winter36's Wishlist
-
Hellorius Island | Custom Map By Shemov
Hellorius Island is a custom map that is a unique project for the RUST game. The map immerses you in the atmosphere of a post-apocalyptic island, where abandoned settlements are found at every step, left in memory of the brutal war between the survivors on the island.
This map guarantees players the most interesting gameplay, full of new discoveries and exciting adventures. There are various objects of the former civilization on the map, such as destroyed tanks, combat turrets and mysterious abandoned structures, which are key points for the development of the game.
Once there was a country here, but a global war led to a cataclysm, and as a result - to quite serious changes on earth. People moved to other continents, but some were able to adapt and survive on the cold and dangerous lands of the island of Hellorius.
Hellorius Island map is about survival on a desert island with PVP. Here, players will be forced to prove their survival skills by adapting to new conditions and fighting with other players for resources and territory.
Join the players on their journey in this new world, on an island where the war never ends. Build your house, create your clan and get a good climb on the island. Prove to everyone that you can survive in a new world, and that you still have a lot to fight about. Hellorius Island is your best choice.
Features:
Map size is 4500; Prefabs count : ~50k; Compatible with BetterNPC plugins (Config for bots in the file) & Train Homes ( 3 stations for plug-in ); Double-track surface railway with 2 entrances to the metro with separate branches for spawn trains; Underground railway; Ring road; Evenly spaced monuments to spread the FPS load of client; Custom places for building in the subway (XU on the minimap); A lot of bridges ( The tugboat passes ); A large number of rivers, tugboats and other water transport can pass to any point on the map; Designed custom monuments in sufficient quantity for a comfortable game; Custom building sites (X on the minimap); Fresh water and vegetation for farmers are in the center of the map; Underwater Laboratory; Ziplines. Custom monuments:
Town; Abandoned Facility; Bunker;; Industrial Settlement Rebel Settlement (2x ( Different versions ) ; Building Site ; Railway Station 1; Railway Station 2; Military Camp 1 ( With MRLS) ; Military Camp 2 ( Without MRLS) ; A lots custom places to build a base. ( "X" / "XU" on map ). Monuments:
Combined Outpost; Harbour (2/2); Ferry Terminal; Radtown; Abandoned Supermarket; Oxum's Gas Station; Launch Site; Sphere tank; Junkyard; Airfield; Water treatment plant; Trainyard; Power Plant; Arctic Research Base; Large barn & Ranch; Nuclear Missile Silo; Desert Military Base; Giant Excavator Pit; Stone, Sulfur & HQM quarries; Satellite Dish; Small & Large Oil Rig; Underwater Lab. My Discord: shemov
A password is attached to the map. You can edit it.
- #rust custom
- #custom map
-
(and 6 more)
Tagged with:
-
Barges
Discover the beauty of the open sea, with versatile barges perfect for transforming into your floating abode. Glide across the water effortlessly, by attaching a Tugboat, a Submarine, a RHIB, and more! You can traverse the waters of your Rust server with a custom Barge motor as well. Elevate your gaming experience, go on a wet and wild adventure with Barges, take the fight into the waves and beyond! The plugin includes 7 configurable platform shapes, each of which has it's own customization options in the config file. Note that the modules are configured within the config file, not in game. With proper TC authorization teammates can also access the Barge and it's modules. In the config file you can also adjust the maximum building height, movement speed, and several other parameters.
Modules
Barges each come with a variety of modules that you can enable, disable, or swap out for alternate modules, all within the config file. Regarding access to the modules in the game, this is restricted to players who have TC authorization.
Connector
Connector module allows attaching to a tugboat, a RHIB, or another barge. To allow attachment, press the button on the connector. You cannot install more than one Connector module on each Barge.
Dock
Dock module allows attaching boats and submarines to the Barge. Just approach it with your vehicle to activate and attach it. Mutliple Dock modules can be added to any Barge with available slots.
