Introducing the Deathknell Mini Small Group Base Design
The Deathknell Mini Small Group Base Design video was created by content creator GameLightz.
This RUST base design is one of a family of similar designs but is focused on being a budget-oriented design, for a smaller group on vanilla servers, that allows it to have the features and strengths of a larger base. The base, as it’s laid out, has numerous upgrade paths that are available but not necessary to be a highly effective base.
The Deathnell Mini offers multiple offline defensive mechanisms, such as its floating roof bunkers, 5-wall deep core, outer and inner-perimeter auto-turret systems, and maze of garage doors that wildly separates the loot. With regards to its online defense mechanisms, you’ll find an assortment of gaps and peeks that have been built into the base, allowing for multiple shooting angles on all sides of the base. In addition to these peaks, the roof has a full 360-degree view, allowing you to camp out to your heart’s desire, or take off on an adventure in your precious minicopter.
When you look at this base’s overall cost, it is relatively cheap, considering the multitude of features packed in, such as the 7 Multi-TCs that help to prevent the base from being easily griefed. That being said, there is a significant cost to consider and you’ll need to make sure the group is pulling its weight when it comes to the upkeep cycles. In addition to the upkeep costs, there are no real defensive positions or embattlements inside the inner portions of the base and it will rely on proper trap placement.
All things considered, it’s going to cost some serious gunpowder and time for any raiders to claim this base, especially if your team is online to counter. The copious amounts of defensive positions and shooting peeks will make it challenging for raiders to focus on any area as you’re fighting back.
The Deathknell Mini design features
- Starter-to-Main Base Design
- Ample Space for Deployables, Beds, & Storage
- Intelligent Loot Spreading
- Internal & External Auto Turrets
- Minicopter Hanger & Landing Pad
- Electrical Systems for Defensive Deployables
- 3 Roof Bunkers
- Armored Core
- Undrainable Trap Placements
- Anti-Door Camping Measures
- Redundant Respawn Points
- Widegap/Ramp Peek-Downs
- Roof Access & Battlements
- Open Roof with 360 Degree View
- External Tool Cupboards
- Multi-TCs (7)
The Deathknell Mini build cost
- High-Quality Metal: 700 +/-
- Metal Fragments: 65,000 +/-
- Stone: 100,000 +/-
- Wood: N/A
The Deathknell Mini upkeep cost
- High-Quality Metal: 60 (Basic)
- High-Quality Metal: 100 (Armored Core)
- High-Quality Metal: 170 (Armored Bunkers)
- Metal Fragments: 16,000 +/-
- Stone: 20,000 +/-
Without further ado, here’s the Deathknell Mini small group base design.
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Introducing the Deathknell Mini – the sexiest daughter in the Death Note family. This is a budget base for a small group of four to six players. The design goal was to keep it as affordable as possible while punching far above its price category in terms of features and strength so that even your small group can have a big boy base. And for this reason, the build comes with several upgrade paths for your consideration based on playstyle, group, size, and wide progression – going from a strong but non-HQM reliant base to an absolute armored monster. Let’s do a proper base tour.
By one of two airlock chutes, we enter the third floor. This is where you make the always important first impression on guests, so flame traps, turrets. All great here. Going down, the second floor is a garage door-filled corridor with six branching loot rooms containing 24 large boxes.
This is where we keep most of our loot while playing, with the good stuff going to the bunkers when we log off for the day. Now the core is small and designed to soak up explosives. Armoring these walls is the first upgrade on the option upgrade tree. But even if you don’t, this delicious rocket sponge center boasts a staggering five layers of lateral protection.
Let’s go back up to the third floor, our entrance floor. Here we also have three jump-ups to the fourth floor, leading to three more double bedrooms. There is a total of about 18 beds in the base for truly tenacious online defense. Via one of three airlocks, we go out to the shooting floor, which can be easily segmented should the need arise. Here we have a combination of ramp peeks and wide gap peeks, which might ‘peak’ your interest, never mind. Nevermind. This here is one of three wide-gapped modules.
