Jump to content

Bxrflip

Level Designer
  • Posts

    17
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Bxrflip's Achievements

Apprentice

Apprentice (3/15)

  • Collaborator
  • One Month Later
  • Reacting Well
  • Dedicated
  • First Post

Recent Badges

14

Reputation

  1. Bxrflip

    Synecdoche

    It's a feature codefling offers that I'm experimenting with. I believe it works by granting access to the files for 30 days, including any updates that are rolled out during those 30 days. After the 30 days expires, you will need to pay the renewal fee to have access to the latest updates for another 30 day term. Originally, I wanted to simply offer the map at a set price, which I predicted would cover the cost of development. However, I've been maintaining the map for nearly two years now and it has required alot more effort to maintain than I originally expected. This massive 'World 2.0' update hit particularly hard. It takes up so much of my time that I rarely get an opportunity to work on other projects, and because of that, my income is mostly dependent on sales of this map. I consider this map to be my flagship product and I take great pride in it. However, the map has been available for quite some time and it seems sales are slowing down since most of the people who would buy the map have already done so. So if I am to continue to support the map to the same high standard, I need to switch to a recurring payment model. It makes more sense this way, as I would be getting paid more directly for the work I'm doing to keep the map updated and add more cool features and changes over time. I understand that some people might prefer a more 'lifetime license' approach, so I will make the map available on lone.design for a one-time purchase, but at a much higher initial cost. Inflation is also hitting pretty hard and the map's price should more accurately reflect the level of quality it offers. In a way, you can think of the renewal term system as a way for me to keep the up-front cost of the map down.
  2. Bxrflip

    Isle of Rust

    All monuments on the map are from the vanilla game. they are normal fishing villages.
  3. Bxrflip

    Synecdoche

    oh, it removed the 2.1.64 update changelog. Yes, cliffs will be updated to 2.0 for this forced. The temperate cliffs have already been done
  4. Bxrflip

    Synecdoche

    Yes! The Map was updated yesterday to bring the temperate cliffs updated and the arid cliffs will soon follow before forced.
  5. Bxrflip

    True Savas 2018

    Version 1.0.19

    30 downloads

    True Hapis 2018 is a 1:1 Recreation of Savas from the September 2018 Update. Includes BOTH Normal and KOTH versions in the download! Details The map data was extracted systematically and imported into a modern custom map file. Missing prefabs were replaced with manual re-creations, and spawners, loot, etc, were faithfully re-created by hand. Everything should be in its exact place, precisely where it was in 2018. Welcome Back! Dependencies The map does not have any dependencies. You can run it on a vanilla server without losing any functionality. Bug Reporting & Community Please report any bugs in my discord channel at http://bxrflip.gg You can also get in contact with me there for any unrelated matters.
    Free
  6. Bxrflip

    True Hapis 2018

    Version 1.0.151

    77 downloads

    True Hapis 2018 is a 1:1 Recreation of Hapis from the September 2018 Update. Details The map data was extracted systematically and imported into a modern custom map file. Missing prefabs were replaced with manual re-creations, and spawners, loot, puzzles, etc, were faithfully re-created by hand. Some small errors from the original Facepunch version were also patched, like gaps between bunker room pieces, floating props, etc. Everything should be in its exact place, precisely where it was in 2018. Welcome Back! Dependencies The map depends on an alternative to the RustEdit Oxide extension, called Core. These dependencies will be provided with your download. The map will work fine with the RE Oxide extension, but Core does a much better job with scientist AI, and keycard spawning. Avoid using both Core and the RE Oxide extension at the same time. Additional instructions included in the READ ME file. Bug Reporting & Community Please report any bugs in my discord channel at http://bxrflip.gg You can also get in contact with me there for any unrelated matters.
    Free
  7. Bxrflip

    Isle of Rust

    Thank you for letting me know! Unfortunately I just haven't had time to update my maps yet. HOWEVER: This map will actually still work as advertised, it just hasn't been updated to use the new cliffs yet. The old cliffs still work, and this map is fine as far as i'm aware. (Synecdoche is broken tho, that one needs fixed) Unfortunately, I think mapmakers are abusing the world 2.0 flag, as they have not updated the cliffs for World 2.0 either. Their maps just happen to work because FP has not removed the old cliffs from the files yet.
  8. Bxrflip

