happy to work on that Unity 3D Engine. But lately, there was too much IRL work to be done properly, so i have less time to work on Rust.

So i decided to drop the official site and let things go… Archives of my work on Rust.Exposed will be stored here for memories.

Heightmap – The Foot

 

This heightmap « the foot » is based on my own footprint.

The Inspiration was simple… using the procgen process to generate basic maps in Rust Servers bring more than often an island with the look of an ET Foot… always some peninsulas, round based, etc… like 99% of the islands on this planet are NOT like that…

So i made this map a foot because mine of funnier than the procgen ones… 🙂

That’s all.

For hte time being, you can visit this map and play on it just for fun.  as usual, just search for us in the Servers listing… «  [EXPOSED]  »

Our goal at rust.exposed is to provide clean and efficient heightmaps so you do not have to struggle on how to design your island.

Use RustEdit to:

– Put monuments, paths, rocks, tunnels and underwater elements in the Procedural way

– Edit the map height, resize it, add more land or islands, etc

– Install your own monuments and prefabs to personalize the map entirely

This release include:

– one Plain Map you can play with

– a basic Procedural Map with random stuff on it.

Elements to consider:

– Offshore balanced, so You have underwater labs, loots, icebergs etc

– Land has different mountains and cliffs structure so it’s not monotonous or impossible to climb

– Size is always 4444 but you can resize the map easily before editing it

– The demo map can be used on your server, but you surely can do better while editing it to your tastes

– The map is structured so all types of roads are possible by procgen not only by hand

– The map is balanced in lands and steeps, so you have beaches and mountains

– If this map is based on a IRL location, the heights are supposed to fit in proportions 1/100m

– Even when using procedural generation, your roads and monuments will not be off, because the terrain is well balanced – or the procgen fuck up by itself!

Oxide – Core and Plugins for Rust

visit: uMod – Home

Oxide is THE engine to add features to your Rust server. If you want to customize Rust Gameplay, you can not without using Oxide. uMod is the repository of everything free for this engine, which is a good place where to start.

You have first to install and activate Oxide on your server before adding plugins. You have to deactivate auto-update on your Rust install to do so, or you will have problems running plugins.

There is not much to « see » on that website, but more things to read and understand to make things work.  I’m not going to support your installation, but if you need help on how to customize the Oxide work, i suggest you visit the Community tab on that site.

Lone Design

Visit: Lone Design – Custom Rust Maps, Prefabs, Monuments and Plugins

Lone is well known for his numerous prefabs and monuments… All of them very well built, up to date and useful.

Since march 2020, he also share his site with other designers/creators who release stuff for your Rust needs… This is really a place to go if you are in need of ideas for your server/map/project.

Keirox Custom Maps

visit: Keirox Custom Maps for Rust

Keirox is a well known and very active Map/Monuments Creator with a talent for Immense installations…

If you are searching for monuments that will keep your players occupied, he may have an answer to your need. His releases are a bit old, and he tries his best to keep everything up to date due to the HDRP transformation, so be patient, his work worth all of the waiting.

Rust KIDS Edition – non profit project

« KIDS Edition » is a 2 servers setup for kids under 13 who play Rust even if not legal to do so… Usually it’s because their parents have a Rust account and they are monitored… We will use this assumption.

It’s not only a PVE server, it’s full of fun stuff, roleplay, custom monuments and humorous situations… I’ve been working on younger players setup for a time, as my kids and their schools are requesting a platform to learn survivalism outside of the Minecraft boring structure.

The idea occurred to me to publicize our configuration when MiketheVike posted on of his review on Youtube regarding Bellapig talk with him…

And after checking the comments from some other streams, I just make the conclusion that Rust needs its own « Education Edition », just like Minecraft… And I’ll be working on that for the next months.

The goal is not to make Rust kiddy and bland, but to make it a good platform to learn a lot about survivalism, life in nature, and collaboration. With the passage of OTV, a lot of people think Rust is roleplay platform with a lot of customizations, like in TheSims… But it’s not.  You learn nothing in TheSims… but you can learn to handle electricity, building and agriculture in Rust…

First map i’m publicizing in the next days for this project will be the « La Manic » scenario… The Manicouagan reservoir in north Quebec, Canada, is the biggest meteor crater known to man on earth, visible from space. I use the René Levasseur island in the middle of the crater as a location for this map.  Because i can… 🙂

The scenario?! Bandits use the island to train their springs… when they are strong enough, they go fight the scientists in the hidden station in the crater.

 

This map will be amazing with the help of Niko, Cobalt and Immp77, with their cool custom monuments… Others will stick with the list when I know exactly where we’re heading…

What I’d like to see from the community is a will to make this project bigger… any admin can provide a server for this project, like they offer PVP servers or custom servers for their friends.

And i’d like to see some Prefab/Monuments Creators release some work that can be placed on a map for kids.  It’s easy you know… Lower complexity of puzzles, add a WoW factor, and that’s it…

You’ll see with the first two servers, filled with great stuff. And if you are a Monuments creator and are interested to participate on the project, just contact me, I’ll be more than happy to install your stuff on the next maps… 🙂

 

btw, thanks to Kyous for his video feature image… it represent this project so well !!!!

