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Beluga Whale

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Posts posted by Beluga Whale

  1. This is my take on bunkers for Havana.

    level.bunkerList[0] = createBlock((-405.471, 1197.58, 58.125), (0, 90, 0));
    level.bunkerList[1] = createBlock((-405.471, 1197.58, 85.25), (0, 90, 0));
    level.bunkerList[2] = createBlock((-405.471, 1197.58, 111.875), (0, 90, 0));
    level.bunkerList[3] = createBlock((-517.23, 1332.36, 47.2384), (0, 90, 0));
    level.bunkerList[4] = createBlock((-517.23, 1332.36, 74.3634), (0, 90, 0));
    level.bunkerList[5] = createBlock((-517.23, 1332.36, 101.488), (0, 90, 0));
    level.bunkerList[6] = createBlock((-1577.05, 1491.61, 66.125), (0, 90, 0));
    level.bunkerList[7] = createBlock((-1577.05, 1491.61, 93.25), (0, 90, 0));
    level.bunkerList[8] = createBlock((-1577.05, 1491.61, 120.375), (0, 90, 0));
    level.bunkerList[9] = createBlock((-1509.09, 1492, 58.3373), (0, 90, 0));
    level.bunkerList[10] = createBlock((-1509.09, 1492, 85.4622), (0, 90, 0));
    level.bunkerList[11] = createBlock((-1509.09, 1492, 112.587), (0, 90, 0));
    level.bunkerList[12] = createBlock((-1507.72, 1610.1, 58.125), (0, 100, 0));
    level.bunkerList[13] = createBlock((-1507.72, 1610.1, 85.25), (0, 100, 0));
    level.bunkerList[14] = createBlock((-1507.72, 1610.1, 112.375), (0, 100, 0));
    level.bunkerList[15] = createBlock((-1110.67, 2091.82, 52.9991), (0, 100, 0));
    level.bunkerList[16] = createBlock((-1110.67, 2091.82, 80.1241), (0, 100, 0));
    level.bunkerList[17] = createBlock((-1110.67, 2091.82, 107.249), (0, 100, 0));
    level.bunkerList[18] = createBlock((-1110.67, 2091.82, 134.374), (0, 100, 0));
    level.bunkerList[19] = createBlock((-1110.67, 2091.82, 161.499), (0, 100, 0));
    level.bunkerList[20] = createBlock((-1110.67, 2091.82, 188.624), (0, 100, 0));
    level.bunkerList[21] = createBlock((-1105.55, 2056.76, 52.8118), (0, 100, 0));
    level.bunkerList[22] = createBlock((-1105.55, 2056.76, 79.9368), (0, 100, 0));
    level.bunkerList[23] = createBlock((-1105.55, 2056.76, 107.062), (0, 100, 0));
    level.bunkerList[24] = createBlock((-1105.55, 2056.76, 134.187), (0, 100, 0));
    level.bunkerList[25] = createBlock((-1105.55, 2056.76, 161.312), (0, 100, 0));
    level.bunkerList[26] = createBlock((-1100.48, 2021.7, 52.6943), (0, 100, 0));
    level.bunkerList[27] = createBlock((-1100.48, 2021.7, 79.8193), (0, 100, 0));
    level.bunkerList[28] = createBlock((-1100.48, 2021.7, 106.944), (0, 100, 0));
    level.bunkerList[29] = createBlock((-1100.48, 2021.7, 134.069), (0, 100, 0));
    level.bunkerList[30] = createBlock((-1094.66, 1986.77, 52.7538), (0, 100, 0));
    level.bunkerList[31] = createBlock((-1094.66, 1986.77, 79.8788), (0, 100, 0));
    level.bunkerList[32] = createBlock((-1094.66, 1986.77, 107.004), (0, 100, 0));
    level.bunkerList[33] = createBlock((-1089.2, 1951.76, 52.8902), (0, 100, 0));
    level.bunkerList[34] = createBlock((-1089.2, 1951.76, 80.0152), (0, 100, 0));
    level.bunkerList[35] = createBlock((-1083.46, 1916.82, 53.0255), (0, 100, 0));
    level.bunkerList[36] = createBlock((-1051.06, 2044.67, 52.4411), (0, 190, 0));
    level.bunkerList[37] = createBlock((-1051.06, 2044.67, 79.5661), (0, 190, 0));
    level.bunkerList[38] = createBlock((-1051.06, 2044.67, 106.691), (0, 190, 0));
    level.bunkerList[39] = createBlock((-1051.06, 2044.67, 133.816), (0, 190, 0));
    level.bunkerList[40] = createBlock((-1051.06, 2044.67, 160.941), (0, 190, 0));
    level.bunkerList[41] = createBlock((-1051.06, 2044.67, 188.066), (0, 190, 0));
    level.bunkerList[42] = createBlock((-1051.06, 2044.67, 215.191), (0, 190, 0));
    level.bunkerList[43] = createBlock((-1051.06, 2044.67, 242.316), (0, 190, 0));
    level.bunkerList[44] = createBlock((-1043.69, 1993.76, 52.3355), (0, 190, 0));
    level.bunkerList[45] = createBlock((-1043.69, 1993.76, 79.4605), (0, 190, 0));
    level.bunkerList[46] = createBlock((-1043.69, 1993.76, 106.585), (0, 190, 0));
    level.bunkerList[47] = createBlock((-1043.69, 1993.76, 133.71), (0, 190, 0));
    level.bunkerList[48] = createBlock((-1043.69, 1993.76, 160.835), (0, 190, 0));
    level.bunkerList[49] = createBlock((-1043.69, 1993.76, 187.96), (0, 190, 0));
    level.bunkerList[50] = createBlock((-1043.69, 1993.76, 215.085), (0, 190, 0));
    level.bunkerList[51] = createBlock((-1043.69, 1993.76, 242.21), (0, 190, 0));
    level.bunkerList[52] = createBlock((-1035.46, 1943.01, 52.5612), (0, 190, 0));
    level.bunkerList[53] = createBlock((-1035.46, 1943.01, 79.6862), (0, 190, 0));
    level.bunkerList[54] = createBlock((-1035.46, 1943.01, 106.811), (0, 190, 0));
    level.bunkerList[55] = createBlock((-1035.46, 1943.01, 133.936), (0, 190, 0));
    level.bunkerList[56] = createBlock((-1035.46, 1943.01, 161.061), (0, 190, 0));
    level.bunkerList[57] = createBlock((-1035.46, 1943.01, 188.186), (0, 190, 0));
    level.bunkerList[58] = createBlock((-1035.46, 1943.01, 215.311), (0, 190, 0));
    level.bunkerList[59] = createBlock((-1035.46, 1943.01, 242.436), (0, 190, 0));
    level.bunkerList[60] = createBlock((-1154.45, 2037.99, 53.0987), (0, 190, 0));
    level.bunkerList[61] = createBlock((-1154.45, 2037.99, 80.2237), (0, 190, 0));
    level.bunkerList[62] = createBlock((-1154.45, 2037.99, 107.349), (0, 190, 0));
    level.bunkerList[63] = createBlock((-1154.45, 2037.99, 134.474), (0, 190, 0));
    level.bunkerList[64] = createBlock((-1154.45, 2037.99, 161.599), (0, 190, 0));
    level.bunkerList[65] = createBlock((-1154.45, 2037.99, 188.724), (0, 190, 0));
    level.bunkerList[66] = createBlock((-1154.45, 2037.99, 215.849), (0, 190, 0));
    level.bunkerList[67] = createBlock((-1154.45, 2037.99, 242.974), (0, 190, 0));
    level.bunkerList[68] = createBlock((-1146.92, 1987.11, 52.9823), (0, 190, 0));
    level.bunkerList[69] = createBlock((-1146.92, 1987.11, 80.1073), (0, 190, 0));
    level.bunkerList[70] = createBlock((-1146.92, 1987.11, 107.232), (0, 190, 0));
    level.bunkerList[71] = createBlock((-1146.92, 1987.11, 134.357), (0, 190, 0));
    level.bunkerList[72] = createBlock((-1146.92, 1987.11, 161.482), (0, 190, 0));
    level.bunkerList[73] = createBlock((-1146.92, 1987.11, 188.607), (0, 190, 0));
    level.bunkerList[74] = createBlock((-1146.92, 1987.11, 215.732), (0, 190, 0));
    level.bunkerList[75] = createBlock((-1146.92, 1987.11, 242.857), (0, 190, 0));
    level.bunkerList[76] = createBlock((-1138.69, 1936.36, 53.0969), (0, 190, 0));
    level.bunkerList[77] = createBlock((-1138.69, 1936.36, 80.2219), (0, 190, 0));
    level.bunkerList[78] = createBlock((-1138.69, 1936.36, 107.347), (0, 190, 0));
    level.bunkerList[79] = createBlock((-1138.69, 1936.36, 134.472), (0, 190, 0));
    level.bunkerList[80] = createBlock((-1138.69, 1936.36, 161.597), (0, 190, 0));
    level.bunkerList[81] = createBlock((-1138.69, 1936.36, 188.722), (0, 190, 0));
    level.bunkerList[82] = createBlock((-1138.69, 1936.36, 215.847), (0, 190, 0));
    level.bunkerList[83] = createBlock((-1138.69, 1936.36, 242.972), (0, 190, 0));
    level.bunkerList[84] = createBlock((-1376.22, 1181.37, 64.3456), (0, 70, 0));
    level.bunkerList[85] = createBlock((-1376.22, 1181.37, 91.4706), (0, 70, 0));
    level.bunkerList[86] = createBlock((-1376.22, 1181.37, 118.596), (0, 70, 0));
