HowTo: Well Prepare a Procedural Map

This is the process to have perfect Procedural Map with RustEdit: these are not the steps in the usual way. This process can not be applied to anyother map engine like rust.io, because these systems do not let you decide what you want from your map.

The Procedural Map is a map that is auto-generated based on specific elements, depending on your own settings or completely random. The map then contains the default monuments and prefabs that the Rust Game offers. You can also edit that Procedural Map, but then you are not listed in the Community list anymore, but in the Modded section.

  • 1- generate the map Terrain
  • 2- apply Biome, replace layers with the needed one.. ex: replace arctic with temperate will avoid heat changes
  • 3- apply Topology so the engine knows where we at… it will generate proper identification of elements like beach, river, lake, etc
  • 4- apply Splat, so we see where we go
  • 5- apply Rivers and Caves so they are freely installed randomly on the map – only if required
  • 6- apply Ring Road, so it uses the largest part of the terrain to be the largest possible. If you want the smallest Ring Road possible, wait until you put the monuments, before the Roads.
  • 7- Apply all the monuments you wish. You can delete them once you applied all the layers of the map, so the roads look useful.
  • 8- Apply the Roads *(+Spawn Decor)
  • 9- Apply the Road Monuments
  • 10- Apply the Rocks at the end, or you will have rocks anywhere so you could not install anything without deleting thousands. Rocks will be put randomly based on % of uncovered terrain.

now your map is Perfect on the Procedural way.

The « Barren » version of the Auto-Generated Maps is not supported by RustEdit and will be deprecated by Facepunch in the next updates. You have to auto-generate it on your own server. In the near future, the Barren mode will be gone for good, as it’s only a map with 20% of resources compared to the Procedural that is 100% of the resources by default. Any Map Designer can change that by editing the Biome and Splat of any map, but they are rare to do so…

PS: the featured image was taken freely on google… nothing related to me, but a good example of RustEdit generated map…

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