Rust

PL Rust final1

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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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I can't test the new version just yet, but last version I only had one major FPS tanking problem. My rig normally gets me around 200-400 FPS and dips to 80-100 in heavy action. I got a steady 40 FPS concentrated around the first point and the cart path leading up to it just before the bend next to the big fence. I didn't notice any problems anywhere else.

That... is the biggest problem area I have found. When you're going up the ramp there, it's actually rendering parts of the end of the map, hence the tanking. I'll be playing around with it over the next few days.
 

seth

aa
May 31, 2013
1,019
851
Flew around a bit and noticed 2 quick things.

FVeeuLQ.png


Clip this area. I assume you don't want demos spamming stickies or soldiers jumping over this wall while the first points aren't even capped.

2iCE9bK.png


This staircase going into last on the left side flank is weird. There's a pit below it you've just clipped off, but that seems a bit weird with that much open space beneath it. Just raise the displacement to meet the floor adjacent to it and add some junk or supports or something.
 

Fruity Snacks

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Goooood evening everyone!

So, new update coming out 'soon" biggest of the beta ones

Major and noticeable changes:
+ Increase in FPS in the 'pit' before Point A (hopefully)
+ Some minor changes to HP and Ammo placement, will be watching these closely over the next test(s).
+ All Health and Ammo overlays now have unique overlays to denote their location.
+ Better clipping, thanks to Bereth, Swordfish's and Bakscratches feedback.
+ Opened up point B a bit.
+ Raise bar by Point B so you can actually run under it without crouching.
+ Fixed Red Forward Spawn bug where Red players could get into room after the spawn was disabled.
+ Trying out a new payload cart by Rexy.
+ Added some additional ambient sounds

Ontop of whatever feedback comes from the next test, I'll be doing a lighting and lighting optimization pass, along with updating the sounds a bit more. I'm thinking that a custom soundscape will be created.

Images of the new updates:
pl_rust_b70002.jpg

pl_rust_b70003.jpg

pl_rust_b70000.jpg


EDIT: The most FPS feedback I got was in the 'pit' right infront of blu spawn and point A. Turns out I had a rouge hint brush that was pushing into the B area. I think what was happening was that since it was a whole brush (like, 100u or something) it never properly cut the leaves against the other hints I have in there. So, you were literally seeing through the floor into point B while standing down in the pit. I've changed that and got positive results, hopefully it works.
 
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Someone set us up the bawmb! It was Rexy, and it looks great! I also didn't notice the framerate issues, but I hope this version fixes many of the problems that were hurting other people.

On another note, and this may be contentious, but I don't really like the health and ammo overlays you have there. They have a similar thing on Swiftwater I believe and it always looked wrong. For a start, the colour doesn't blend well with the concrete or wood or whatever it sits on, and it never makes sense "in universe". Given that none of the classes recognise the existence of health and ammo in the shorts, I always feel like they're kinda "invisible" and not part of the world, but just necessary for gamers. You know, like in most other shooters. But if you put an overlay underneath, it's like a poster, so you're stating in game that that floating kits with the power to replenish limbs are a thing. That might just be a personal pet peeve though. I prefer the patches.
 

Fruity Snacks

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I wanted to explore a bit with readability and recognition, hence these overlays. I still need to add something to their .vmt I think to make them blend better or something, but it's merely just a readability experiment at the moment. I'll see what people think during the tests.
 

Fruity Snacks

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Update to b7 release.

Changes include:
+ Increase in FPS in the 'pit' before Point A (hopefully)
+ Some minor changes to HP and Ammo placement, will be watching these closely over the next test(s).
+ All Health and Ammo overlays now have unique overlays to denote their location.
+ Better clipping, thanks to Bereth, Swordfish's and Bakscratches feedback.
+ Opened up point B a bit.
+ Raise bar by Point B so you can actually run under it without crouching.
+ Fixed Red Forward Spawn bug where Red players could get into room after the spawn was disabled.
+ Trying out a new payload cart by Rexy.
+ Added some additional ambient sounds
+ Fixed a misaligned texture (Thanks Stega!)
+ Cubemaps. Yes, this map has not had cubemaps for a good while. 100% more reflections now!
+ Probably a couple other little things I forgot

You can download the map for your enjoyment here.

Some feedback provided in the last version has either not changed, or is something I'm still considering. So, be patient with me on some things.
 
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Fruity Snacks

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Sep 5, 2010
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
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I really enjoy how the map winds: especially how the ditch next to the first point. It allows for a lot of space for flank plays, like point 2 Badwater, without making the map disjointed and huge. However, that does mean that red can easily counterattack with their own flank play, which when supported by an engie teleporter like we saw in the last game day this was played, can waste several minutes of Blu time. Personally, if I wanted to deal with this I would consider which side routes are beneficial for Blue and which are strong for Red, and consider cutting one or two sneaky passages for Red. The backfield is large enough as it is.

But make no mistake: this is an excellent payload map, and plays differently but enjoyably. Have you had this competitively tested at all?
 

Fruity Snacks

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Sep 5, 2010
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But make no mistake: this is an excellent payload map, and plays differently but enjoyably. Have you had this competitively tested at all?

UGC NA was going to look at it, but they wanted changes that I didn't have time to make. This was a few months ago.

I was approached by ETF2L about using Rust in the fall season though, so we'll see.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Is this the map where the Mann Co. "Not an exit" sign was used on a door that totally is an exit? I think it was. That needs to go, partly because it's misleading (there aren't many signs with a gameplay-significant purpose, but that's one of them) and partly because Mann Co. signs do not belong in PVP maps.
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
Whats peoples thoughts on the map?

It was well received for a custom map. Usually we get a few people poo-poo-ing every custom map but I don't recall any negative feedback for rust!

It seemed that everyone enjoyed it. I specifically asked if others had FPS issues and some did but they didn't see it as a major problem as the map was otherwise enjoyable.

The flanks make the map interesting. Both for A and D. We had quite experienced players (experienced at TF2, but new to the map) playing so there were significant Red pushes, making things tricky for Blu, but ultimately in all 3 games Blu won. There was good contest which IMHO makes games interesting.

There was a comment that the last two points are so close together but I'm guessing that's because it can be hard to push last given the Red height advantage and multiple flanking routes?

There were a couple of comments about the lack of health & ammo. I think this was partly due to not knowing the map but even after 3 rounds I found more ammo but not much health. IIRC from Blu's POV there's a couple of big health kits on the left side of the map but I can't recall seeing any on the right side.

Overall I really enjoyed it and players were wanting to play it some more :]
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
Bug report:

If there are any Red players in spawn when Blu caps CP2 the Red players are stuck in that spawn until they suicide. The door refuses to open.

Kinda funny when it happens to you :]