    level.bunkerList[87] = createBlock((-1363.32, 1214.36, 60.3204), (0, 70, 0));
    level.bunkerList[88] = createBlock((-1363.32, 1214.36, 87.4454), (0, 70, 0));
    level.bunkerList[89] = createBlock((-1350.2, 1247.27, 59.6835), (0, 70, 0));
    level.bunkerList[90] = createBlock((-1774.82, -457.178, 162.125), (0, 170, 0));
    level.bunkerList[91] = createBlock((-1774.82, -457.178, 189.25), (0, 170, 0));
    level.bunkerList[92] = createBlock((-1774.82, -457.178, 216.375), (0, 170, 0));
    level.bunkerList[93] = createBlock((-1657.93, -112.722, 162.125), (0, 250, 0));
    level.bunkerList[94] = createBlock((-1657.93, -112.722, 189.25), (0, 250, 0));
    level.bunkerList[95] = createBlock((-1657.93, -112.722, 215.875), (0, 250, 0));
    level.bunkerList[96] = createBlock((-1501.62, -318.926, 194.125), (90, 350, 0));
    level.bunkerList[97] = createBlock((-1481.7, -240.839, 194.125), (90, 340, 0));
    level.bunkerList[98] = createBlock((-1327.41, -378.952, 13.2152), (0, 340, 0));
    level.bunkerList[99] = createBlock((-1327.65, -378.888, 30.3402), (0, 340, 0));
    level.bunkerList[100] = createBlock((-1327.89, -378.822, 47.4652), (0, 340, 0));
    level.bunkerList[101] = createBlock((-1328.49, -378.647, 64.5902), (0, 340, 0));
    level.bunkerList[102] = createBlock((-1328.84, -378.54, 81.7152), (0, 340, 0));
    level.bunkerList[103] = createBlock((-1329.22, -378.424, 98.8402), (0, 340, 0));
    level.bunkerList[104] = createBlock((-1329.81, -378.235, 115.965), (0, 340, 0));
    level.bunkerList[105] = createBlock((-1330.3, -378.07, 133.09), (0, 340, 0));
    level.bunkerList[106] = createBlock((-1330.79, -377.974, 150.215), (0, 340, 0));
    level.bunkerList[107] = createBlock((-1331.39, -377.843, 167.34), (0, 340, 0));
    level.bunkerList[108] = createBlock((-328.368, 721.341, 58.125), (0, 90, 0));
    level.bunkerList[109] = createBlock((-328.368, 721.341, 85.25), (0, 90, 0));
    level.bunkerList[110] = createBlock((-328.368, 721.341, 112.375), (0, 90, 0));
    level.bunkerList[111] = createBlock((-473.641, 424.276, 27.125), (0, 90, 0));
    level.bunkerList[112] = createBlock((-473.641, 424.276, 54.25), (0, 90, 0));
    level.bunkerList[113] = createBlock((-67.931, -723.641, 10.125), (0, 170, 0));
    level.bunkerList[114] = createBlock((-67.931, -723.641, 37.25), (0, 170, 0));
    level.bunkerList[115] = createBlock((-67.931, -723.641, 63.875), (0, 170, 0));
    level.bunkerList[116] = createBlock((-68.0361, -812.359, 10.125), (0, 170, 0));
    level.bunkerList[117] = createBlock((-68.0361, -812.359, 37.25), (0, 170, 0));
    level.bunkerList[118] = createBlock((-68.0361, -812.359, 63.875), (0, 170, 0));
    level.bunkerList[119] = createBlock((-493.337, -854.305, 10.125), (0, 170, 0));
    level.bunkerList[120] = createBlock((-493.337, -854.305, 37.25), (0, 170, 0));
    level.bunkerList[121] = createBlock((-493.337, -854.305, 63.875), (0, 170, 0));
    level.bunkerList[122] = createBlock((-300.024, -615.55, -0.986775), (0, 270, 0));
    level.bunkerList[123] = createBlock((-356.669, -616.359, -0.879966), (0, 270, 0));
    level.bunkerList[124] = createBlock((199.074, -675.412, 146.125), (0, 270, 0));
    level.bunkerList[125] = createBlock((199.074, -675.412, 173.25), (0, 270, 0));
    level.bunkerList[126] = createBlock((199.074, -675.412, 199.875), (0, 270, 0));
    level.bunkerList[127] = createBlock((304.74, -616.346, 182.125), (0, 360, 0));
    level.bunkerList[128] = createBlock((304.74, -616.346, 209.25), (0, 360, 0));
    level.bunkerList[129] = createBlock((304.74, -616.346, 236.375), (0, 360, 0));
    level.bunkerList[130] = createBlock((95.1048, -610.245, 182.125), (0, 360, 0));
    level.bunkerList[131] = createBlock((95.1048, -610.245, 209.25), (0, 360, 0));
    level.bunkerList[132] = createBlock((95.1048, -610.245, 236.375), (0, 360, 0));
    level.bunkerList[133] = createBlock((-149.202, -435.463, 4.25795), (0, 90, 0));
    level.bunkerList[134] = createBlock((-149.202, -435.463, 31.3829), (0, 90, 0));
    level.bunkerList[135] = createBlock((-149.202, -435.463, 58.5079), (0, 90, 0));
    level.bunkerList[136] = createBlock((-149.202, -435.463, 85.6329), (0, 90, 0));
    level.bunkerList[137] = createBlock((-149.013, -399.822, -2.38848), (0, 90, 0));
    level.bunkerList[138] = createBlock((-149.013, -399.822, 24.7365), (0, 90, 0));
    level.bunkerList[139] = createBlock((-149.013, -399.822, 51.8615), (0, 90, 0));
    level.bunkerList[140] = createBlock((-148.591, -364.181, -2.9472), (0, 90, 0));
    level.bunkerList[141] = createBlock((-148.591, -364.181, 24.1778), (0, 90, 0));
    level.bunkerList[142] = createBlock((-148.603, -328.54, -2.68793), (0, 90, 0));
    level.bunkerList[143] = createBlock((710.349, 1182.17, 58.125), (0, 180, 0));
    level.bunkerList[144] = createBlock((710.349, 1182.17, 85.25), (0, 180, 0));
    level.bunkerList[145] = createBlock((710.349, 1182.17, 112.375), (0, 180, 0));
    level.bunkerList[146] = createBlock((2418.18, 71.0965, 134.125), (0, 180, 0));
    level.bunkerList[147] = createBlock((2419.06, -20.3591, 134.125), (0, 180, 0));
    level.bunkerList[148] = createBlock((1904.09, -1553.64, -64.2103), (0, 360, 0));
    level.bunkerList[149] = createBlock((1904.09, -1553.64, -37.0853), (0, 360, 0));
    level.bunkerList[150] = createBlock((1904.09, -1553.64, -9.96034), (0, 360, 0));
    level.bunkerList[151] = createBlock((1903.65, -1605.29, -65.3273), (0, 360, 0));
    level.bunkerList[152] = createBlock((1903.65, -1605.29, -38.2023), (0, 360, 0));
    level.bunkerList[153] = createBlock((1903.65, -1605.29, -11.0773), (0, 360, 0));
    level.bunkerList[154] = createBlock((1903.89, -1656.93, -66.9302), (0, 360, 0));
    level.bunkerList[155] = createBlock((1903.89, -1656.93, -39.8052), (0, 360, 0));
    level.bunkerList[156] = createBlock((1903.89, -1656.93, -12.6802), (0, 360, 0));
    level.bunkerList[157] = createBlock((1903.87, -1708.57, -67.5605), (0, 360, 0));
    level.bunkerList[158] = createBlock((1903.87, -1708.57, -40.4355), (0, 360, 0));
    level.bunkerList[159] = createBlock((1903.87, -1708.57, -13.3105), (0, 360, 0));
    level.bunkerList[160] = createBlock((1355.84, -558.359, 10.125), (0, 360, 0));
    level.bunkerList[161] = createBlock((1355.84, -558.359, 37.25), (0, 360, 0));
    level.bunkerList[162] = createBlock((1355.84, -558.359, 63.875), (0, 360, 0));
    level.bunkerList[163] = createBlock((1355.98, -469.641, 10.125), (0, 360, 0));
    level.bunkerList[164] = createBlock((1355.98, -469.641, 37.25), (0, 360, 0));
    level.bunkerList[165] = createBlock((1355.98, -469.641, 63.875), (0, 360, 0));
    level.bunkerList[166] = createBlock((1492.89, -260.78, 10.125), (0, 90, 0));
    level.bunkerList[167] = createBlock((1492.89, -260.78, 37.25), (0, 90, 0));
    level.bunkerList[168] = createBlock((1492.89, -260.78, 63.875), (0, 90, 0));
    level.bunkerList[169] = createBlock((1652.12, -651.167, 10.125), (0, 90, 0));
    level.bunkerList[170] = createBlock((1652.12, -651.167, 37.25), (0, 90, 0));
    level.bunkerList[171] = createBlock((1652.12, -651.167, 63.875), (0, 90, 0));
    level.bunkerList[172] = createBlock((1871.64, -367.611, 9.03081), (0, 90, 0));
    level.bunkerList[173] = createBlock((1871.64, -367.611, 36.1558), (0, 90, 0));
    level.bunkerList[174] = createBlock((1871.64, -204.389, 9.07255), (0, 90, 0));
    level.bunkerList[175] = createBlock((1871.64, -204.389, 36.1975), (0, 90, 0));

