BrEn!

Map Bunkers Revamped

5 posts in this topic

NUKETOWN:

These are just some ideas but i'd assume could be brought to live if you guys like them:

https://steamcommunity.com/sharedfiles/filedetails/?id=1589395648 This is a spot at the back of Yellow house, one side is P caded, the other is multiple normal cades, the cades along the fence line are to protect the spot from knifing zombies as if it werent there, the spot would be useless as you wouldnt be able to cade the fence side of the spot without being knifed if your up on cades.

https://steamcommunity.com/sharedfiles/filedetails/?id=1589396000 This is a spot in Green/Blue house garage which as clearly seen is p cade with some normal cades again. The normal cade area has been raised so that it will be able to be ran through without having to crouch (to have a spot that doesnt hinder runners) but with normal cades it will still stop people (they wont be able to jump over them unless you cade to far back).

https://steamcommunity.com/sharedfiles/filedetails/?id=1589396251 This is the outside of the Green/Blue house. It includes being able to attack the house from a seperate way but instead of some climbable staircase made you will need to climb onto the Nuketown population sign, and jump over to it. This is defendable with two stacks accross the balcony

https://steamcommunity.com/sharedfiles/filedetails/?id=1589396130 This is the inside of the house, you can choose to either hold just the bedroom and the outside with the outside cades and a P cade, or you can choose to hold an extra room with requires two normal cades

Still yet to come up with ideas for Top yellow, Yellow Garage, And backyard of Green/Blue house. Some spots need to stay clear for running purposes, So i will most likely end up not filling in either the backyard, Garage, or top yellow. Unless there are some really cool ideas

Edit:

Truck spot:

 https://steamcommunity.com/sharedfiles/filedetails/?id=1589421569 Added a spot for the truck which is still runner friendly. Can fit 1-2 people but its only escape is cade up and crouch out the back, very easy to be limbed so it seems balanced to me. Can either be normal caded or P caded. 

https://steamcommunity.com/sharedfiles/filedetails/?id=1589421798 This is so that runners can still get through without a hastle.

https://steamcommunity.com/sharedfiles/filedetails/?id=1589421698 Has to be there to stop people jumping onto sign and onto the black barricades on the truck ( i tested and once up you can jump crouch down onto where cades would be)

 

 

Here are the codes for people who want to see it ingame:

//Green House - 
level.bunkerList[level.bunkerList.size] = createBlock((-515.385, 225.848, 70.1567), (0, 250, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-429.704, 450.794, 84.3053), (0, 250, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-429.704, 450.794, 111.43), (0, 250, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-766.982, 172.21, 31.9094), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-745.565, 230.988, 31.9094), (0, 160, 0));

//Green House Garage - 
level.bunkerList[level.bunkerList.size] = createBlock((-1009.16, 606.284, 161.552), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-893.492, 639.092, 161.536), (0, 250, 0));

//Yellow House Backyard - 
level.bunkerList[level.bunkerList.size] = createBlock((1927.67, 138.448, -53.875), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1927.67, 138.448, -26.75), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1927.67, 138.448, 0.375), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1893.67, 242.72, -53.875), (0, 100, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1893.67, 242.72, -26.75), (0, 100, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1893.67, 242.72, 0.375), (0, 100, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1798.6, 514.517, 18.6796), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1851.7, 535.039, 18.6796), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1916.53, 559.424, 18.6796), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1941.28, 568.074, 18.6796), (0, 110, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1783.09, 492.403, 18.6796), (0, 20, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1803.81, 433.962, 18.6796), (0, 20, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1826.4, 373.113, 18.6796), (0, 20, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1847.56, 311.69, 18.6796), (0, 20, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1856.15, 288.823, 18.6796), (0, 20, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1894.16, 243.454, 18.6807), (0, 100, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1927.75, 137.799, 18.8265), (0, 110, 0));
 