Cabin
Cabin module is used to drive the Barge. If this module is installed, the Barge can be driven with the help of an engine. To get into the Cabin, use the button on the door. To start the engine, fuel must be placed in the fuel tank behind the cabin. You can only connect one Cabin module on each Barge.
Ramp
Ramp module is used for loading and unloading vehicles, like motorcycles, cars, or minis! To open cor close the gate, use the button on the post. Multiple Ramp modules can be installed to each Barge.
Anchor
Anchor module will be the most used module for many who brave the sea on a Barge! Press the button to drop the Anchor, and stop movement so that you can build, or if you get a little seasick. Press the button again to go with the flow!
Features and limitations
• By default the construction on any Barge is restricted to either wood or metal. Stone and high quality are not currently an option. Those building parts will automatically receive the Legacy and Container skins. You can disable the restriction in the config, but this will negatively impact the performance on some servers and appear to have rougher movement of build parts with a large number of barges on the server
• These actions are available only while the Barge is Anchored, not while moving
- Base construction
- Use of chairs and sofas
- Installation of objects
- Interact with wires pipes or conveyors
• For optimization installing Wallpaper on Barges is not allowed
• Building parts can not exceed the boundaries of the Barge itself
• Frankenstein tables are not able to be installed on any Barge
• By default you are not able to approach Fishing Village by Barge
Please consider this plugin in BETA testing. The plugin is functional but I cannot make it compatible with the many plugins out there without your help. Please feel free to reach out with ideas but be patient with new ideas, as many common functions of a base are not so easy to do on a constantly moving rocking and rolling unique water base. Please give feedback and make tickets for support. Please be patient as all support requests are always going to be answered. If you are willing to join the Mad Mapper Discord this is a great resource for creating tickets for suggestions feedback and support.
Chat commands (admin only)
/spawnbarge PresetName - spawn the barge in your position /killbarge - destroys the barge you're looking at /killallbarges - destroys all barges on the server /givebarge PresetName - give the barge to yourself
Console commands (RCON only)
givebarge PresetName userID - give the barge to the player
API
bool IsEntityOnBarge(BaseEntity entity)
Plugin Config
en – example of plugin configuration in English ru – example of plugin configuration in Russian
Check out the rest of my work: Adem's Codefling Library
You can reach out to me in Discord: Adem's Discord Profile
Join the Mad Mappers Discord!
-
Cornetto
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 -
Grand Island
By Xacku Mapping in Maps
Grand Island is a map presented in the form of several large islands and several small islands, which is an archipelago of islands where the main events take place.
The map is balanced in terms of the number and complexity of prefabs, which will allow players with very strong computers to enjoy playing on locations.
There are a large number of landscape places on this map that are perfect for construction, as well as custom places for construction on the map, they are marked with an asterisk (*) on the map
There are 2 custom safe zones for meeting players, buying transport and resources.
All events from Adem and KpucTaJll performers will work on this map.
Number of prefabs: 47679
Size: 4000
There is a surface railway
There is a metro system
Abandoned Military Base
Airfield
Arctic Base
Ferry Terminal
Harbor Large
Harbor Small
Junkyard
Launch site
Missle Silo
Power plant
Sattellite Dish
Sewer branch
The Dome
Giant Excavator
Quarry Stone
Quarry Sulfure
Quarry HQM
Gas Station
Supermarket
Warehouse
Ranch
Fishing village *3
Lighthouse *4
Oilrig Large
Oilrig Small
Radio Tower *3
Abandoned Village *2 (possibility to build houses)
Bunker101
Coaling tower
Frontier Station
Military Camp
Railway Depot
Seaside warehouses
Shipwreck Site
Stranded Shipwreck Poachers settlement
Village Supermarket
Village Gas Station
Bandit Village
Scientist Village
2 custom beautiful caves that will become a cozy home for players
1 place for building in the trees, from where you will have a beautiful view of the sunset
1 island in the ocean with a personal berth and a place for helicopters to land
There are also barges around the islands that can be searched and items found.
