When you scale anything, make sure you scale stuff in to a positive side please.
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Decor/assets/content/structures/pipelines/pipeline_300x300_bend.prefab/ambient_trigger (12)”
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Decor/assets/content/structures/pipelines/pipeline_300x300_bend.prefab/ambient_trigger (13)”
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Decor/assets/content/structures/pipelines/pipeline_300x300_bend.prefab/ambient_trigger (14)”
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Decor/assets/content/structures/pipelines/pipeline_300x300_bend.prefab/ambient_trigger (15)”
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “Decor/assets/content/structures/pipelines/pipeline_300x300_bend.prefab/ambient_trigger (16)”
Synecdoche
$69.99
Sold by: BxrflipSynecdoche – A Map that has been in the making since the HDRP backport update, this project aims to provide a unique terrain formation with vanilla monuments. The map takes inspiration from Hapis and combines it with an ‘epic reality’ aesthetic styling.
- Description
- Reviews (11)
- Version History
- Discussions (60)
- Setup
- Product Enquiry
Description
Description
SYNECDOCHE (4km Map)
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. 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?
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:
Reviews (11)
11 reviews for Synecdoche
Only logged in customers who have purchased this product may leave a review.
Version History
- Added Water well to central island
- Fixed hole in the ocean near z5
- Fixed Southeast rail loop blockage
- Fixed Powerplant rail siding blockage
- Fixed Ocean topology issues
- Updated Arid Cliffs to World 2.0
- Fixed Various Rock placement issues
- Fixed Terrain by excavator
- Fixed Various bridges
- Fixed Cave islands
- Fixed Atoll island terrain
- Updated Cliffs to World 2.0 Permanent Rocks
- Fixed Rivers
- Updated Cliffs to World 2.0 Temporary Cliffs
- Added Various (16) flat build spots around the map
- Added 3 Build cave pockets
- Added Eastern coastline road connecting military base to harbor
- Added Rail siding near hqm quarry
- Updated Bridges with guardrails
- Fixed Build zone under north lighthouse
- Fixed Holes in cliffs
- Fixed incorrect topology in various locations
- Fixed Potential cargoship error if autospawn happens to place certain prefabs in improper locations
- Fixed Terrain issues under certain rails
- Fixed Incorrect splat application
- Fixed Terrain over train tunnels
- Removed Large Rock formations, replaced with their individual pieces
- Removed Double and triple height cliffs, replaced with their individual pieces
- Fixed Lake Update
- Fixed Eastern Harbor Tunnel Link
- Added Road through central Arid Area
- Fixed Water in Southwest Harbor tunnels entrance
- Fixed Signal to players that area south of Southwest tunnels has build block
- Fixed Bridge Span shortened on O12 Bridge
- Fixed Terrain trigger swapped with no env version in island caves
- Fixed Cargoship no longer goes through terrain on entry
- Updated Block Cargo Ship Egress Harmony Plugin fixed
- Fixed Cargoship No longer goes through terrain on exit with harmony plugin installed
- Updated Block_Cargo_Ship_Egress Harmony Plugin (Important, you need to update this!)
- Added Palm Trees to inner Desert Sea
- Fixed Terrain near HQM Quarry
- Fixed cliffs and terrain near northern straight
- Fixed Topology issues near northern straight
- Fixed Terrain in R12 Supermarket
- Fixed Cliffs near Trainyard
- Fixed Invisible ledge on sides of concrete arch bridges
- Added Train tunnel entrance near HQM Quarry
- Added Power Transformer where Eastern military base was
- Added Tunnel entrance/Cave build under Northern Straight Lighthouse
- Added 3 new Roads connecting the middle island to surrounding areas
- Added Road connecting Water Treatment to the Northern Point
- Added Roadside Signs to Eastern Islands
- Added New Cantilever Truss bridges near middle map
- Added New underside Truss Bridge near Missile Silo
- Added New Rail Truss Bridge near Powerplant
- Added Northern concrete Arch Bridges
- Added Eastern Harbor
- Updated All Harbor terrain
- Updated Northern Straight to Accommodate Cargo Ship
- Updated Western Cable Stayed Bridge to Concrete Arch Bridge
- Updated Launch site location
- Updated Military Tunnels location
- Updated Excavator Location
- Updated Eastern Military Base location
- Updated Ring Rail path around Powerplant instead of through it
- Updated Powerplant to its Vanilla version
- Updated Many minor bridges with more custom counterparts
- Fixed Trainyard water splashing effect in northern sewer pond
- Removed Ferry Terminal
- Fixed Trainyard pt3 (For the love of god FP WTF????)