    Again, the minimap is right there.

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    1. Your in-game name: DolphinPanda007 / :DolphinPanda007:
    2. Your Steam profile link: http://steamcommunity.com/id/Beluga__Whale
    3. What country are you from?: United States of America
    4. How much do you play ZAM?: Well it depends some months I play a lot and some months I play NONE AT ALL.
    5. Have you read and followed the requirements?(Yes/No): Well I don't want to use ZAM in my clan tag. I prefer Kitn. I do follow the other things though.
    6. Somehow I copy pasted a #6???

     

     

     

  2. Honestly I have Platinum Rank and every match I don't even need to buy a new weapon it's so boring and unfair. I think there should be a system where Platinum Rank gets say 30 points (on the forums) and each gun costs a different amount of points. Say, (idk what weapons will be added so I'll just used bo1 examples), R700=20, Intervention=20, Desert Eagle=5, Skorpion=15,

    Something like that.

    • Confused 2
  3. This is the final part of the map and I admit it is cade heavy but I believe it is worth it.

    level.bunkerList[0] = createBlock((325.113, -327.219, 274.125), (0, 0, 0));
    level.bunkerList[1] = createBlock((325.113, -327.219, 301.25), (0, 0, 0));
    level.bunkerList[2] = createBlock((325.113, -327.219, 328.375), (0, 0, 0));
    level.bunkerList[3] = createBlock((324.876, -378.869, 274.125), (0, 0, 0));
    level.bunkerList[4] = createBlock((324.876, -378.869, 301.25), (0, 0, 0));
    level.bunkerList[5] = createBlock((324.876, -378.869, 328.375), (0, 0, 0));
    level.bunkerList[6] = createBlock((324.874, -430.51, 274.125), (0, 0, 0));
    level.bunkerList[7] = createBlock((324.874, -430.51, 301.25), (0, 0, 0));
    level.bunkerList[8] = createBlock((324.874, -430.51, 328.375), (0, 0, 0));
    level.bunkerList[9] = createBlock((324.738, -482.151, 274.125), (0, 0, 0));
    level.bunkerList[10] = createBlock((324.738, -482.151, 301.25), (0, 0, 0));
    level.bunkerList[11] = createBlock((324.738, -482.151, 328.375), (0, 0, 0));
    level.bunkerList[12] = createBlock((324.755, -533.792, 274.125), (0, 90, 0));
    level.bunkerList[13] = createBlock((324.755, -533.792, 301.25), (0, 90, 0));
    level.bunkerList[14] = createBlock((324.755, -533.792, 328.375), (0, 90, 0));
    level.bunkerList[15] = createBlock((184.562, -650.621, 274.125), (0, 180, 0));
    level.bunkerList[16] = createBlock((184.562, -650.621, 301.25), (0, 180, 0));
    level.bunkerList[17] = createBlock((184.562, -650.621, 328.375), (0, 180, 0));
    level.bunkerList[18] = createBlock((99.9826, -651.019, 274.125), (0, 180, 0));
    level.bunkerList[19] = createBlock((99.9826, -651.019, 301.25), (0, 180, 0));
    level.bunkerList[20] = createBlock((99.9826, -651.019, 328.375), (0, 180, 0));
    level.bunkerList[21] = createBlock((47.0476, -656.97, 274.125), (0, 180, 0));
    level.bunkerList[22] = createBlock((47.0476, -656.97, 301.25), (0, 180, 0));
    level.bunkerList[23] = createBlock((47.0476, -656.97, 328.375), (0, 180, 0));
    level.bunkerList[24] = createBlock((47.1691, -605.33, 274.125), (0, 180, 0));
    level.bunkerList[25] = createBlock((47.1691, -605.33, 301.25), (0, 180, 0));
    level.bunkerList[26] = createBlock((47.1691, -605.33, 328.375), (0, 180, 0));
    level.bunkerList[27] = createBlock((47.3953, -553.689, 274.125), (0, 180, 0));
    level.bunkerList[28] = createBlock((47.3953, -553.689, 301.25), (0, 180, 0));
    level.bunkerList[29] = createBlock((47.3953, -553.689, 328.375), (0, 180, 0));
    level.bunkerList[30] = createBlock((47.0597, -502.041, 274.125), (0, 180, 0));
    level.bunkerList[31] = createBlock((47.0597, -502.041, 301.25), (0, 180, 0));
    level.bunkerList[32] = createBlock((47.0597, -502.041, 328.375), (0, 180, 0));
    level.bunkerList[33] = createBlock((47.2047, -450.398, 274.125), (0, 180, 0));
    level.bunkerList[34] = createBlock((47.2047, -450.398, 301.25), (0, 180, 0));
    level.bunkerList[35] = createBlock((47.2047, -450.398, 328.375), (0, 180, 0));
    level.bunkerList[36] = createBlock((47.2923, -398.757, 274.125), (0, 180, 0));
    level.bunkerList[37] = createBlock((47.2923, -398.757, 301.25), (0, 180, 0));
    level.bunkerList[38] = createBlock((47.2923, -398.757, 328.375), (0, 180, 0));
    level.bunkerList[39] = createBlock((289.455, -326.401, 274.125), (0, 270, 0));
    level.bunkerList[40] = createBlock((289.455, -326.401, 301.25), (0, 270, 0));
    level.bunkerList[41] = createBlock((289.455, -326.401, 328.375), (0, 270, 0));
    level.bunkerList[42] = createBlock((237.761, -325.718, 274.092), (0, 270, 0));
    level.bunkerList[43] = createBlock((237.761, -325.718, 301.217), (0, 270, 0));
    level.bunkerList[44] = createBlock((237.761, -325.718, 328.342), (0, 270, 0));
    level.bunkerList[45] = createBlock((358.322, -696.659, 128.125), (0, 270, 0));
    level.bunkerList[46] = createBlock((358.318, -692.929, 145.25), (0, 270, 0));
    level.bunkerList[47] = createBlock((358.314, -689.176, 162.375), (0, 270, 0));
    level.bunkerList[48] = createBlock((358.311, -685.446, 179.5), (0, 270, 0));
    level.bunkerList[49] = createBlock((358.306, -680.968, 196.625), (0, 270, 0));
    level.bunkerList[50] = createBlock((358.301, -676.483, 213.75), (0, 270, 0));
    level.bunkerList[51] = createBlock((358.298, -673.486, 230.875), (0, 270, 0));
    level.bunkerList[52] = createBlock((-166.641, -670.359, 145.241), (0, 270, 0));
    level.bunkerList[53] = createBlock((-166.641, -670.359, 172.366), (0, 270, 0));
    level.bunkerList[54] = createBlock((-166.641, -670.359, 199.491), (0, 270, 0));
    level.bunkerList[55] = createBlock((-166.641, -670.359, 226.616), (0, 270, 0));
    level.bunkerList[56] = createBlock((-218.282, -670.359, 141.092), (0, 270, 0));
    level.bunkerList[57] = createBlock((-218.282, -670.359, 168.217), (0, 270, 0));
    level.bunkerList[58] = createBlock((-218.282, -670.359, 195.342), (0, 270, 0));
    level.bunkerList[59] = createBlock((-218.282, -670.359, 222.467), (0, 270, 0));
    level.bunkerList[60] = createBlock((-117.859, -702.013, 144.2), (0, 360, 0));
    level.bunkerList[61] = createBlock((-117.859, -702.013, 171.325), (0, 360, 0));
    level.bunkerList[62] = createBlock((-117.859, -702.013, 198.45), (0, 360, 0));
    level.bunkerList[63] = createBlock((-117.859, -702.013, 225.575), (0, 360, 0));
    level.bunkerList[64] = createBlock((-117.859, -753.654, 143.234), (0, 360, 0));
    level.bunkerList[65] = createBlock((-117.859, -753.654, 170.359), (0, 360, 0));
    level.bunkerList[66] = createBlock((-117.859, -753.654, 197.484), (0, 360, 0));
    level.bunkerList[67] = createBlock((-117.859, -753.654, 224.609), (0, 360, 0));
    level.bunkerList[68] = createBlock((-118.138, -805.295, 141.289), (0, 360, 0));
    level.bunkerList[69] = createBlock((-118.138, -805.295, 168.414), (0, 360, 0));
    level.bunkerList[70] = createBlock((-118.138, -805.295, 195.539), (0, 360, 0));
    level.bunkerList[71] = createBlock((-118.138, -805.295, 222.664), (0, 360, 0));
    level.bunkerList[72] = createBlock((-274.449, -685.22, 138.125), (0, 360, 0));
    level.bunkerList[73] = createBlock((-274.449, -685.22, 165.25), (0, 360, 0));
    level.bunkerList[74] = createBlock((-274.449, -685.22, 192.375), (0, 360, 0));
    level.bunkerList[75] = createBlock((-274.449, -685.22, 219.5), (0, 360, 0));
    level.bunkerList[76] = createBlock((-274.641, -737.218, 138.125), (0, 360, 0));
    level.bunkerList[77] = createBlock((-274.641, -737.218, 165.25), (0, 360, 0));
    level.bunkerList[78] = createBlock((-274.641, -737.218, 192.375), (0, 360, 0));
    level.bunkerList[79] = createBlock((-274.641, -737.218, 219.5), (0, 360, 0));
    level.bunkerList[80] = createBlock((-274.641, -788.859, 138.125), (0, 360, 0));
    level.bunkerList[81] = createBlock((-274.641, -788.859, 165.25), (0, 360, 0));
    level.bunkerList[82] = createBlock((-274.641, -788.859, 192.375), (0, 360, 0));
    level.bunkerList[83] = createBlock((-274.641, -788.859, 219.5), (0, 360, 0));
    level.bunkerList[84] = createBlock((-239, -807.641, 138.125), (0, 90, 0));
    level.bunkerList[85] = createBlock((-239, -807.641, 165.25), (0, 90, 0));
    level.bunkerList[86] = createBlock((-239, -807.641, 192.375), (0, 90, 0));
    level.bunkerList[87] = createBlock((-239, -807.641, 219.5), (0, 90, 0));
    level.bunkerList[88] = createBlock((641, -988.155, 138.357), (0, 90, 0));
    level.bunkerList[89] = createBlock((641.137, -994.869, 165.482), (0, 90, 0));
    level.bunkerList[90] = createBlock((641.297, -1002.73, 192.607), (0, 90, 0));
    level.bunkerList[91] = createBlock((641.434, -1009.45, 219.732), (0, 90, 0));
    level.bunkerList[92] = createBlock((-1147.64, -1349.75, 216.125), (0, 90, 0));
    level.bunkerList[93] = createBlock((-1147.64, -1349.75, 243.25), (0, 90, 0));
    level.bunkerList[94] = createBlock((-1147.64, -1349.75, 269.875), (0, 90, 0));
    level.bunkerList[95] = createBlock((-1199.28, -1350.2, 216.125), (0, 90, 0));
    level.bunkerList[96] = createBlock((-1199.28, -1350.2, 243.25), (0, 90, 0));
    level.bunkerList[97] = createBlock((-1199.28, -1350.2, 270.375), (0, 90, 0));
    level.bunkerList[98] = createBlock((-1250.92, -1349.76, 216.125), (0, 180, 0));
    level.bunkerList[99] = createBlock((-1250.92, -1349.76, 243.25), (0, 180, 0));
    level.bunkerList[100] = createBlock((-1250.92, -1349.76, 270.375), (0, 180, 0));
    level.bunkerList[101] = createBlock((-1148.47, -1385.39, 206.125), (0, 270, 0));
    level.bunkerList[102] = createBlock((-1147.64, -1385.39, 233.25), (0, 270, 0));
    level.bunkerList[103] = createBlock((-1147.64, -1421.03, 216.125), (0, 270, 0));
    level.bunkerList[104] = createBlock((-1238.78, -1726, 215.125), (0, 270, 0));
    level.bunkerList[105] = createBlock((-1238.78, -1726, 242.25), (0, 270, 0));
    level.bunkerList[106] = createBlock((-1238.78, -1726, 269.375), (0, 270, 0));
    level.bunkerList[107] = createBlock((-1238.78, -1726, 291.875), (0, 270, 0));
    level.bunkerList[108] = createBlock((-160.359, -1999.75, 60.1808), (0, 270, 0));
    level.bunkerList[109] = createBlock((-43.6526, -1997.43, -3.3805), (0, 270, 0));
    level.bunkerList[110] = createBlock((-43.6526, -1997.43, 23.7445), (0, 270, 0));
    level.bunkerList[111] = createBlock((-43.6526, -1997.43, 50.8695), (0, 270, 0));
    level.bunkerList[112] = createBlock((-95.2935, -1997.17, -3.34618), (0, 270, 0));
    level.bunkerList[113] = createBlock((-95.2935, -1997.17, 23.7788), (0, 270, 0));
    level.bunkerList[114] = createBlock((-95.2935, -1997.17, 50.9038), (0, 270, 0));
    level.bunkerList[115] = createBlock((-392.297, -2404.36, -5.875), (0, 270, 0));
    level.bunkerList[116] = createBlock((-392.297, -2404.36, 21.25), (0, 270, 0));
    level.bunkerList[117] = createBlock((-392.297, -2404.36, 48.375), (0, 270, 0));
    level.bunkerList[118] = createBlock((-1182.08, -1575.64, 252.125), (0, 0, 0));
    level.bunkerList[119] = createBlock((-1182.08, -1575.64, 279.25), (0, 0, 0));
    level.bunkerList[120] = createBlock((-1182.36, -1631.64, 252.125), (0, 0, 0));
    level.bunkerList[121] = createBlock((-1182.36, -1631.64, 279.25), (0, 0, 0));
    level.bunkerList[122] = createBlock((-1106.97, -1632.88, 176.125), (0, 0, 0));
    level.bunkerList[123] = createBlock((-1106.97, -1632.88, 203.25), (0, 0, 0));
    level.bunkerList[124] = createBlock((-1106.97, -1632.88, 230.375), (0, 0, 0));
    level.bunkerList[125] = createBlock((-1106.97, -1632.88, 257.5), (0, 0, 0));
    level.bunkerList[126] = createBlock((-1106.82, -1581.2, 176.125), (0, 0, 0));
    level.bunkerList[127] = createBlock((-1106.82, -1581.2, 203.25), (0, 0, 0));
    level.bunkerList[128] = createBlock((-1106.82, -1581.2, 230.375), (0, 0, 0));
    level.bunkerList[129] = createBlock((-1106.82, -1581.2, 257.5), (0, 0, 0));

