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Admin notes

Running a Custom RustMaps Map

We run Beer-UK on a hand-picked RustMaps map instead of Shockbyte's default procedural generation. Here's what we look for, and the gotchas we hit getting Shockbyte to actually load it — written for other admins, not players.

01

What we look for in a map

Monument count that matches the world size — too few and there's nothing to fight over, too many and it's chaos. Land percentage in a sensible range (we aim ~45–55%) rather than a map that's mostly ocean. And a scan of the heatmap for dead zones — big empty stretches with no monuments or resources nearby.

02

The gotcha: Shockbyte's Custom Map Link field doesn't work alone

Shockbyte's Config UI has a dedicated "Custom Map Link" field under Rust Server Settings. Set it, save, restart — and the server still generates its own procedural map anyway. That field doesn't actually reach the launch command by itself.

The fix: open Config → Startup Parameters and add +server.levelurl <your RustMaps .map download URL> directly into the custom parameters box, then restart. That's the only thing that reliably works.

03

It's not just the map link

The same bug pattern affects the dedicated Header Image and Logo Image fields too — if you use those, they need to be duplicated into Startup Parameters as +server.headerimage and +server.logoimage as well, or they silently drop out of the actual command. If a Shockbyte "dedicated field" maps to a Rust server.* convar, don't assume it reaches the server — verify it.

04

How to actually verify it worked

Don't trust the "Start Command Preview" box right after saving — it can show stale values for a while even when the save went through fine. The real test is the server console after a genuine restart: look for the map image upload line (something like Rust.MapCache-Images: Image uploaded to backend...) and check the filename matches the map you set, not a fresh procedural hash.

05

Back up the map file itself

Your server references the map by URL on every boot — if RustMaps has an outage or your account has an issue, that link can go dead. Download the .map file from RustMaps and keep a copy somewhere you control, so you're not solely dependent on their servers being up at boot time.

06

Automate the "did the map change" check

Our own map page runs a small scheduled job that logs into the server via RCON once a day, reads the live seed and world size, and looks the map up on RustMaps automatically if it's changed — no manual updating needed after a wipe. Worth building something similar if you're maintaining a public map page yourself.

Questions about how we run things?

Come ask in the Discord — happy to compare notes with other admins.

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