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Mr.StealYoGirl

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Everything posted by Mr.StealYoGirl

  1. I revised the cyborg camo because I realized it sucked pretty badly:
  2. Eh, how many spots can you come up with for Nuketown? Its a small map, not too much flexibility.
  3. Whups, I forgot to add these ^_^ level.bunkerList[44] = createBlock((-288.935, 483.514, 76.125), (0, 0, 0)); level.bunkerList[45] = createBlock((-288.935, 483.514, 103.25), (0, 0, 0)); level.bunkerList[46] = createBlock((-288.935, 483.514, 130.375), (0, 0, 0)); level.bunkerList[47] = createBlock((-288.935, 483.514, 157.5), (0, 0, 0));
  4. Oh, I also made a BO2 PaP skin for any gold guns.
  5. Hey guys. I've been playing a lot of nuketown games in ZAM, and it has gotten a bit boring just rushing the one possible entrance of each house. So, because I have the bunker mod, I decided to make a new map that maybe you guys would like. Below are the screenies of all the maps cades placed, and there is also the code for them in case anyone is interested in using. Enjoy! (the cades on the balconies are to prevent you from being knifing from underneath) level.bunkerList[0] = createBlock((481.406, 259.661, 79.4968), (0, 105, 0)); level.bunkerList[1] = createBlock((491.167, 222.578, 79.4968), (0, 105, 0)); level.bunkerList[2] = createBlock((505.222, 186.903, 79.4968), (0, 105, 0)); level.bunkerList[3] = createBlock((517.842, 139.509, 79.4968), (0, 105, 0)); level.bunkerList[4] = createBlock((531.206, 89.3204, 79.4968), (0, 105, 0)); level.bunkerList[5] = createBlock((547.271, 28.9875, 79.4968), (0, 105, 0)); level.bunkerList[6] = createBlock((538.818, 60.7366, 79.4968), (0, 105, 0)); level.bunkerList[7] = createBlock((520.415, 129.848, 79.4968), (0, 105, 0)); level.bunkerList[8] = createBlock((513.918, 162.06, 77.3534), (0, 105, 0)); level.bunkerList[9] = createBlock((1147.87, 296.524, 152.763), (0, 0, 0)); level.bunkerList[10] = createBlock((1066.58, 197.06, 155.642), (0, 90, 0)); level.bunkerList[11] = createBlock((808.464, 244.133, 161.707), (0, 0, 0)); level.bunkerList[12] = createBlock((-436.01, 441.678, 67.0486), (0, 90, 0)); level.bunkerList[13] = createBlock((-448.582, 404.553, 67.0486), (0, 90, 0)); level.bunkerList[14] = createBlock((-460.924, 368.106, 67.0486), (0, 90, 0)); level.bunkerList[15] = createBlock((-476.851, 321.073, 67.0486), (0, 90, 0)); level.bunkerList[16] = createBlock((-473.43, 331.175, 67.0486), (0, 90, 0)); level.bunkerList[17] = createBlock((-488.862, 285.603, 67.0486), (0, 90, 0)); level.bunkerList[18] = createBlock((-740.126, 372.496, 154.06), (0, 0, 0)); level.bunkerList[19] = createBlock((-1004.24, 603.808, 158.761), (0, 0, 0)); level.bunkerList[20] = createBlock((-887.892, 636.371, 152.716), (0, 90, 0)); level.bunkerList[21] = createBlock((999.555, 694.771, -1.31051), (0, 0, 0)); level.bunkerList[22] = createBlock((1005.87, 699.441, 24.9821), (0, 0, 0)); level.bunkerList[23] = createBlock((695.219, 517.753, 22.2185), (0, 0, 0)); level.bunkerList[24] = createBlock((707.727, 467.123, 22.2185), (0, 0, 0)); level.bunkerList[25] = createBlock((979.995, 465.171, -46.875), (0, 90, 0)); level.bunkerList[26] = createBlock((979.995, 465.171, -19.75), (0, 90, 0)); level.bunkerList[27] = createBlock((979.995, 465.171, 6.875), (0, 90, 0)); level.bunkerList[28] = createBlock((-754.857, 166.017, 16.3486), (0, 0, 0)); level.bunkerList[29] = createBlock((-728.349, 233.278, 16.3486), (0, 0, 0)); level.bunkerList[30] = createBlock((-1022.71, 131.624, -0.4168), (0, 