//Truck in middle of Nuketown - 
level.bunkerList[level.bunkerList.size] = createBlock((98.5185, 594.976, -32.562), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((98.5185, 594.976, -5.43702), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((98.5185, 594.976, 21.688), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((98.5185, 594.976, 48.813), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((98.5185, 594.976, 75.938), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-10.3784, 569.096, -32.5822), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-10.3784, 569.096, -5.4572), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-10.3784, 569.096, 21.6678), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-10.3784, 569.096, 48.7928), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-10.3784, 569.096, 75.9178), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-184.086, 556.626, 76.125), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-184.086, 556.626, 103.25), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-184.086, 556.626, 130.375), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((124.391, 408.433, -27.5196), (0, 280, 0));
level.bunkerList[level.bunkerList.size] = createBlock((124.391, 408.433, -0.39455), (0, 280, 0));
level.bunkerList[level.bunkerList.size] = createBlock((124.391, 408.433, 26.7304), (0, 280, 0));
level.bunkerList[level.bunkerList.size] = createBlock((66.5339, 398.207, -26.8841), (0, 280, 0));
level.bunkerList[level.bunkerList.size] = createBlock((66.5341, 398.207, 0.240902), (0, 280, 0));
level.bunkerList[level.bunkerList.size] = createBlock((66.5341, 398.207, 27.3659), (0, 280, 0));

 

JUNGLE:

B4 area:  https://steamcommunity.com/sharedfiles/filedetails/?id=1589567582

https://steamcommunity.com/sharedfiles/filedetails/?id=1589567462

https://steamcommunity.com/sharedfiles/filedetails/?id=1589567902

https://steamcommunity.com/sharedfiles/filedetails/?id=1589567919

level.bunkerList[level.bunkerList.size] = createBlock((2808.98, -1851.55, 266.107), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2808.98, -1851.55, 293.232), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2808.98, -1851.55, 320.357), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2808.98, -1851.55, 347.482), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2870.08, -1887.49, 262.678), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2870.08, -1887.49, 289.803), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2870.08, -1887.49, 316.928), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2870.08, -1887.49, 344.053), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2926.38, -1918.76, 267.964), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2926.38, -1918.76, 295.089), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2926.38, -1918.76, 322.214), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2926.38, -1918.76, 349.339), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3290.6, -1885.2, 287.125), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3290.6, -1885.2, 314.25), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3290.6, -1885.2, 341.375), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3323.92, -1829.12, 287.125), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3323.92, -1829.12, 314.25), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3323.92, -1829.12, 341.375), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3359.63, -1768.05, 286.745), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3359.63, -1768.05, 313.87), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3359.63, -1768.05, 340.995), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3368.81, -1712.7, 285.57), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3368.81, -1712.7, 312.695), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3368.81, -1712.7, 339.82), (0, 190, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3353.15, -1648.17, 328.574), (0, 200, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3329.17, -1596.04, 328.574), (0, 210, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3295.77, -1538.9, 328.574), (0, 210, 0));
level.bunkerList[level.bunkerList.size] = createBlock((3261.99, -1489.88, 329.296), (0, 220, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2897.25, -1527.64, 244.125), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2897.25, -1527.64, 271.25), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2897.25, -1527.64, 298.375), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2897.25, -1527.64, 325.5), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2819.46, -1614.38, 245.592), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2819.46, -1614.38, 272.717), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2819.46, -1614.38, 299.842), (0, 230, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2819.46, -1614.38, 326.967), (0, 230, 0));

 

Bridge:

https://steamcommunity.com/sharedfiles/filedetails/?id=1589576252

level.bunkerList[level.bunkerList.size] = createBlock((2401.77, -2065.32, 351.465), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2341.33, -2029.91, 351.465), (0, 60, 0));

 

Rock:

https://steamcommunity.com/sharedfiles/filedetails/?id=1589576321

https://steamcommunity.com/sharedfiles/filedetails/?id=1589576824

level.bunkerList[level.bunkerList.size] = createBlock((1913.13, -1482.32, 288.125), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1911.57, -1481.1, 305.25), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1909.9, -1479.8, 322.375), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1907.85, -1478.19, 339.5), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1904.91, -1475.89, 356.625), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1901.16, -1472.95, 373.75), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1897.86, -1470.37, 390.875), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1870.02, -1446.57, 390.789), (0, 140, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1842.32, -1423.16, 390.578), (0, 140, 0));
 

