Mapping is getting serious: we look at the tools you've made, and the maps you're making (yes, including Legacy).
10 July 2018 (6 Comments)
I don't know where Veys has been for the past few months, but I'm very glad to see him returning to Rust with his digital paintbrush. The header was dropped into our secret Slack chatroom of mystery, and reddit, and so ends up here, topping the blog. The circle of content, which means it'll randomly pop-up on the Steam community in a few weeks by someone claiming it as their own.
It was done on commission for Blueberry.gg, and you can see it in situ if you head to their site.
The world of Rust mapping is necessarily scattershot, at least for the time being. People across Discords, forums, and elsewhere are trying to work out how to do what Proc Gen does (and more), but with limited tools. In fact, in some cases they're even making their own tools.
That's what k1lly0u's been working on. Most current Rust mapping is taking place inside Unity, but he's managed to come up with an early standalone editor that shapes land, plops down prefabs, and has a lot of potential, even at this early stage. There's a bunch of caveats, but he's done well so far. Scroll down in that thread for an updated version if you're going to try it.
That video is already a bit outdated, which shows how swift development is. But what's an editor without a plan? Just a fancy collection of icons and code, that's what. The good news is that people are already planning maps. CorrosiveBackspin has been working on a few ideas. You might recognise this one:
If you hit F1 in game and then type connect 220.127.116.11:28019 and hit enter, you'll see that map in progress. He also imported Westeros, albeit flipped.
Vice is planning on a water-world, with extreme separation between landmasses, and a whole lot of water for the player to cover. It looks incredible.
And finally, Admiral_8600 and MrJeff made a Rust map.
I'm already looking forward to next week's section. All of this has dripped out of Rust Cartographers Discord, so if you're looking for maps, help, or more, that's the place to be.
I've been waiting for PitchDank's RustQuest to return, but it turns out it did and I was looking the other way at the time. And several times more. Now there's three episodes to catch up on.
RustQuest is a Rust-themed DnD session, recorded and then cut together for us all to watch. Buuuuuuuut, it turns out following the format of the first two eps was going to take too long, so now they've been simplified. They're more like visual podcasts now. I've already covered the first two eps, and you can watch the whole thing as a playlist clicking here. Here's the latest three. I won't be covering the story, as there's far too much, but it's fun.
Ah, that's better. More and more and more some more, please.
Cities build cities, it seems. Gunsmoke on our forums saw a few city builds in this blog and decided to top them, crafting a generic American city complete with a docks and a cinema. I can hear my fan spinning up just looking at these screenshots.
Grand work. Maybe they could have used some advice from MikeTheVike's server.
Boredom drives a lot of Rust building.
Here's a very dramatic trailer for a Rust sign-painting contest.
All the info is in the vid. Good luck!
Think you're working on something awesome? Tell me all about it. Share your map designs, show off a game-mode from your server, let us see your cool base.
There's a dedicated forum, or you can fish for upvotes in the subreddit. I also shuffle around the the Steam Community, so feel free to show me to things from there. You can follow and respond to Rust on Twitter, and I'm on there as well.
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