- Updated Prefab IDs
- Fixed Trainyard Filepath corrected pt2
- Fixed Trainyard Filepath corrected
- Added Central Massive bridge
- Added Loot spawns to truss bridge
- Added Version Number marker on map
- Added Riverside food spawns near player spawn beaches
- Updated Spawn locations
- Updated Northern Lighthouse location
- Fixed terrain errors with water treatment
- Fixed Power Plant Terrain Trigger missing
- Fixed Fishing village Quests
- Fixed Various road intersection terrain errors
- Fixed Miltuns proc-gen Terrain looks like ish
- Fixed Cliffs around arctic research missing
- Fixed Hemp Spawns (again)
- Fixed Multiple cliff terrain errors
- Fixed River and lake depths so cars can drive through them.
- Fixed Inverted cube in bunker
- Fixed Custom Prefabs not being broken
- Removed Western Sewer Branch
- Added Desert Satellite dish
- Added Desert Military base
- Added Arctic Sewer Branch
- Added Arctic Lighthouse
- Added Ferry Terminal
- Added Tundra Supermarket
- Added Cool Dirt Paths
- Updated North Bridge For Tugboat Clearance
- Updated All Deep Water Bridge heights for Tugboat Clearance
- Updated Harbors to Vanilla versions from Broken Versions for Tugboat spawns
- Updated Shallow Tundra Channel to deep water for tugboat
- Updated Cable stayed bridge pile to be thinner
- Updated Fishing Village Locations
- Removed Anomaly
- Removed Cobalt Research
- Removed Green keycard puzzle (blue spawn) from Giant Excavator
- Removed Rail Car siding spawns for both Harbors
- Added Several Bridges
- Added Various roads and paths with roadside topology
- Added Military base
- Added Swamp tree
- Added Abandoned cabins
- Updated Bandit camp and accompanied fishing village location
- Updated Large fishing village location
- Fixed Hole in the ground near mil-tuns
- Added Center Island Landmass
- Added Small desert Islands
- Added New Underwater Labs and Layouts
- Added New Underwater terrain
- Added Spawn locations on neighboring island beaches
- Added Rail and Road network connecting directly to Military tunnels, and both Harbors.
- Added Several Rail Sidings for train locomotive and wagon spawns.
- Added Second Harbor
- Added Several Lighthouses and other green card Monuments
- Added Synecdoche Bunker custom Blue card monument
- Added Cobalt Research custom blue card monument
- Added Ice Cave anomaly custom green card monument
- Added Nuclear Missile Silo Vanilla Monument
- Added Arctic Research Base Vanilla Monument
- Added Stone and HQM Quarry
- Added MoAr NoDeS
- Added More Hemp spawn topology
- Added Less Animal Spawns
- Updated Junkyard to the Vanilla Version
- Updated Powerplant diesel barrel spawns
- Updated Both Harbors to broken versions for Rail network
- Updated Moved Military Tunnels to the center of the map
- Removed Wood Cabins, but left the swamp terrain.
- Fixed Various terrain and topology issues.
- Fixed Rivers at sea level are now fresh water.