    Rustedit Expert

    Need help? Don't hesitate to contact me! I've been using Rustedit for 6 years. I know everything there is to know about mapmaking in rust. I can do: - Commissions - Lessons - Edits
  9. Version 1.4.16

    19 downloads

    Overview: This plugin allows players to mount their weapons to the bottom of their Minicopters and Scrap Transport Helicopters. Players can configure their weapons by simply inserting them into the corresponding inventory slots of a box on the back of the mini or scrap heli. Ammo for the weapons is also stored in this box with 5 ammo slots that are shared between all of the weapons. Players can also equip their copters with flares, a radar set, and other utilities which will be added in the future. Operation Using the plugin is very straightforward and intuitive: just drop weapons in the spots you want em, then go! The default key binds mimic the attack helicopter, so players don’t get confused: Fire Weapon: LMB Fire Flare: RMB Switch Weapon: Sprint Switch Ammo/Reload : Duck Switch Radar Target: Use Lock target/Activate Seeker: Reload Configuration The config is very long and can be confusing to navigate. The plugin will automatically create the default config when you first run it. The dictionary of weapons always gets written on top, so you will need to scroll to the very bottom in order to find the general plugin settings. Here are some of the settings that can be changed (this is subject to change as I plan to add much more functionality over the coming months): "DebounceTimeSeconds": 4.0, (The amount of time a button will be inactive after pressing) "DisplayOutOfAmmoMessage": true, "DisplaySelectedWeaponMessage": true, "UnlimitedAmmo": false, (Makes server projectile weapons not require ammo, but doesn’t work on most weapons. If you want an unlimited ammo version, please look for Minicopter Combat) "DisablePermissionCheck": true, (enables permissions for each weapon) "ApplyToScrapCopter": true, (Does a weapon box spawn on the back of all minicopters) "ApplyToMinicopter": true, "FlareFiredSfx": "assets/prefabs/weapons/grenade launcher/effects/attack.prefab", "SwitchWeaponSfx": "assets/prefabs/deployable/dropbox/effects/submit_items.prefab", "AlarmSfx": "assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", "ReloadSfx": "assets/prefabs/npc/autoturret/effects/reload.prefab", "CounterMeasureDespawnTime": 5.0, "WeaponSwitchDelay": 2.0, "AmmoSwitchDelay": 1.0, "FirePrimaryButton": 1024, (This is where you can set your keybinds. The values represent binarys for a facepunch Enum that represents each client input. Refer to the button table below.) "FireFlareButton": 2048, "SwitchWeaponButton": 128, "SwitchAmmoButton": 64, "RadarSelectButton": 256, "TargetLockButton": 8192, "EnableScrapcopterGibs": false, (turns off gib spawning for better server performance) "GibsDespawnTimerOverride": 0.0, "DisableFire": false, "HideUnauthorizedWeapons": true, (This option doesn’t quite work as intended yet. It will show players the weapons they don’t have access to due to not having the oxide permission for that weapon in the weapon selection menu while flying. Right now, setting this to false shows all weapons that exist for the plugin.) Buttons • FORWARD = 2, • BACKWARD = 4, • LEFT = 8, • RIGHT = 16 • JUMP = 32 • DUCK = 64 • SPRINT = 128 • USE = 256 • FIRE_PRIMARY = 1024 • FIRE_SECONDARY = 2048 • RELOAD = 8192 • FIRE_THIRD = 134217728
    $29.99
  10. Version 2.0

    97 downloads

    See tweet, do thing: Lol. This is just a fun lil project for anyone to check out. A nice quiet place to be, and just relax. Inspired by Pilgrim.
    Free
  11. Bxrflip