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  4. To easily make a crouch spot first press F. This will place a barricade under you. After you are on the barricade jump (SPACE by default), crouch (c by default), delete the barricade (7[You don't want to have that left there because then you can't get through])

    and then press F in midair to place a barricade at the perfect height. Repeat until done to your liking :D

     

     

     

     

     

     

     

    No this is not a baking guide.

    • Thanks 1
  5. On 7/29/2017 at 2:11 PM, Flame Souls said:

    Many people ask this question, as really properly use your skills.

    Proceed in order-

    A normal player (without privileges)-The first thing to score a lot of points-how about 500 points to buy a speedo. To learn how you can have bots (intelligence as average, sometimes a heap on the wall) They can be beat and slowly to train with every step. Recommended for quick leveling your skills is to hit him from the side and maybe you'll get ahead. In the store special items have different knuckles is truly a knife for ordinary without the privileges of a player who possibly can beat is faster and steeper for at the time of the knife.

    The player with the privilege (often happens with VIP OR MVP perhaps premium and platinum)-Maybe this will make it easier for many this task as it has many abilities-it's speedo(rate of fire and reload), and Ghost(evading radar). There are as arms and possibly create your own weapons (this is in the privileges of platinum) in contractual agreement can make your it yourself on the website

     

    Thank you for this your browsing information

     

    I'm sorry but we can't understand you either post this in Russian or PLEASE learn how to use grammar properly at least to the extent that we can understand you. I know you probably have a lot of good information but I just can't even read it.

    • Downvote 1
  6. I have been suggested to do all my maps in the same post. I will at least for radiation.

     

