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Everything posted by Bxrflip
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Changed Status from Pending to Fixed
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np! 🙂 Outpost is on the desert island close to the center of the map, north of launch site
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Thanks for your purchase! That looks like an older version of the file, which version do you have?
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- 14 comments
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- #copter
- #helicopter
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- 2 comments
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- #rust
- #automation
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(and 7 more)
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Version 1.1.37
7 downloads
Elevate your Experience Building on the philosophy that makes Synecdoche and Isle of Rust so great, Cornetto offers a refreshing perspective on the game. I was able to leverage a new terrain generation method that brings together key elements players are looking for, such as flat spots for bases and and even spread of node spawns, while also bringing scenic and unique terrain to the entire map. A balance of restrained fantastical design with mindfulness of enabling a broad spectrum of gameplay mechanics makes this map perfect for servers looking a offer a tastefully custom vanilla gameplay experience! Stand out from the Crowd There are several landmark attractions around the map to impress new players without upsetting the balance of vanilla gameplay. Several very accurately modeled bridges span a gorgeous central river. The famous Forth Rail bridge spans a huge section of the map, leading directly to the outpost monument. The experience of driving a train over this bridge is unforgettable, and the care taken to model the entire railway network makes travel easy, fun, and scenic! Specs and Monuments Size: 3500 Prefab count: < 20,000 Entity Count: < 55,000 Underground Tunnels: Yes Above Ground Rail: Yes Under/Aboveground Rail Connection: Yes MLRS: Yes Excavator: Yes Quarries: No Monuments: Launch Site Outpost Bandit Camp Fishing Villages (X3) Stables Large Oil Small Oil Underwater Labs Excavator Military Base Powerplant Arctic Research Base Airfield Missile Silo Trainyard Satellite Dish Harbor (X2) Sewer Branch (X2) Radtown Sphere tank Junkyard Abandoned Cabins Oxum's Gas Station Supermarket (X2) Lighthouse (X2) Mining Outpost$34.99 -
Changed Status from Fixed to Not a Bug Changed Fixed In to 2.1.85
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Changed Status from Pending to Fixed
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Awesome! I'm glad it's resolved! Apologies for the delay, I was out all day and couldn't get to my PC. I have discord on my phone, so I can assist with stuff like this more promptly if you join my discord and communicate through there instead 🙂 I like hearing the solutions to this kind of issue because it helps me assist others in the future. The changing & to a ? in dropbox is really uncommon, I wouldn't have guessed that, so thanks! Hope you enjoy the map! I put alot of hard work into this one. Don't forget to leave a review! - BXR
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yes it is! world file outdated is an error that occurs when there's issues with the service you used to host the map file, like dropbox So it's most commonly caused by forgetting to swap the 0 for a 1 at the end of the dropbox link
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Version 1.0.37
31 downloads
A blast from the past This is the first in a new set of maps created using elements of the Procedural generation system from 2020. The focus is to recreate the experience of older map generation, but with most of the new features and quality of life in the current game! 'Enhancements' and QOL Features Making a playable map from the old procedural generation means coming in and making lots of interventions manually. This map is more custom than it is procedural at the end of the day. It is not a "true" recreation of a procedural map, but has been "enhanced" with manual interventions to improve the overall experience of the player. Here are some of the ways the map has been enhanced: The layout of monuments was placed manually in such a way as to evenly distribute loot symmetrically across the map Roads were laid down manually to be more straight and smooth, creating a more realistic and interconnected system Bridges were added to connect a few monuments over water patchy areas of cliffs were manually covered and adjusted to be more consistent Underground train tunnels were added along with tunnel entrances Manually placed all caves and rock formations in optimal areas Specifications Size: 3500m (3.5km) Prefab count: ~40,000 Monuments Launch Site Giant Excavator Military Tunnel Small and Large Oil Underwater Labs Outpost Bandit Camp Water Treatment Plant Airfield Arctic Research Base Missile Silo Harbor (x2) Satellite Dish Sewer Branch Abandoned Military Base The Dome Junkyard Radtown Supermarket Oxum's Gas Station Lighthouse (x2) Mining Outpost Fishing Village (x3)$9.99 -
- 13 comments
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- #custom procedural
- #custom cliffs
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(and 3 more)
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- 13 comments
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- #custom procedural
- #custom cliffs
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(and 3 more)
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- 6 comments
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- #map
- #synecdoche
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Version 1.1.1
136 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- 1 review
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Version 1.0.159
280 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- 1 review
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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.
- 13 comments
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- #custom procedural
- #custom cliffs
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(and 3 more)
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Need help? Reach out! 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: - Update old maps - Commissions - Lessons - Edits
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Version 1.5.14
101 downloads
Overview: This plugin allows players to mount weapons to their player Helicopters. Players can configure their weapons by simply inserting them into the corresponding inventory slots of a box on the back of the copter. Ammo for the weapons is also stored in this box in 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$19.99- 14 comments
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- #copter
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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!
- 6 comments
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- #map
- #synecdoche
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Version 2.1.95
120 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:$69.69- 6 comments
- 4 reviews
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- 5
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- #map
- #synecdoche
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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.
- 13 comments
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- #custom procedural
- #custom cliffs
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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
- 13 comments
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- #custom procedural
- #custom cliffs
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(and 3 more)
Tagged with: