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.

Le presbytère des Michaud, le plus beau de la province…

Ah ben oui, y faut ben se faire un peu de promotion… Le presbytère qu’on vient d’acheter fait partie d’une série de presbytères construits dans les années 1900, juste avant la dégringolade de l’Église au Québec, avec la Révolution Tranquille des années 60.

après évaluation sérieuse, nah, le plus beau presbytère c’est celui de Saint-Évariste-de-Forsyth… sans gêne!

Les presbytères diocésains comme celui-ci, il y en a eu une dizaine à travers la province, longeant la rive sud du fleuve St-Laurent, dans les régions ou les Évêques allaient prêcher.  Ce sont les presbytères les plus fastueux de toute l’histoire du Québec, démonstration de l’emprise de l’Église sur les ressources du peuple.  Malgré cette histoire un brin triste de notre héritage culturel, ces bâtiments servent aujourd’hui à d’autres fins, puisqu’en général lorsqu’ils n’ont pas été détruits, ils ont été vendus à des particuliers comme nous.

Et pour vous démontrer cet état de faits, Voici des images des autres presbytères construits dans cette période.  Fait à remarquer, aucun de ces presbytère n’est à proximité du fleuve.  Ils sont tous entre le fleuve et la frontière américaine, afin de se rapprocher de la population des campagnes.

Le presbytère de St-Séverin se trouve à environ 75km au sud de Lévis.  Il a été construit en 1909, inauguré en 1910.  Ouais, c’est chez-nous!

 

L’ancien presbytère de St-Philibert, pas loin de chez-nous, a été rénové dans les années ’80, selon les images du prorpiétaire qui vend la bâtisse cette année.  Rien de spécial, bâtisse carrée, sans extension et sans grande prétention… mais bien entretenue.

 

 

Voici le presbytère de Val Brillant, à 50km au sud de Matane.  Il a été construit en 1916.

 

 

Voici le presbytère de Lac-au-Saumon, à 30km au sud de Val Brillant. Il a été construit en 1910.  Celui-ci est tout de blanc, comme à son origine,  n’a pas d’extension/cuisine.  La structure en deux façade lui donne un air de bloc lego.

 

 

Un peu plus vieux, mais de la même génération, le presbytère de Saint-Cyrille-de-Wendover, à 10km à l’est de Drummondville, construit en 1893.  Il s’agit du premier presbytère du genre « Four Square House » que sont ces presbytères. Cette bâtisse a l’air nue et moche… Mais il s’agit plus d’une maison classique que d’un presbytère diocésain.

 

 

Le presbytère de Ste-Monique de Nicolet, au sud de Trois-Rivières, était jusqu’en 2016 préservé par la Fabrique, donc un tres beau monument historique… Construit en 1892, il représente le plus gros bâtiment de la sorte, puisqu’il comprennait aussi les quartiers de toute une congrégation. La bâtisse est en forme de rectangle, et non en L comme la nôtre.  La différence avec notre presbytère, c’est qu’il est entièrement adossé à l’église, et est fait de brique rouge.

 

Le plus fécore compétiteur dans cette aventure des presbytères du Québec est sans contredit à Saint-Évariste-de-Forsyth, à 50km au sud de chez nous… Le propriétaire actuel a fait la réfection totale du manoir et l’a transformé en oeuvre d’architecture…

 

 

bon, ok, il avait du budget*(2M$), afin de transformer le presbytère en Gîte 4 étoiles… ça prend du budget… on ne l’a pas, et la maison ici va rester familiale jusqu’à temps que les enfants décident qu’ils n’en veulent plus.

Vous pouvez remarquer un détail… leur église est semblable à la nôtre à St-Séverin… parce que les deux ont été construites dans la même période, de même que le presbytère… par le même architecte.  Si on visitait l’intérieur avant la reconstruction, je suis certain qu’on se retrouverait comme chez nous!

 

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!

Quelques antiques de la maison…

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.

Rust is for Roamers and Runners, not for Raiders…

Did you notice, on major servers, the usual routine?  I checked the routines for most of the Rustafied and Facepunch Official servers for two months, and one all the situations, the routine is close to the same all the time…

So let’s resume on a weekly wipe, even if others are longer… we know the deal: Read more

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