    level.bunkerList[0] = createBlock((378.192, 482.702, 231.125), (0, 90, 30));
    level.bunkerList[1] = createBlock((186.807, 483.665, 234.409), (20, 0, 0));
    level.bunkerList[2] = createBlock((-46.1296, 654.127, 274.113), (0, 90, 30));
    level.bunkerList[3] = createBlock((-46.1296, 618.486, 274.113), (0, 90, 30));
    level.bunkerList[4] = createBlock((-46.1296, 582.845, 274.113), (0, 90, 30));
    level.bunkerList[5] = createBlock((-46.1296, 547.204, 274.113), (0, 90, 30));
    level.bunkerList[6] = createBlock((-46.1296, 511.563, 274.113), (0, 90, 30));
    level.bunkerList[7] = createBlock((-46.1296, 475.922, 274.113), (0, 90, 30));
    level.bunkerList[8] = createBlock((-46.1296, 440.281, 274.113), (0, 90, 30));
    level.bunkerList[9] = createBlock((-46.1296, 404.64, 274.113), (0, 90, 30));
    level.bunkerList[10] = createBlock((-46.1296, 368.999, 274.113), (0, 90, 30));
    level.bunkerList[11] = createBlock((-46.1296, 333.358, 274.113), (0, 90, 30));
    level.bunkerList[12] = createBlock((-248.527, 653.861, 274.125), (0, 180, 90));
    level.bunkerList[13] = createBlock((-556.598, 26.8347, 192.125), (0, 180, 0));
    level.bunkerList[14] = createBlock((-551.298, 26.9731, 209.25), (0, 180, 0));
    level.bunkerList[15] = createBlock((-544.377, 27.1551, 226.375), (0, 180, 0));
    level.bunkerList[16] = createBlock((-536.352, 27.3632, 243.5), (0, 180, 0));
    level.bunkerList[17] = createBlock((-342.148, 285.898, 246.125), (0, 270, 0));
    level.bunkerList[18] = createBlock((-365.784, 340.67, 246.125), (0, 0, 0));
    level.bunkerList[13] = createBlock((-518.806, 474.612, 140.246), (0, 0, 0));
    level.bunkerList[14] = createBlock((-625.853, 741.641, 139.956), (0, 90, 0));
    level.bunkerList[15] = createBlock((-625.853, 741.641, 167.081), (0, 90, 0));
    level.bunkerList[16] = createBlock((-255.704, 527.422, 138.125), (0, 270, 0));
    level.bunkerList[17] = createBlock((-255.738, 501.799, 138.078), (0, 270, 0));
    level.bunkerList[18] = createBlock((-256.398, 475.911, 137.96), (0, 270, 0));
    level.bunkerList[19] = createBlock((-300.359, 584.83, 183.604), (0, 0, 0));
    level.bunkerList[20] = createBlock((-1126.36, -343.538, 362.068), (0, 270, 0));
    level.bunkerList[21] = createBlock((-1126.36, -343.538, 389.193), (0, 270, 0));
    level.bunkerList[22] = createBlock((-1039.64, -344.747, 362.031), (0, 270, 0));
    level.bunkerList[23] = createBlock((-1039.64, -344.747, 389.156), (0, 270, 0));
    level.bunkerList[24] = createBlock((-1039.64, 343.525, 362.067), (0, 270, 0));
    level.bunkerList[25] = createBlock((-1039.64, 343.525, 389.192), (0, 270, 0));
    level.bunkerList[26] = createBlock((2244.35, 199.948, 319.125), (0, 90, 0));
    level.bunkerList[27] = createBlock((2244.35, 199.948, 346.25), (0, 90, 0));
    level.bunkerList[28] = createBlock((2244.35, 199.948, 373.375), (0, 90, 0));
    level.bunkerList[29] = createBlock((2244.35, 199.948, 400.5), (0, 90, 0));
    level.bunkerList[30] = createBlock((2192.71, 199.78, 319.125), (0, 90, 0));
    level.bunkerList[31] = createBlock((2192.71, 199.78, 346.25), (0, 90, 0));
    level.bunkerList[32] = createBlock((2192.71, 199.78, 373.375), (0, 90, 0));
    level.bunkerList[33] = createBlock((2192.71, 199.78, 400.5), (0, 90, 0));
    level.bunkerList[34] = createBlock((2144.52, 10.0145, 312.125), (0, 90, 0));
    level.bunkerList[35] = createBlock((2144.52, 10.0145, 339.25), (0, 90, 0));
    level.bunkerList[36] = createBlock((2144.52, 10.0145, 366.375), (0, 90, 0));
    level.bunkerList[37] = createBlock((2077.09, -19.7223, 316.038), (0, 90, 0));
    level.bunkerList[38] = createBlock((2077.09, -19.7223, 343.163), (0, 90, 0));
    level.bunkerList[39] = createBlock((2077.09, -19.7223, 370.288), (0, 90, 0));
    level.bunkerList[40] = createBlock((2007.34, -43.3756, 316.125), (0, 90, 0));
    level.bunkerList[41] = createBlock((2007.34, -43.3756, 343.25), (0, 90, 0));
    level.bunkerList[42] = createBlock((2007.34, -43.3756, 370.375), (0, 90, 0));
    level.bunkerList[43] = createBlock((2143.75, 45.6554, 268.125), (0, 90, 0));
    level.bunkerList[44] = createBlock((2143.75, 45.6554, 295.25), (0, 90, 0));
    level.bunkerList[45] = createBlock((2143.75, 45.6554, 322.375), (0, 90, 0));
    level.bunkerList[46] = createBlock((2143.75, 45.6554, 349.5), (0, 90, 0));
    level.bunkerList[47] = createBlock((516.265, -342.359, 242.534), (0, 180, 0));
    level.bunkerList[48] = createBlock((516.265, -342.359, 269.659), (0, 180, 0));
    level.bunkerList[49] = createBlock((516.265, -342.359, 296.784), (0, 180, 0));
    level.bunkerList[50] = createBlock((516.265, -342.359, 323.909), (0, 180, 0));
    level.bunkerList[51] = createBlock((516.265, -342.359, 351.034), (0, 180, 0));
    level.bunkerList[52] = createBlock((515.852, -290.718, 242.799), (0, 180, 0));
    level.bunkerList[53] = createBlock((515.852, -290.718, 269.924), (0, 180, 0));
    level.bunkerList[54] = createBlock((515.852, -290.718, 297.049), (0, 180, 0));
    level.bunkerList[55] = createBlock((515.852, -290.718, 324.174), (0, 180, 0));
    level.bunkerList[56] = createBlock((515.852, -290.718, 351.299), (0, 180, 0));
    level.bunkerList[57] = createBlock((516.362, -239.077, 242.125), (0, 180, 0));
    level.bunkerList[58] = createBlock((516.362, -239.077, 269.25), (0, 180, 0));
    level.bunkerList[59] = createBlock((516.362, -239.077, 296.375), (0, 180, 0));
    level.bunkerList[60] = createBlock((516.362, -239.077, 323.5), (0, 180, 0));
    level.bunkerList[61] = createBlock((516.362, -239.077, 350.625), (0, 180, 0));
    level.bunkerList[62] = createBlock((752.359, -161.106, 301.12), (0, 270, 0));
    level.bunkerList[63] = createBlock((752.359, -161.106, 328.245), (0, 270, 0));
    level.bunkerList[64] = createBlock((752.359, -161.106, 355.37), (0, 270, 0));
    level.bunkerList[65] = createBlock((752.359, -161.106, 382.495), (0, 270, 0));
    level.bunkerList[66] = createBlock((700.718, -160.56, 287.525), (0, 270, 0));
    level.bunkerList[67] = createBlock((700.718, -160.56, 314.65), (0, 270, 0));
    level.bunkerList[68] = createBlock((700.718, -160.56, 341.775), (0, 270, 0));
    level.bunkerList[69] = createBlock((700.718, -160.56, 368.9), (0, 270, 0));
    level.bunkerList[70] = createBlock((649.077, -178.379, 273.031), (0, 0, 0));
    level.bunkerList[71] = createBlock((649.077, -178.379, 300.156), (0, 0, 0));
    level.bunkerList[72] = createBlock((649.077, -178.379, 327.281), (0, 0, 0));
    level.bunkerList[73] = createBlock((649.077, -178.379, 354.406), (0, 0, 0));

     

    Uhh yeah so I really like the spots I came up with... Leaving the roof on the right of the map for D4-A5...