Inside we have a bottom bedroom featuring peeks overlooking the sides and the core of the base. And going up the top bedroom extends the shooting floor, also providing us a shooting port by which to secure the roof or the shooting floor area itself.
To get to the roof, we have three jump-ups. From here, we can also open the roof bunkers, which by the way, also figure into the optional upgrade plan. And as you probably noticed, traversing the base is a breeze. It’s very simple to navigate, and it’s also simple to build. Let me show you.
It all starts with one armored TC compartment. Then a circle of metal foundations followed by a wider circle closed in with walls. This will, of course, all be stone when starting the wipe and upgraded later.
Ceilings will be built from the outside in so as to avoid the triangle splash bug. In the inner hexagon, the jump up to the second floor will be directly to the right of the TC compartment, and the rest of the hexagon closed in with armored ceilings. Going up to the second floor, we will build a standard triangle chute.
The second floor, too being part of our starter base, will be walled in. now, on the second floor, before shaping the loot rooms, honeycomb the right side of the chute down. Then six loot rooms will be built as follows. Here we’ll have a double shelf closed with a window. To the right, another loot room closed with a metal wall on the right side.
Continue with two more loot rooms with the window side facing to the left. Here, after four loot rooms, we’ll place a jump up with metal walls to both sides. And to the right of it, two more loot rooms facing each other. The top is to be closed in as before – from the outside in—metal on the outside and HQM atop the central core with another basic triangle chute.
Inside on the second floor, we’ll spam as many garage doors as we can on every available socket, and turrets are a great addition here too. As for the first-floor core, we’ll honeycomb it from the inside, and this is how.
First wall in the core hexagon, leaving an opening next to the jump up. The idea here is to honeycomb the core hexagon with metal, adding stone separators between honeycomb layers. So take a step back from this triangle and build a stone wall here, followed by metal honeycomb for the core.
Continue alternating between stone wall and metal honeycomb until you arrive at the core entrance. Once back inside the core, we close it all in, and to complete the core, we’ll add some shelves and garage doors. And that’s the starter base done.
In the next stage, we’ll expand with two more floors vertically, adding utility rooms, bedrooms, and two main entrances. So first, we outline the third floor. Start with four metal walls to the right of the chute.
Then follow with an airlock entrance like so. To the right, three more metal walls and a second airlock, and three metal walls to close it in. Now we shape the bedrooms. First, to the right of the chute, the windowed compartment will house a battery or a locker. Then we add a jump up and two garage doors. I like having bedrooms here, but these can also be designated for loot or utility. If you go for bedrooms, just make sure this bed doesn’t clip through the door.
And we can do the same for the three remaining rooms on this floor. To mitigate splash damage somewhat, we’ll add a wall and two doors in the middle of the floor in a kind of Y shape. And that’s the third floor done. Now is also a great time to add two levels of metal honeycomb, followed by one level of stone. Except for where we have these entrances there, we’ll build basic ground-level chute entrances like so.
Next, we add a bedroom above each of the jump-ups. The bedroom design is identical to the ones below, except that on the left, we have a metal shelf with a very important turret. And between our three new bedrooms, we’ll add three airlocks. Note that both the doors open outwards. Next, we go out, add this triangle here, and close with a garage door and two windows. And with that done on all three sides, the core of the base is now nearly complete. In the next stage of the build, we’ll add initial online defenses and extra bedrooms using three wide gap defensive modules.
On the sides of the base with the garage doors on top, whether we have a chute or not, it’s the same thing. Build out three triangles followed by three squares. Leave only the last square, and from it, build triangles
towards the base like so. Then add two levels of frames. These will support three metal floors. On top, looking towards the base, we’ll add a set of windows. Towards the outside, a layer of half walls topped by full walls. And you know it gets tricky here, I’ll just shut up and let you watch. And just like that, we’re done.
So I’ll quickly furnish it and show you what we have here. At the bottom, we add a bedroom and a large chest for raid defense kits. On top of another bedroom, useful for controlling what will later be our roof. I also like adding a single door here to give the bedroom a bit more protection when the garage door is opened.