Location: Suez Canal

This map was created inside our « Locations » challenge of summer… Due to proportions it was impossible to have a real view of the entire canal, so I used the first 1/5 part of it from Suez city. I will not post thousands of comparaison pictures here, but you can visit tripadvisor.com to have some photos from tourists who visited the location lately…

The Suez canal is simply a straightforward human crafted river with harbors, hotels and factories on its banks, luxurious bridges everywhere, and sand…

green? only where the population forced it…

bridges? a ton of them… some are hight and permanent, possible due to high banks, but some are rotating, set at the banks when not in use.

the river is 3 times larger than a regular cargo.

roads… along the banks, and in the cities, there are roads…

Rust Tug Boat was inspired by the tug boats in the Suez Canal… so yes there are plenty…

Minimal canals are built across cities to control the flux of boats.

######################################### SO…

the map is Isekai-style based. Only the canal is important and populated in monuments. The other parts are just empty space for bases, roads and pve. There are a lot of mini monuments, like oil derricks, *(thanks to Niko) and all the waterwells are located in useful places… desert… 🙂

How is it possible ?? – rust underwater and tunnels?!

This was asked many times since the Tunnels came out last season… and now, Rust has underwater world… HOW CAN THIS BE ???

At first, no, the floor of the map is not at pixel 1… Actually, map makers know it well but never tell… all maps’ « Sea Level » start at 500 meters high, and the highest position possible is at 1000 meters high.

So basically we can go 500 meters below sea level, like you can feel by going down the 20 floors of the staircase that leads to the tunnels… We also can go 500 meters above floor level with your heli or balloon.

So the sea level exists, and when we install a monument that is forced to go lower than that level, we need to apply a « trigger« , and an « alpha mask » that will make the water invisible and no feeling it.  If we forget this, you will see water in a tunnel and you will suffer drowning if you go in.

There is no magical effect.. this is a well known feature from the Engine that drive the graphics in Rust… So if a map maker tells you that your underwater or underground feature can not be done, just go somewhere else…

As an additional detail: The Map is a proportional size that is 10x smaller than reality. So, if you have a 3000 meters large map, you will walk 300 meters to cross it.  You character can run at 1 meter per hit. It is proportional also like if you have a 3000x large map, it will be a 9 000 000 meters area.  That’s why you will not often see a 6000x map… because they are too big and will take more time to load.

*(we don’t care, big maps are amazing as well)

Wipe Day or Story Telling?!

It is known to all youtube fans that your prefered Content Creator usually film his most important events during « Wipe Day »… This is supposed to be THE DAY where everything happens, everything is hard, harsh, complicated and exceptional… It is basically refered to the Monthly First Thursday Wipe when forced…

What if i tell you that most of these content creators have their own custom servers and can have a wipe day anytime in the year?  Like Blooprint, Stevie, CNDBlood… they all have servers that wipe once a week, and even more often for some.  And they all have custom configurations, like extra loot, 2X, etc… Some content creators even invite people to play with them and they can even wipe two or three times a day just to have a perfect match.

It’s so easy to have content when you control your environment. So don’t focus on the « Wipe Day » thing when you watch a video of your prefered streamer. Focus on what he has to offer as level of content.

Content Creators are numerous… there is actually too much of them. 90% of the Rust Streamers have nothing to offer… just their regular gameplay streamed while they have no life whatsoever.

Story Tellers like Frost, Blooprint, Welyn, on the other side, are fluent in creating a mood for their content… Story Telling, even when scripted, is cool for one reason: it tells you that there is more to Rust than just PVP and KOS.

Yes we promote story-tellers, because they have a link with our own activities… Our themed maps/servers are for stories, scenarios, events… Their job is to make it big.

Rust Everywhere… desert, mountains, underground and now under the sea

For the August forced Wipe – because of underwater world – I upped a default vanilla map on one of our US servers so our gamers can play a lot with Tunnels and Underwater Labs… no it is not procedural… we never do procgen!

The map is well spread, with absolutely all the monuments in the game… As you can see from the top tier of the map, the monuments are all around, each or about each on its own peninsula… roads are everywhere, even if crap in some locations, so you can loot thousands of roadside loots and be rich without having to raid the large monuments.

A lot of tunnels.. I’ve put more tunnel entrances than by default, so the tunnels structure is mega loaded with directions. And with the new updated tunnels with docking stations, there is way more locations for PVP.

As you can also see above, the Maps display also seperate now what is where… First button is the ground level map, then the tunnels, then the 4 levels of underwater labs.  In the near future, links will be made between the tunnels and the labs, so we can visit everything without changing the environment. Tunnels will also be updated with levels sooner than later.

There is nothing more specific on this map, because it’s pure vanilla… no custom monument or prefab, no specific construction or mix of terrains…. just no arctic biome… because it’s easier to test features without it.

Good vides, guys