    shot0068.jpg

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  7. level.bunkerList[0] = createBlock((-685.609, 2192.37, 139.135), (0, 90, 0));
    level.bunkerList[1] = createBlock((-685.609, 2192.37, 166.26), (0, 90, 0));
    level.bunkerList[2] = createBlock((-685.609, 2192.37, 193.385), (0, 90, 0));
    level.bunkerList[3] = createBlock((-685.609, 2192.37, 220.51), (0, 90, 0));
    level.bunkerList[4] = createBlock((-633.968, 2191.93, 138.153), (0, 90, 0));
    level.bunkerList[5] = createBlock((-633.968, 2191.93, 165.278), (0, 90, 0));
    level.bunkerList[6] = createBlock((-633.968, 2191.93, 192.403), (0, 90, 0));
    level.bunkerList[7] = createBlock((-633.968, 2191.93, 219.528), (0, 90, 0));
    level.bunkerList[8] = createBlock((-582.327, 2208.52, 138.125), (0, 180, 0));
    level.bunkerList[9] = createBlock((-582.327, 2208.52, 165.25), (0, 180, 0));
    level.bunkerList[10] = createBlock((-582.327, 2208.52, 192.375), (0, 180, 0));
    level.bunkerList[11] = createBlock((-582.327, 2208.52, 219.5), (0, 180, 0));
    level.bunkerList[12] = createBlock((-788.475, 1352.36, 274.125), (0, 180, 0));
    level.bunkerList[13] = createBlock((-788.475, 1352.36, 301.25), (0, 180, 0));
    level.bunkerList[14] = createBlock((-788.475, 1352.36, 328.375), (0, 180, 0));
    level.bunkerList[15] = createBlock((-579.477, 1745.73, 139.753), (0, 90, 0));
    level.bunkerList[16] = createBlock((-579.541, 1736.14, 166.878), (0, 90, 0));
    level.bunkerList[17] = createBlock((-579.61, 1725.81, 194.003), (0, 90, 0));
    level.bunkerList[18] = createBlock((-579.674, 1716.2, 221.128), (0, 90, 0));
    level.bunkerList[19] = createBlock((148.738, 1932.36, 138.658), (0, 180, 0));
    level.bunkerList[20] = createBlock((143.176, 1992.36, 136.13), (0, 180, 0));
    level.bunkerList[21] = createBlock((-249.205, 1423.97, 74.3884), (0, 90, 0));
    level.bunkerList[22] = createBlock((80.7287, 1209.36, -5.875), (0, 90, 0));
    level.bunkerList[23] = createBlock((80.7287, 1209.36, 21.25), (0, 90, 0));
    level.bunkerList[24] = createBlock((80.7287, 1209.36, 48.375), (0, 90, 0));
    level.bunkerList[25] = createBlock((80.4719, 1100.64, -5.875), (0, 90, 0));
    level.bunkerList[26] = createBlock((80.4719, 1100.64, 21.25), (0, 90, 0));
    level.bunkerList[27] = createBlock((80.4719, 1100.64, 48.375), (0, 90, 0));
    level.bunkerList[28] = createBlock((169.895, 1810.98, 82.125), (0, 200, 0));
    level.bunkerList[29] = createBlock((169.895, 1810.98, 109.25), (0, 200, 0));
    level.bunkerList[30] = createBlock((169.895, 1810.98, 136.375), (0, 200, 0));
    level.bunkerList[31] = createBlock((203.417, 1768.47, 82.125), (0, 290, 0));
    level.bunkerList[32] = createBlock((203.417, 1768.47, 109.25), (0, 290, 0));
    level.bunkerList[33] = createBlock((203.417, 1768.47, 136.375), (0, 290, 0));
    level.bunkerList[34] = createBlock((251.775, 1785.93, 82.125), (0, 290, 0));
    level.bunkerList[35] = createBlock((251.775, 1785.93, 109.25), (0, 290, 0));
    level.bunkerList[36] = createBlock((251.775, 1785.93, 136.375), (0, 290, 0));
    level.bunkerList[37] = createBlock((300.119, 1803.42, 82.125), (0, 290, 0));
    level.bunkerList[38] = createBlock((300.119, 1803.42, 109.25), (0, 290, 0));
    level.bunkerList[39] = createBlock((300.119, 1803.42, 136.375), (0, 290, 0));
    level.bunkerList[40] = createBlock((343.108, 1836.15, 141.533), (0, 20, 0));
    level.bunkerList[41] = createBlock((942.174, 1489.15, 232.125), (0, 90, 0));
    level.bunkerList[42] = createBlock((942.174, 1489.15, 259.25), (0, 90, 0));
    level.bunkerList[43] = createBlock((942.174, 1489.15, 286.375), (0, 90, 0));
    level.bunkerList[44] = createBlock((890.533, 1489.02, 232.125), (0, 90, 0));
    level.bunkerList[45] = createBlock((890.533, 1489.02, 259.25), (0, 90, 0));
    level.bunkerList[46] = createBlock((890.533, 1489.02, 286.375), (0, 90, 0));
    level.bunkerList[47] = createBlock((838.892, 1489.37, 232.125), (0, 90, 0));
    level.bunkerList[48] = createBlock((838.892, 1489.37, 259.25), (0, 90, 0));
    level.bunkerList[49] = createBlock((838.892, 1489.37, 286.375), (0, 90, 0));
    level.bunkerList[50] = createBlock((798.547, 1454.58, 232.125), (0, 140, 0));
    level.bunkerList[51] = createBlock((798.547, 1454.58, 259.25), (0, 140, 0));
    level.bunkerList[52] = createBlock((798.547, 1454.58, 286.375), (0, 140, 0));
    level.bunkerList[53] = createBlock((1101.48, 1575.76, 218.125), (0, 180, 0));
    level.bunkerList[54] = createBlock((1101.48, 1575.76, 245.25), (0, 180, 0));
    level.bunkerList[55] = createBlock((1101.48, 1575.76, 272.375), (0, 180, 0));
    level.bunkerList[56] = createBlock((1101.11, 1627.41, 218.125), (0, 180, 0));
    level.bunkerList[57] = createBlock((1101.11, 1627.41, 245.25), (0, 180, 0));
    level.bunkerList[58] = createBlock((1101.11, 1627.41, 272.375), (0, 180, 0));
    level.bunkerList[59] = createBlock((1101.25, 1679.05, 218.125), (0, 180, 0));
    level.bunkerList[60] = createBlock((1101.25, 1679.05, 245.25), (0, 180, 0));
    level.bunkerList[61] = createBlock((1101.25, 1679.05, 272.375), (0, 180, 0));
    level.bunkerList[62] = createBlock((1101.41, 1730.69, 218.125), (0, 180, 0));
    level.bunkerList[63] = createBlock((1101.41, 1730.69, 245.25), (0, 180, 0));
    level.bunkerList[64] = createBlock((1101.41, 1730.69, 272.375), (0, 180, 0));
    level.bunkerList[65] = createBlock((1101.47, 1782.33, 218.125), (0, 180, 0));
    level.bunkerList[66] = createBlock((1101.47, 1782.33, 245.25), (0, 180, 0));
    level.bunkerList[67] = createBlock((1101.47, 1782.33, 272.375), (0, 180, 0));
    level.bunkerList[68] = createBlock((1065.82, 1798.87, 218.08), (0, 270, 0));
    level.bunkerList[69] = createBlock((1065.82, 1798.87, 245.205), (0, 270, 0));
    level.bunkerList[70] = createBlock((1065.82, 1798.87, 272.33), (0, 270, 0));
    level.bunkerList[71] = createBlock((1014.17, 1799.18, 218.04), (0, 270, 0));
    level.bunkerList[72] = createBlock((1014.17, 1799.18, 245.165), (0, 270, 0));
    level.bunkerList[73] = createBlock((1014.17, 1799.18, 272.29), (0, 270, 0));
    level.bunkerList[74] = createBlock((2077.7, 1028.44, 355.244), (0, 0, 0));
    level.bunkerList[75] = createBlock((2085.51, 1027.52, 382.369), (0, 0, 0));
    level.bunkerList[76] = createBlock((2094.66, 1027.15, 409.494), (0, 0, 0));
    level.bunkerList[77] = createBlock((274.05, 1440.69, 229.883), (0, 90, 0));
    level.bunkerList[78] = createBlock((274.05, 1440.69, 257.008), (0, 90, 0));
    level.bunkerList[79] = createBlock((274.05, 1440.69, 284.133), (0, 90, 0));
    level.bunkerList[80] = createBlock((365.928, 1440.53, 229.904), (0, 90, 0));
    level.bunkerList[81] = createBlock((365.928, 1440.53, 257.029), (0, 90, 0));
    level.bunkerList[82] = createBlock((365.928, 1440.53, 284.154), (0, 90, 0));


    This is my spots I made for radiation. Sense last time I did this all at once and crashed, I did it again in small sections. This is from D1-A2 on the map. I will be posting my others soon but I doubt anyone will see this before the other ones come out.