    Synecdoche

    That's something I can try to do, sure! I'm ok with extending the outer shorlines in some areas to accommodate larger bases. However, I will not be flattening any of the inner terrain to accommodate clans or uninspired youtube bases. I mainly see this as a feature and not a bug, since it gives players/groups a reason to create unique bases. Flatter maps let players 'optimize the fun out of' the building experience, and the terrain is meant to foil that to give smaller bases and creative designs an advantage. I can make a recommendation for a flatter map though, if anyone reading is looking for one, you can try my other map: Isle of Rust, at only half the price!
  12. Bxrflip

    Synecdoche

    Version 2.1.85

    56 downloads

    Welcome to SYNECDOCHE! Synecdoche (noun) Sin-eck-doh-key: A figure of speech in which a part is made to represent the whole. Crafted over the course of years, this map offers something extraordinarily rare in this community. Custom monuments are amazing and fun to explore! I've seen so much hard work go into them and people have made some really cool stuff. However, custom monuments are only a small part of the level design in Rust. Wouldn't it be nice if we could get as much unique design detail out of the rest of the map? Wouldn't it be nice if your server felt like a real place, instead of a procedural blob map? A Map Focused on Detail, no matter where you are: But who would be insane enough to do such a thing? And how would it be possible? A 4k Rust map is 16 square kilometers. To make this feel like a real place, and give each space the attention to detail it needs demands thousands of hours working with consistent standards. This is why almost all of the maps aside from a handful on these sites will choose to use some form of procedural generation, and what makes synecdoche so uncommon. Every square meter was hand crafted with care, to make a place that feels alive and fantastical. it's what makes the map feel so beautiful. Still Not Convinced? Well, here's some of the feedback we've gotten from the community! Where Reality Meets Fantasy Each and every spot on the map was precisely manicured to feel unique and significant. Every rock has its purpose, and every nook and cranny was deliberately sculpted to inspire exploration. There are no locations on the map that were forgotten or left behind. Each location plays its part to represent the world as a whole. Information and Specifics: This map includes only vanilla monuments and can be run under the community tab. It does not require any 3rd party dependencies, not even the RustEdit Oxide DLL. However, you will need to place the included Harmony mod in you harmony folder to prevent Cargoship from leaving the map while it docks at the northern harbor. Size: 4096 x 4096 Entity Count: ~68,000 Prefab Count: ~16,000 Can Edit: True Required Plugins: Block CargoShip Egress (Included with Map Download) Monuments Junkyard Trainyard Outpost Bandit Camp Fishing Village (X3) Missile Silo Arctic Research Base Military Base (X2) Airfield Water Treatment Plant Sewer Branch (X2) Satellite Dish The Dome Harbor (X3) Military Tunnel Launch Site Power Plant Mining outpost (X7) Oxum's Gas Station Supermarket (X3) Lighthouse (X5) Abandoned Cabins Oil Rigs (large and small) Caves Underground train system Aboveground train system Underwater Labs (X2) Featured Videos:
    $49.99
  13. Bxrflip

    Isle of Rust

    I'm not sure what you mean? I have the map loaded up on my servers right now and the loot is spawning normally. Be careful when re-naming the map or sav file. Using an sav file from a prior map can cause entities not to spawn correctly. If that's not the issue, try checking your plugins and convars to make sure they are not causing the issue. If that doesn't work then it's possible your server files have been coincidentally corrupted. Isle of Rust uses only autospawn prefabs and vanilla monuments, so it doesn't require any mods as dependencies, and loot spawners are handled by vanilla server code. Loot spawners are built into the vanilla monument prefabs, the map file just tells the server where to put the monument in the game. The server then keeps track of and manages loot spawning.
  14. Bxrflip

    Isle of Rust

    I appreciate the suggestion and, while an update path to include airfield and arctic research is possible, replacing bandit with airfield would break the symmetry that creates the gameplay players are so attracted to. However, this type of simple edit is exactly the type of thing I encourage admins to take on themselves. The addition of airfield would be a bit more challenging, but making outpost into combined outpost takes like 2 minutes. You can contact me in my discord channel and I'd be happy to help make those edits: discord.gg/bxr
1.4m

Downloads

Total number of downloads.

7k

Customers

Total customers served.

104.9k

Files Sold

Total number of files sold.

2.1m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.