- Fixed Alpha errors on all monuments
- Fixed Players falling through the ground near Military Tunnels
- Added Double Cliffside topology for significantly more node spawns. Should now be slightly more node-rich than a comparable procedural map
- Added Small island over point 0,0,0 to cover up de-spawned items and other strange bugs when players are located precisely at that point
- Fixed Terrain errors at the #2 Oxums, supermarket, and Outpost
- Fixed Terrain modifier allowing players to fall through the ground above Military tunnels and under the cable-stayed bridge
- Fixed Cliff placement clipping though walls in underground segments of Military tunnels and the cave under the cable-stayed bridge.
Discussions (60)
60 thoughts on "Synecdoche"
Leave a reply
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Thank you! This is Normal, and will not cause issues on the map.
These errors are coming from the curved section of the big pipes at the custom powerplant monument. There is only one prefab in the game files for the bent pipeline, it only goes Right/Left (I think it’s right, but don’t remember off hand). Normally, this isn’t a problem, you can just rotate curve sections to be up-side down if you want them to curve left instead of the default: Right. However, the pipe sections have an erosion effect texture on them that looks pretty goofy when it’s up-side down, so we have to invert one of the scale values negative.
Facepunch is able to do this on the vanilla powerplant prefab because they can separate the pipeline prefab from its baked-in environment triggers. When you scale a trigger negative, it will throw this warning and invert the scale value for the trigger to fix the issue automatically. Because the trigger is just a cube/prism, Inverting one of its scale components just creates a volume that performs identically to how it would normally.
These warnings do not impact the functionality of the map or server, they just help with map debugging for prefabs that can cause issues when scaled negative.
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I looked into it a little more, and I was wrong about rotating the prefabs upside down. Turns out, there’s another way to orient them while keeping them right side up, so I’m gonna fix them and add it to the next update. Thanks again for pointing this out! You can still continue to use this version without issue while i work on the next update, but I will add the fix to get rid of the warning messages.
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Hello, do you have the latest train update?
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The above ground rails are not connected to the underground rails. There is not currently a plan to connect them, but it is on the to-do list for this map. I have been working on a big update slowly in the background, but it’s taking alot of time and other projects have priority at the moment, so don’t expect anything soon.
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So don’t expect a train update anytime soon? What?
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Not a major content update, but any issues will be fixed and the map will be maintained.
I’m currently in the middle of a big overhaul, and simply slapping a train tunnel somewhere feels cheap and out of character for the map. Planning and measuring something like that correctly takes time that I just don’t have right now.
Of course, I encourage you to edit the map and customize it to your liking if you disagree with the direction I want to go with it.
It’s just that I’m currently helping maintain all 3 Hapis projects, Isle of Rust, and am almost done with a major overhaul to minicopter combat.
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Why is there no servers hosting this map .. is it not worth it?
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Hosting it starting January 1st… it is the best map I have ever seen, absolutly stunning!
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Thanks!
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The map plays occasionally on US and EU Zenlabs servers in the Official tab. To find the current schedule, you’ll have to join the Rustafied discord and look for the map voting channel. It is not currently planned to run this month though.
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Power Plant on Map is not compatible with Power Plant Event Plugin.
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True, yes, powerplant is a custom monument on Synecdoche. It has to be, in order for the train tracks to work the way they do. (As a side note, so does giant excavator, for the same reason, this can generate its own conflicts with third party plugins). Because it is a custom monument, any plugin that attempts to acquire the position for power plant will not find a powerplant monument on the map, because there is no vanilla powerplant on the map.
However, There is an option, if you have some coding skills. Plugins like the Power Plant Event Plugin only need to find the vanilla powerplant prefab in order to get the location of the powerplant for the event to take place. You can simply modify the plugin to input the power plant coordinates for Synecdoche manually. The coordinates for powerplant on Synecdoche are: (940, 9, 1110).
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All vanilla monuments have been replaced with their vanilla monument prefabs, so the events plugins will work now.
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Hi there! this map is insanley good and my players love it!
I do have a question though.