House in D3

https://steamcommunity.com/sharedfiles/filedetails/?id=1589605251

level.bunkerList[level.bunkerList.size] = createBlock((-434.17, -544.871, 362.708), (0, 80, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-644.148, -504.21, 386.575), (0, 80, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-577.563, -515.591, 386.575), (0, 80, 0));

 

FIRING RANGE:

Simple Double Standing Cade spot:

 https://steamcommunity.com/sharedfiles/filedetails/?id=1589654438

https://steamcommunity.com/sharedfiles/filedetails/?id=1589654555

level.bunkerList[level.bunkerList.size] = createBlock((-776.624, 1591.67, 28.125), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-797.434, 1535.56, 28.125), (0, 160, 0));
 

Back of the map (triple standing cade spot, could be really fun with two trusty friends and yourself): 

https://steamcommunity.com/sharedfiles/filedetails/?id=1589655701

https://steamcommunity.com/sharedfiles/filedetails/?id=1589655687

https://steamcommunity.com/sharedfiles/filedetails/?id=1589654826

level.bunkerList[level.bunkerList.size] = createBlock((188.249, -519.662, -116.644), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((188.249, -519.662, -89.5189), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((188.249, -519.662, -62.3939), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((288.878, -570.501, -112.044), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((288.878, -570.501, -84.9191), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((288.878, -570.501, -57.7941), (0, 160, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-513.359, -534.413, -117.727), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-513.359, -534.413, -90.6021), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-513.359, -534.413, -63.4771), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-513.359, -534.413, -36.3521), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-124.165, -430.482, -86.0711), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-124.165, -430.482, -58.9461), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-25.5644, -432.44, -85.875), (0, 180, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-25.5644, -432.44, -58.75), (0, 180, 0));

 

OG NOOB SPOT: (struggled to re do without making it to easy, so i tried to add another entrance from the tower, this is assuming the tower still has easy access from the opposite end to the ladder side)

https://steamcommunity.com/sharedfiles/filedetails/?id=1589655651

https://steamcommunity.com/sharedfiles/filedetails/?id=1589655637

level.bunkerList[level.bunkerList.size] = createBlock((1195.04, 1652.55, 98.125), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1195.04, 1652.55, 125.25), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1195.04, 1652.55, 152.375), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1255.84, 1618.05, 98.125), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1255.84, 1618.05, 125.25), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1255.84, 1618.05, 152.375), (0, 60, 0));
level.bunkerList[level.bunkerList.size] = createBlock((1296.52, 1385.29, 94.125), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((827.367, 1059.48, 104.125), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((827.367, 1059.48, 131.25), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((827.367, 1059.48, 158.375), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((827.367, 1059.48, 183.875), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((921.524, 1190.81, 104.125), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((921.524, 1190.81, 131.25), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((921.524, 1190.81, 158.375), (0, 150, 0));
level.bunkerList[level.bunkerList.size] = createBlock((921.524, 1190.81, 185.5), (0, 150, 0));

 

Edited by BrEn!
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Array:

C2: Single P Cade spot

https://steamcommunity.com/sharedfiles/filedetails/?id=1590262991

https://steamcommunity.com/sharedfiles/filedetails/?id=1590263070

https://steamcommunity.com/sharedfiles/filedetails/?id=1590263178

level.bunkerList[level.bunkerList.size] = createBlock((296.256, 2738.55, 646.443), (0, 0, 270));
level.bunkerList[level.bunkerList.size] = createBlock((91.0156, 2533.4, 650.079), (0, 90, 270));

Main Building in the middle of the map (staircase area):

https://steamcommunity.com/sharedfiles/filedetails/?id=1590262296

https://steamcommunity.com/sharedfiles/filedetails/?id=1590262627

https://steamcommunity.com/sharedfiles/filedetails/?id=1590262847

level.bunkerList[level.bunkerList.size] = createBlock((-398.665, 729.114, 624.403), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-360.777, 696.696, 623.829), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-284.673, 1025.93, 585.125), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-284.673, 1025.93, 612.25), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-284.673, 1025.93, 639.375), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-339.047, 1071.38, 584.683), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-339.047, 1071.38, 611.808), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-339.047, 1071.38, 638.933), (0, 50, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-313.019, 1125.47, 558.727), (0, 130, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-313.019, 1125.47, 585.852), (0, 130, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-313.019, 1125.47, 612.977), (0, 130, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-313.019, 1125.47, 640.102), (0, 130, 0));
 

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Launch:

D4:

https://steamcommunity.com/sharedfiles/filedetails/?id=1592500032

https://steamcommunity.com/sharedfiles/filedetails/?id=1592500233

level.bunkerList[level.bunkerList.size] = createBlock((-804.1, -365.579, 13.4198), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-803.545, -294.565, 13.4198), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-675.847, -246.636, 92.9491), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-675.847, -246.636, 120.074), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-675.847, -246.636, 143.875), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-751.442, -244.923, 92.723), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-751.442, -244.923, 119.848), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-751.442, -244.923, 143.875), (0, 270, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-825.087, -244.973, 91.839), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-825.087, -244.973, 118.964), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-825.087, -244.973, 143.875), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.782, 96.5964, -63.5116), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.746, 92.5571, -46.3866), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.706, 88.5028, -29.2616), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.66, 83.3078, -12.1366), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.677, 77.7193, 4.9884), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.677, 72.7755, 22.1134), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-814.633, 67.4909, 39.2384), (0, 90, 0));

 

Next to D4:

https://steamcommunity.com/sharedfiles/filedetails/?id=1592500415

https://steamcommunity.com/sharedfiles/filedetails/?id=1592500846

https://steamcommunity.com/sharedfiles/filedetails/?id=1592500688

level.bunkerList[level.bunkerList.size] = createBlock((-262.527, -647.641, -75.875), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-262.527, -647.641, -48.75), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-262.527, -647.641, -21.625), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-262.527, -647.641, 5.5), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-210.886, -647.641, -75.875), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-210.886, -647.641, -48.75), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-210.886, -647.641, -21.625), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-210.886, -647.641, 5.5), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-234.949, -372.413, -85.875), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-234.949, -372.413, -58.75), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-234.949, -372.413, -31.625), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-234.949, -372.413, -4.5), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-234.949, -372.413, 22.625), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-368.271, -372.402, -85.875), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-368.271, -372.402, -58.75), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-368.271, -372.402, -31.625), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-368.271, -372.402, -4.5), (0, 90, 0));
level.bunkerList[level.bunkerList.size] = createBlock((-368.271, -372.402, 22.625), (0, 90, 0));

 

 

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Villa: TRIED TO REVERT TO NOT HAVING TO WORRY ABOUT WINDOW WITHOUT MAKING IT OP 

D4 BUILDING: Re staircased the stairs to avoid people using the spot as a solo flat barricade. The window being opened meant this spot cant really be held solo without being annoying so i kept it as the same ammount of cades just changed where. If you cade at the turn of the stairs zombies will be able to jump over so dont try and abuse the window not being open ;)

https://steamcommunity.com/sharedfiles/filedetails/?id=1592525558

https://steamcommunity.com/sharedfiles/filedetails/?id=1592525680

https://steamcommunity.com/sharedfiles/filedetails/?id=1592525796 (gives survivors somewhere to fall back to, is a double Standing cade spot)

level.bunkerList[level.bunkerList.size] = createBlock((2077, 991.485, 424.125), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2077, 991.485, 451.25), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2077, 991.485, 478.375), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2077, 991.485, 505.5), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2190.99, 850.615, 240.125), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2166.21, 850.695, 256.623), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2140.58, 850.066, 273.269), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2117.05, 849.531, 289.932), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2093.19, 849.011, 306.552), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2496.34, 1023.19, 386.125), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2496.34, 1023.19, 413.25), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2496.34, 1023.19, 440.375), (0, 0, 0));
level.bunkerList[level.bunkerList.size] = createBlock((2496.34, 1023.19, 467.5), (0, 0, 0));

 

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Speaking of Villa, adding something on the spots on the screenshots could be cool, we could have flags teleporting players to the areas. If I remember correctly we did have something like this before but I was unable to find it.

BlackOpsMP_2018-12-17_07-49-52.jpg

BlackOpsMP_2018-12-17_07-50-02.jpg

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