     

     

    P.S. I believe I fixed the cades from shot0037.jpg but I'm not sure because I was too lazy to load the map back after I fixed it with the bunker extractor tool.

    If you ever wonder where you are, go ahead and check the mini-map :D

    shot0032.jpg

    shot0034.jpg

    shot0035.jpg

    shot0037.jpg

    shot0038.jpg

    shot0039.jpg

    shot0040.jpg

    shot0041.jpg

    shot0042.jpg

    shot0043.jpg

    shot0044.jpg

  8. level.bunkerList[0] = createBlock((466.29, 2049.13, -7.875), (0, 110, 0));
    level.bunkerList[1] = createBlock((467.594, 2050.21, 78.2564), (0, 110, 0));
    level.bunkerList[2] = createBlock((59.7898, 1911.21, 7.93391), (0, 110, 0));
    level.bunkerList[3] = createBlock((59.7898, 1911.21, 35.0589), (0, 110, 0));
    level.bunkerList[4] = createBlock((72.7934, 1874.5, -37.0256), (0, 110, 0));
    level.bunkerList[5] = createBlock((72.7934, 1874.5, -9.90058), (0, 110, 0));
    level.bunkerList[6] = createBlock((84.887, 1841.22, -42.0228), (0, 110, 0));
    level.bunkerList[7] = createBlock((84.7654, 1841.17, -24.8978), (0, 110, 0));
    level.bunkerList[8] = createBlock((96.8486, 1807.89, -41.7857), (0, 110, 0));
    level.bunkerList[9] = createBlock((108.972, 1774.62, -57.5441), (0, 110, 0));
    level.bunkerList[10] = createBlock((-157.57, 2073.51, 2.125), (0, 110, 0));
    level.bunkerList[11] = createBlock((-157.57, 2073.51, 29.25), (0, 110, 0));
    level.bunkerList[12] = createBlock((-115.812, 2109.1, -15.7148), (0, 110, 0));
    level.bunkerList[13] = createBlock((-115.827, 2109.4, 11.4102), (0, 110, 0));
    level.bunkerList[14] = createBlock((-67.7883, 2127.73, -32.7847), (0, 110, 0));
    level.bunkerList[15] = createBlock((-67.7883, 2127.73, -5.65968), (0, 110, 0));
    level.bunkerList[16] = createBlock((-19.8462, 2146.32, -52.8229), (0, 110, 0));
    level.bunkerList[17] = createBlock((-19.8462, 2146.32, -25.6979), (0, 110, 0));
    level.bunkerList[18] = createBlock((28.0959, 2164.92, -42.5493), (0, 110, 0));

     

    Yeah.

    shot0002.jpg

    shot0000.jpg

  9. 19 hours ago, Beluga Whale said:

    Can you please bring back the old Nuketown? The Nuketown that you could have a good time camping in the house upstairs and get far into the game. The Nuketown that I remember from a few years ago. I understand that the community is going all "Anti-Knife," and all, but I bet a lot of other people want it back also. I see nothing wrong with camping, and I feel like you should play how YOU want to. Running around can take more "Skill" but 1. Taking away good spots on good maps isn't a good way to get a lot more people to join - and 2. At least to me, I've always like holding back a bunker while people attack, more than searching for the enemy. It's just me, and I understand that a lot of people like knifing more. Could we please have a vote? The new Nuketown is just... ehh. Not that much fun especially since it's the main map in all of the Black Ops Series. They've brought it back each time they made a new Nuketown. Almost everyone likes the map! And a lot of people like camping. Making it almost impossible to camp and get far into the game while having fun, kind of dumbs down Nuketown. While there are some good spots, they aren't that much fun to use and don't get you that far unless it's only like 2 zombies against you. So, like I said, can we PLEASE PLEASE PLEEEEEASE get a vote on if we should bring back the old map? If it's voted no, we don't bring it back. If it's voted yes, we bring it back, or just bring back some of the good spots. Thanks!
     

    Also, Launch is one of the best maps in my opinion. But you normally only get 1-2, maybe just MAYBE 3 goes of Launch just because Nuketown is the next map. Could you maybe change the rotation to have Launch have some worse maps around it? Thanks!

     

     

    ~DolphinPanda007

    Edit: When I said "Anti-Knife" I meant to say "Anti-Camp."

  10. Can you please bring back the old Nuketown? The Nuketown that you could have a good time camping in the house upstairs and get far into the game. The Nuketown that I remember from a few years ago. I understand that the community is going all "Anti-Knife," and all, but I bet a lot of other people want it back also. I see nothing wrong with camping, and I feel like you should play how YOU want to. Running around can take more "Skill" but 1. Taking away good spots on good maps isn't a good way to get a lot more people to join - and 2. At least to me, I've always like holding back a bunker while people attack, more than searching for the enemy. It's just me, and I understand that a lot of people like knifing more. Could we please have a vote? The new Nuketown is just... ehh. Not that much fun especially since it's the main map in all of the Black Ops Series. They've brought it back each time they made a new Nuketown. Almost everyone likes the map! And a lot of people like camping. Making it almost impossible to camp and get far into the game while having fun, kind of dumbs down Nuketown. While there are some good spots, they aren't that much fun to use and don't get you that far unless it's only like 2 zombies against you. So, like I said, can we PLEASE PLEASE PLEEEEEASE get a vote on if we should bring back the old map? If it's voted no, we don't bring it back. If it's voted yes, we bring it back, or just bring back some of the good spots. Thanks!
     

    Also, Launch is one of the best maps in my opinion. But you normally only get 1-2, maybe just MAYBE 3 goes of Launch just because Nuketown is the next map. Could you maybe change the rotation to have Launch have some worse maps around it? Thanks!

     

     

    ~DolphinPanda007

    • Upvote 3
  11. I understand now that I was being rude and spamming in chat. I am very sorry, and I understand why you banned me, and that you probably wont un-ban me and I will have to wait. I will be glad to wait, but just so you know, if I come back I won't do it again. I hope to play again soon.

     

    Thank You

    ~DolphinPanda007

    • Upvote 2
  12. I like brighter colors for playing a video game, and more fps, and seeing zombies far away (I dislike the smoke) but this kind of brightness... makes it seem like a cartoon to me. For example, look at the moving truck.

  13. For the unbreakable cades, I think you should make it a purple center with a gold/red fade in. So like the center would stay purple but the rim would be changing inbetween red and gold. Similar to how Griggzor's UU emblem fades in from orange to black.

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