I run a persistent server where players dont lose progress month to month. Thier bases and bps dont wipe.
When you do an update, will it wipe out my players bases, or should they be safe as long as I do my monthly updating the same way I do now?-
Thanks! It will depend on the update and the changes made. Any modification to the terrain will require a map wipe. However, you can keep using the file you are currently using when I update the map. Unfortunately, the way lone.design works, I can’t currently allow customers to have download access to multiple versions, so you will need to backup and protect the file you have, since you will lose access to be able to download the old version once I roll out an update.
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Hi Bxrflip,
Thanks for this amazing map!
Just a couple things I’ve noticed.– There are 2 ‘Abandoned Military Base’ Monuments on the map
– There is no Sulfur Quarry on the mapCan you perhaps replace the ‘Abandoned Military Base’ (left side of the map) with the Sulfur Quarry?
Thank you!
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Thank you!
I will consider it, but most people generally don’t like having sulfur quarry on their map, especially on a small island like that, which can be walled off.This is a really easy edit though, so if you’d like to give it a try, you can edit the map yourself to your liking, or you can contact me on discord and I’ll make a custom version for you.
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Trainyard does not show up on the map – the monument is completely missing.
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This is due to an error with rustedit. The issue only effects version 1.2.26, which was uploaded yesterday. The previous version, 1.2.25 still works perfectly and contains trainyard. I have since corrected the issue and pushed out an update, so version 1.2.27 is available for download.
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A Nice map sure. But Cannot use it because Trainyard hasn’t been updated and Dev has no plans on updating anytime soon, because in his words “Not a priority” So I paid $50 for a map I can’t use.
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This issue was caused by a maintenance update and fixed within 24 hours. The previous version of the map still worked fine.
To be clear: any issues with the map or maintenance that needs to be done is a top priority and is almost always fixed within 24 hours. I have no intention of abandoning this project.
What is not a priority are major content additions to the map, although they are still being worked on and will be free for anyone who has purchased the map previously.
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Hey, thinking about using this map for my private server just wondering what the custom monuments look like and what kind of loot/features they have.
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In regard to custom monuments, they are honestly quite minimal. Powerplant is just a custom version of vanilla powerplant, where the only change is that the rails actually work and connect to the rest of the above ground network. Synecdoche Bunker is just a stand-in for a simple monument that provides a blue card spawn location in the center of the map. Security tower is just the security tower from Hapis and acts as a red card spawn for the southeastern area.
For the next major updates to the map I plan to move away from any custom monuments, as it seems that custom IO plugins, like the RE Oxide DLL are becoming increasingly unreliable, and alternatives are not looking great so far either.
So I’d just like to be forthright and say that you should not expect much, if anything, in regard to custom monuments for this map. The real appeal of this map is going to come from the terrain and bridges.
Good question, thank you!
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If I update to the latest version of thle map, will my players lose thier already existing bases?
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Yes, but there is a way around it: When the map file name changes, the server will look for a save file that bears the same name as the map file. If it can’t find a matching name, it creates a new save file. However, if you rename the new map file to the same name as the old map file, then the content of the files will not match between your client and the server, so you get a world file mismatch error.
The solution is to rename the save file to match the new map file name. I’m sure you know, but for anyone reading: you should always backup (I mean just make a copy) your save file before experimenting with it. Load the renamed save file on a test server with the new map and look around for floating entities. You can load any map with any save file, the entities will just remember their old locations, so if the terrain is different, you might get entities that show up floating above or under the terrain in the areas where the terrain has changed.
I advise loading the map and save onto a duplicate/test server, then checking if anything is floating or underground and deleting those areas manually. There have not been many terrain changes in recent updates, mostly just maintenance fixes, so you will probably not lose anything, depending on how old your current version is.
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Thank you, I will try it out
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Is it normal for airfield not to have radiation?
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Nevermind
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Will this map be updated to the new rust patch on the 4th, with changes to oilrigg and cargo behaviour.
