I’m often asked to build maps that would still contain the official monuments but with a different feeling because « custom ».
Ok, that’s easy for the first pitch. Why not add prefabs and extensions to them. Then you can add plugins to add NPC or specific zones to them.
Here are some examples of existing monuments that I customized lately.
Hum, looks like someone took his job seriously and cleaned the entire Junkyard. This is a complete redoing of the monument, because Junk is just junk, no? *(1 custom monument + 6 prefabs)The Mining Outpost is basically a garage from a compound. It’s not even related to mining a bit, so I don’t understand why they named it that way. Anyway, on this location, it is the center of a complete Mecanics Compound. 5 Garages, a Bus Station, and a Truck Graveyard of more than enough cars and trucks where you can PVP at will. *(1 official + 8 custom monuments + 56 prefabs)This Bandit Camp is 5 times bigger than the official one. This is easy, as a lot of monument designers love the elements of this compound and want to make more. This one have very distinct zones because clans are using it to fight and control the sector. *(1 official + 5 custom monuments)The new Fishing Village is already a popular monument, and some designers like Wheatley are already making it grow… Here is a display of what we can do to populate a beach on a large scale. All the mini-monuments are buildable, so your members can install themselves for cosplay! *(3 official + 12 custom monuments)Railway is « maybe » coming to Rust soon… and we already have a Trains plugin that let you add wagons on a rail to let them roam on your map. So why not join the compounds with what they already have… rails! And create a real environment that is more logic for the players. *(2 official + 2 custom monuments + 10km of rails)The Dome is one of the prefered monuments of the game… Because of the loots, I suppose. But where do they come from? The Domes Manufacture, where else! Here we have a factory and a compound of Domes and all the engines to move them where they are supposed to be installed on any map. This one is a real challenge as one of them have NPC that scope in any direction. This compound itself bring all the loots possible, from Tier1 to Tier3… no need to add X5 on this island! The fight for the control of this location is fierce! *(1 official + 7 custom monuments + 18 prefabs)The Water Treatment Plant is popular for its easy to find loots. It is also easy to extend with some prefabs or custom monuments, where water flows at demand! *(1 official + 2 custom monuments)
Facepunch’ Photosensitive seizure warning: A small percentage of people may experience seizures when exposed to certain lights or images in this game, even with no history of epilepsy or seizures. Stop playing if you experience any negative effects connected with this. definition: a seizure is a sudden, uncontrolled electrical disturbance in the brain. It can…
On this one, Cobalt decided to invade a strange island south of Hapis, where there was actually nothing interesting… Neighbour of a long extinct volcano, that island is strewn by tons of rock formations that can not be destroyed easily… Proof, the usual Excavator was broken due to the hardening of the rocks. Cobalt left…
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…
I was watching the MadMax quadrilogy and was thinkin’ that the whole thing would do a great scenario for Rust… And as they announced a Prequel to Furiosa’s presence in Fury Road, whatelse can we suggest that « She was searching beyond the wasteland for redemption »… And that’s exactly what this Rust Map is doing… suggesting…
There is no real scheme for building a map in Rust… you use the Procedural engine and tada, a 30 seconds map is auto-generated for you. But these are crap. Always the same borrrrrrrring maps with the same elements. Here we build maps based on ideas, concepts, scenarios and gameplays. You can even decide if…
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…