0, 0)); level.bunkerList[31] = createBlock((-1030.43, 133.09, 26.7082), (0, 0, 0)); level.bunkerList[32] = createBlock((-663.906, 556.507, 28.495), (0, 90, 0)); level.bunkerList[33] = createBlock((837.615, 130.95, 18.6457), (0, 90, 0)); level.bunkerList[34] = createBlock((803.06, 126.68, 5.58032), (0, 90, 0)); level.bunkerList[35] = createBlock((874.206, 142.561, 43.7952), (0, 90, 0)); level.bunkerList[36] = createBlock((177.71, 360.657, 44.7419), (0, 0, 0)); level.bunkerList[37] = createBlock((42.2109, 322.077, 43.0334), (0, 0, 0)); level.bunkerList[38] = createBlock((79.3021, 545.482, -27.6907), (0, 90, 0)); level.bunkerList[39] = createBlock((79.3021, 545.482, -0.565666), (0, 90, 0)); level.bunkerList[40] = createBlock((79.3021, 545.482, 26.5593), (0, 90, 0)); level.bunkerList[41] = createBlock((21.8136, 524.66, -27.0103), (0, 90, 0)); level.bunkerList[42] = createBlock((21.8136, 524.66, 0.114746), (0, 90, 0)); level.bunkerList[43] = createBlock((21.8136, 524.66, 27.2397), (0, 90, 0));
  6. Yeah I realized that, I tiled a small sample of the camo too much in Photoshop :P
  7. Hey guys. I'm pretty sure many of you have seen my other thread about some new camos for ZAM, and there I promised I would make some more. Here are 6 new awesome custom camos I made for Black Ops, so enjoy! (link to other thread: http://undeaduprising.net/forums/index.php?/topic/2493-some-sexy-weapon-camos-maybe-use-in-zam/) g11 = blue tiger (mw2) galil = cyborg (bo2) kiparis = cherry blossom (bo2) m16 = ghosts (bo2; I know that it's a little faded out) spas = ce digital (bo2) uzi = graffiti (bo2)
  8. Also, the "German Frag Grenade" in the Hunter menu (non-VIP) does not work, and it doesn't give you anything. Might wanna look into that :mellow:
  9. A trailer with good editing effects would be awesome! Also, there definitely needs to be something occupying those empty vip and mvp class slots ^_^
  10. Thanks for the translation Ramsy, helped me understand. 600 is still too much for current limb IMO.
  11. Indy I tried to understand your post, but failed to. Please use proper grammar next time -_- . If you are trying to say that the current cade-limb should cost 600 points, that is way too much.
  12. Yeah, now I see why that would be OP ^_^ . That backstab shield would be awesome because getting knifed from the back without a fighting chance is annoying as fuck. ;)
  13. Let's face it: footsteps are really loud for both survivors and zombies and headphone users can pretty much know where you are just by listening to them ^_^ . Since survivors have the ability to buy ninja/zombie transform and move completely silently, I think zombies should also have it. It should cost maybe 500-600 points. What do you guys think? Would it be op?
  14. I think the first suggestion is alright but not necessary because you can break and recade, or just not camp with admins at all. I support the second suggestion because !maprotating the game sometimes causes me to lose my awesome final killcam :D
  15. I say keep them the same they are. It takes skill to know how to make the cade limbs deflect and destroy more than one cade. Definitely makes the zombie aspect of the game more balanced, because they don't have to get in the line of fire to destroy the cades.
  16. This wasn't meant to be a thread spamming about glitches and change. Might as well delete it.
  17. No, it definitely makes it more balanced. A cade limb thrown like that is like a death machine to the survivors.
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