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Definitely! I’m working on it right now actually.
As a side note: The map will no longer require the Rustedit Oxide extension, or oxide at all any more. However, a custom Harmony plugin will be provided with the new map file, which must be placed in your server’s Harmony folder to prevent the cargo ship from going through the terrain when it departs the inland harbor. This new Harmony plugin is incredibly simple and will likely never really need to be updated once installed.
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nice :D when do you think the map will be uppdated ? :P
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Sorry, I didn’t notice this earlier, but it came out about 12 hours before forced. I usually try to get them out sooner, but we were really down to the wire getting all the changes implemented in time for the update.
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The monument Trainyard1 is missing on the map. There is only an empty space where it should be. Obviously errors have crept in after the last map update. Please correct them.
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There still seems to be a problem with the Trainyard. When I upload the original map to my server, the Trainyard is there. It has a water error. In front of the Trainyard you walk through invisible water.
When I load the map in Rustedit the Trainyard is gone. I can’t add a new one, not even a broken one. So when the map is saved, the Trainyard is gone. There is no way to change this. At least I haven’t found one. I find this very strange.
The map also produces dozens of red server error messages. I bought the map because I love the map. I wanted to customize it for my needs. This is not possible because of the error with the Trainyard. Can you please fix this again?-
You are using the wrong version of Rustedit. You need to be using version 1.2.0b7 or later. You can find this version in the ‘Editor-Releases’ channel on the Rustedit Discord.
Rustedit is a map editing software tool. I am not affiliated with Rustedit.
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is the map uppdated now with the new patch(oil and cargo) that comes out today ? i noticed ur version histoy, note but it wasent very informative regarding it :D
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Yes, It was updated on time, and should be updated on the day of the update for every forced.
Thing is, FP doesn’t work with or really inform us about updates at all, and they will often change things last minute without notice. So there might be an update, like this last one, which requires 2 straight weeks of work in order to make the map function, but FP can change something last minute that breaks everything again. Because of this, I will not release an update until a few hours before the forced wipe.
If you want to follow my work on updates, you can tune in to my discord channel in the ‘Sneak peeks’ tab at https://discord.gg/bxr (this might change in the future, and I can’t edit these comments, so check your readme file for an updated link).
Also, apologies for the delay, but for some reason the lone.design website only published your comment a few hours ago, despite tagging it with the 04/04/2024 post date.
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My players are getting this message when joining and are not able to get in after todays update
disconnecting: World File Mismatch: Synecdoche_1.4.156
is there a way for me to fix this?
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Got it fixed
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How did you get this fixed?
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To fix world file mismatch, you have to change the name of the map file, then re-upload to dropbox.
so change:
“synecdoche_1.4.156.map”
to
“synecdoche_1.4.156_MyServerName1.map”The cause of the error is usually that you or some other server admin made an edit to the map file, then saved the edit to the old file name. Whenever you make an edit to the map, you should always save it as a different map file with a new name to avoid causing this for other people using the map. But also, you should rename the file even if you don’t edit the map to prevent the mistakes of others effecting your server.
The issue is just that when a player connects to a server, their client saves the map file to their computer. The next time they try to join a server with the same map file name, it will download the map from the new server and see if the contents of the file match the previous map file. if they do not match, you get this error.
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I have a couple of players that have built a base in the cave under the lighthouse in L3
Whenever they log out in the cave for the night, they wake up dead and have to respawn.
Ive checked through the logs over the past few days and its saying that they are F1 killing themselves, while they are logged out.
This is not happening to anyone else, anywhere else on the map.
Its just in this cave.Any ideas?
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It Could be a few things. I will look into it more, but upon first inspection I didn’t see anything obvious. It could be that the lighthouse is causing it, but it might just be a weird thing with the built-in terrain trigger volumes on the cave prefabs. I’ll experiment and fix it later, thanks for pointing it out!