- #custom map
- #custom
-
(and 4 more)
Tagged with:
-
Dungeon Bases
The plugin adds a dungeon event to your server. Dungeons are bases with puzzles, NPC defenders, turrets and more. You can create your own dungeons of varying difficulty. Procedurally generated dungeons are also now available (currently only in test mode)
You can build your own bases or modify existing ones:
There are moving NPC guardians in the dungeons:
There are puzzles with protective doors in the dungeons:
In the dungeons there are secret notes with codes in boxes or on NPCs:
Commands:
dungbase_start - force start event
dungbase_start <entrance name> <dungeon name> <X> <Y> <Z> - force an event to start using the specified entrance and dungeon at coordinates X Y Z (you can also specify the name of the entrance or dungeon <random>)
dungbase_start <X> <Y> <Z> - force an event to start using a random entrance and dungeon at X Y Z coordinates.
example:
dungbase_start #dung#entrance1 #dung#dungeon1 122.3 5.2 872 dungbase_start random #dung#dungeon3
dungbase_stop <id|all> - force stop event
dungbase_list - displays a list of current dungeons
dungbase_addblack <radius> - add a zone where dungeon spawning is not allowed
dungbase_start - force start event
Command to launch procedurally generated dungeons:
example:
dungbase_start #dung#entrance1 procedural_hard - an event starts where the entrance is #dung#entrance1, and the dungeon is procedurally generated with the name of the tier hard dungbase_start random procedural_normal - an event starts where the entrance is randomly selected from a list of entrance names, and the dungeon is procedurally generated with the tier name normal dungbase_start random procedural_easy 100 6 84 - an event starts where the entrance is randomly selected from a list of entrance names, and a procedurally generated dungeon named easy is created at coordinates (100, 6, 84)
Hooks:
void DungeonBasesEventStarted() - // called when event starts
void DungeonBasesEventEnded() - // called when event ends
Configuration:
{ "Allow only the event owner (the one who entered the dungeon first) into the dungeon": true, "Allow owner's teammates to enter the dungeon": true, "Time before ownership is lost after leaving the server(in seconds)": 300, "Event marker on the map": true, "Event marker name": "Dungeon Base", "Event marker transparency(0-1)": 0.55, "Event marker radius": 0.5, "Event marker color.R(0-1)": 1.0, "Event marker color.G(0-1)": 0.0, "Event marker color.B(0-1)": 0.0, "Display event owner name on marker": true, "Display the time remaining until the end of the event on the marker": true, "Autostart event(disable if you want to trigger the event only manually)": true, "Calculate the time until the next event only after the previous one has finished": false, "Minimum time to event start(in seconds)": 3600, "Maximum time to event start(in seconds)": 7200, "Minimum event duration(in seconds)": 2000, "Maximum event duration(in seconds)": 3000, "Minimum number of online players to trigger an event": 1, "List of NPC names": [ "Dungeon NPC", "Dungeon Keeper", "Dungeon guard" ], "Dungeons list": [ "#dung#base1", "#dung#base2", "#dung#base3", "#dung#base4" ], "Entrances list": [ "#dung#entrance1", "#dung#entrance2", "#dung#entrance3", "#dung#entrance4" ], "Random order of choosing a dungeon from the list (if false, will be selected in turn)": true, "Random order of choosing the entrance to the dungeon from the list (if false, will be selected in turn)": true, "Change the time of day when entering the dungeon(from 0 to 23, if -1 - do not change the time)": 0.0, "How long before the end of the event does radiation start to affect players inside the dungeon": 180, "How long before the event ends will a warning message be displayed to players": 300, "How long after the event ends should the entrance be destroyed": 60, "Close the entrance and exit to the dungeon when the event time is over": true, "Will autoturrets attack NPCs": false, "Save event data (If true, the event will be saved and will continue even if you restart the server or plugin. Disable this if you get lag when saving)": true, "SteamID for chat message icon": 0 } Note: The plugin is guaranteed to work correctly with bases enabled. NPCs will not behave as standard, as they use different algorithms. Only one dungeon can spawn on the map at a time.