And to finish this module, we’re going to add two double doors on both sides of the wide gap shooting floor attached to the main base and opening inwards. These will help us segment the shooting floor later. I also highly suggest adding cheap electrical components to block anyone from building twig platforms and getting too close to the chests, and to maintain the modules while adding grief protection to the base, we’ll build external TCs, this time of the detachable variety, which we hope remains unpatched for a while.
To build these, add a stone foundation here, followed by three twig foundations. Then a metal triangle and a stone one. The TC compartment defers from the norm only in that you start with two half walls facing the main base. This will screw a bit with stability, allowing you to perform the magical Rust trick you’re about to witness. But the rest of it is pretty plain.
Now, this tweak support will help us connect the TC to the module with horizontal frames. And whenever necessary, you can detach this TC by building a twig roof here. Ninth-level Laura Frost spell. Oh, by the way, I just found you can easily elevate the disconnecting mechanism. I’m not sure why you’d actually do that, but putting it out there. Anyway, these modules are so cheap for what they add to the base. It’s amazing. So keep them in mind for your own builds.
And in the next stage of our build, we’ll complete our shooting flor, add three armored bunkers and roof exits, and finish the roof defenses. Let the wall stacking commence. On the three non-wide gap sides of the core, we’ll do this. First, build a twig triangle here. Then continue with nine twig squares. Destroy all the twiggies but for the last one, and from it, build back with triangles until you can place this central HQM foundation, surrounding it with five more, like so.
To upkeep this, it’s possible to have the disconnectable TCs from before, but just in case those get patches, here’s how to build regular ones. First, we go four twig squares out. Then these two triangles will serve as foundations for a standard eight rocket TC enclosure. When done, we build back with metal frames, add two metal triangles here, and get rid of the twiggies. There we go.
Now let’s start work on the actual build-up. First, we need a whole bunch of frames for stability. Then on top, we complete this walkway and then add two metal squares on both sides of the frames. In the middle, it’ll be a square frame and a triangle pointing outwards. Window frames then complete the shooting floor.
For peek downs, first, build a ramp on one of the squares. Then crouch down and build the twig supports required for the placement of the second ramp. Once the second ramp is in place, the scaffolding can be removed. Now we can add the floating roof bunkers in relative safety.
First, upgrade this left-side triangle, and build a bit of honeycomb. Now for the armored version of the bunkers, upgrade this frame, these two triangles, and this wall here, which you should rotate after upgrading.
Next come a wall, a frame which you should rotate as well, and a couple of triangles on top. Ideally, the shelf should be built from the outside so as to avoid the triangle splash bug so long as it’s still with us. You can now seal the bunker, and I suggest adding a single doorframe to the right.
Make sure it’s placed on the external foundations, however, or a gap will appear on the side of the bunker. To open it, simply shout the words ‘open
sesame’. And the door here is optional.
Next, we make ourselves some permanent roof exits. Add a stone half wall and a triangle tile here, followed by two walls and a triangle ceiling. Here we’ll add a frame, another triangle, and the garage door. And these little compartments are perfect for turrets. Next, we’ll take care of the roof, as well as this little gap atop the bunker.
So what we do is attach our seedlings to the inner socket. Not the bunker wall itself, but the core. The same goes for the seeding tiles, all attaching to the core rather than the wall-stacked build-up. So this is a nice big roof.
I like finishing it up like this, but you can do you. But visibility makes it easier to defend, so I just go with a heli garage. Just a heads up, don’t build directly on top of the bunker wall here, or it will destroy the bunker mechanism. And the couple of insta-death shotgun traps here would be pretty smart as well, just in case.
And we’re almost completely done. The only thing left to add is our final layer of honeycomb. These frames here will seal the wall stacking gap. And there we go. Perfect. Now regarding compound entrances, pixel bunkers are easily the best, but also, I really like these. And there she is. All done.
The Deathknell Mini. Strong, defensible, maneuverable, fully-featured, and most importantly, extremely cheap for what it offers.
Now I hope you enjoyed this video. I hope you like the build and use it, and even more so, I hope you learned at least something to make your own future designs better. So goodbye for now, and blessed be.