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I love the map cant get tired exploring it evene if it just for myself right now , but heck where did ya hide the cave lol
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can this map be used on console
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No, console Rust does not support custom maps as far as I’m aware. Sorry. I do know a great place where you can get a PC though! https://alphablugaming.com/
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D21 the tunnel has a mesh that is drowning people when they try to go down it, Q19 there is a big rock you can hide under and shoot our of and no one can shoot you.
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Sorry, I see the D21 tunnel was fixed and I am running an outdated version of the map.
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Am I missing it or is there no Ferry Terminal on the map?
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There is no longer a ferry terminal on the map. It will be added back in soon though. It had to be removed after the harbor update.
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Maybe replace the harbor in N7/N8 with a ferry terminal? Seems odd for the cargo ship to go to that harbor, in the middle of the map.
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What happens if I run this map without the dll?
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Running the map without the harmony plugin is fine for the most part, but you will need to disable cargo ship docking for your server, otherwise the cargoship has a chance of clipping through the northwest harbor when leaving the map.
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I’m curious: How do I disable the cargo ship docking?
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Hi Bxrflip !
This map is compatible with the lastest version of Rust ?-
Yes, I tested it for August’s patch on staging and main
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Great Stuff, we love this map!
However Attack Heli is occassionally flying under the map which causes a wall of red text that crashes the server.
Quite the bummer. -
Will this map still work in 2025?
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Yes! It has been updated with new cliffs and no known bugs at this point
Setup
Map FAQ – How do I host this .zip/.7z file I just purchased on my server?
• First, you want to unzip the file. You can do so by just double-clicking it to open, then drag the contents to the desired location (you may need to install an external unzipping software if you don’t already have one)
• Next you will find either a structure of folders or just the .map file itself (it’s the important one).
• Once the .map is uploaded to dropbox simply copy the share link attached to it.
• You will first start off by uploading the .map file to an online hosting provider, I’ll include dropbox since it’s easy to get started with.
• Once you’ve copied the link paste it into your server’s startup .bat (batch) file. (You can leave the worldsize/seed. Custom maps override proc gen parameters)
• Example “levelurl “https:// www dropbox dot com/s/sdfagbragae/testmapname.map?dl=1”
• Make SURE the dl=0 at the end is changed to dl=1 otherwise players won’t be able to join!
• Now just start your server and it’ll boot right up! Below I’ll attach a video that goes more in-depth on hosting custom maps vs proc gen maps since it’s a tad different
Additionally, here’s a great video that easily covers hosting a custom map for the first time if you need it! https://youtu.be/y9vNvOIPyVM
• Installation is not included with any products on the site, however, if needed we may assist if you reach out to our support.
• If the product contains a plugin file (.cs) it’s advised to have it installed prior to booting your server with the map you purchased
Currently all products on Lone.Design will be contained within a zipped file which is the .7z or .zip that you see. I believe windows 10 and up can unzip on its own without 3rd party tools, but in that case, if you’re unfamiliar with zipped files here are 2 programs I recommend to easily unzip zipped files.
Video On How to Zip and Unzip: https://youtu.be/Ep-L3PjBPCk (TechInsider Youtube Channel)
Zipping/Unzipping Tools
Winrar https://www.rarlab.com (I used to use for years, but works great!)
7zip https://www.7-zip.org/a/7z2107-x64.exe (the one I use currently)
Lolos (verified owner) –
This map feels amazing! Gives rust a totally fresh feeling!
Jake M (verified owner) –
ive been on the hunt for the long term map. bought several premium ones, from different creators. i just opened the map for the first time, in rustedit, and it blew me away! “just the map itself has a strangely aesthetically pleasing nature…..maybe im just on the hype train”, i thought. so i flew around for …idk 20 – 30 seconds until i REALLY saw the desert…..i had to stop, and write this review. absolutely incredible. im callin it early, map of the year.
Smallo (verified owner) –
The best custom Rust map I’ve ever seen. Such a unique look to all the areas and I love how every mode of transport in the game can be utilised no matter where you build. I did some edits in Rust Edit for myself to remove road topology so I can build a driveway right onto the road and removed the snow biome, since I’m not the biggest fan of snow. But that’s not a reflection on the map, more myself.
Everything in this map is so aesthetically pleasing, you can tell the author went over everything by hand. Highly recommend to anyone looking for a great custom map!
Eddie Catflap (verified owner) –
Fantastic map, great look and feel, regular updates, dev is active and helpful on Discord if I have questions, top work!
27snowkick27 (verified owner) –
Honestly nothing missing in this map, and the water features felt like a totally new approach to Rust I can highly recommend trying. The author of it also seems highly interested in further development and experimenting which I see as a massive bonus since the project won’t just rot and might get some really cool changes to explore even after you purchase the product.
The layout also makes the center of the map a really great area for PVP and “Pirate behavior” on the water since it’s right between Outpost and Bandit Camp. This also means quality access from all parts of the map to the Safe Zones for trading.
I highly recommend it if you’ve made the decision to play a custom map, other maps I’ve tried have either been broken horribly, need 90 plugins to function or are just plain boring. This one felt like Rust, just a hand-crafted custom experience.
Any other DLC and they’d charge you for expansions like that so 5/5 from me.
kurtjorgen (verified owner) –
The details and work that has went into this map is something else.
You can easily make this a normal community map or do modded.
And bxrflip is doing some great support and updates all the time.
I just wish there was more servers having it :)
jgezzi (verified owner) –
So when I went looking for a custom map there were a few things I had in mind that I wanted for it. I wanted trains but not the size map that would normally generate them, I wanted Vanilla monuments, and I wanted the map to feel alive and expansive. This map checks all of those boxes for me and then some. Weeks after purchasing and my friends and I are still marveling at how little we have still actually seen. Sure, we’ve been all over the map but we still exclaim to each other all of these beautiful places we find, and there’s at least one place I have found that felt like a nice hidden gem of a spot, so I imagine there must be more. You can tell the maps creator spent a lot of time and effort crafting this masterpiece. It truly feels like you are surrounded by the world with how the terrain goes from highs to lows. I cannot stress enough how much this has made Rust feel like an almost entirely different game. Well priced considering the level of effort and details that went into it. Worth EVERY penny!!!!
janekintv (verified owner) –
Very well made map ,makes the map feel bigger ! enough space to add customs if ya like but also in its raw stage just wow !
wildhorse68 (verified owner) –
There still seems to be a problem with the Trainyard. When I upload the original map to my server, the Trainyard is there. It has a water error. In front of the Trainyard you walk through invisible water.
When I load the map in Rustedit the Trainyard is gone. I can’t add a new one, not even a broken one. So when the map is saved, the Trainyard is gone. There is no way to change this. At least I haven’t found one. I find this very strange.
The map also produces dozens of red server error messages. I bought the map because I love the map. I wanted to customize it for my needs. This is not possible because of the error with the Trainyard. Can you please fix this again?
Translated with DeepL.com (free version)
Bxrflip –
You are using the wrong version of Rustedit. You need to be using version 1.2.0b7 or later. You can find this version in the ‘Editor-Releases’ channel on the Rustedit Discord.
Rustedit is a map editing software tool. I am not affiliated with Rustedit.
Poppie (verified owner) –
This is a beautiful map! Lots of good lessons for budding map makers (like me). My hats off to the creators!
ladie_m (verified owner) –
As a new server owner, my first wipe was back in December, and I decided to purchase the Synecdoche map for my server in February. I have to say, I absolutely LOVE it! The attention to detail is incredible, and it’s clear that a lot of time and care went into creating this map. It was definitely worth every penny. The train ride around the map is definitely one of my favorite features, and I also really love the bridges and tunnels. It’s one of those maps that will definitely see multiple uses on my server. Can’t wait to see what other fantastic creations you have in store! Keep up the amazing work!