Everything posted by Beluga Whale
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ZAM Black Ops 3
I mean you don't just get 1 sniper one submachine gun 1 pistol, you get x amount of points and guns cost y amount of points. You don't just get 1 sniper you can have 2 snipers but no submachine gun and no pistol. Or you can have like 6 pistols with no snipers and no submachine guns. Or maybe 3 submachine guns. Also maybe have a choice for which grenades you want etc.
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Havana - Beluga Whale
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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[ZAM]Back to the past
hmm ok maybe use a Medium Font?
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[ZAM]Back to the past
OK I really understood what you meant but next time maybe a small font for normal sentences and a bigger one for listing? feel like a sir
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SHAMAN! AXIS! EXOBOMBER!
So I was on summit and I turned into a Shaman Zombie. Then in the next life I got Axis zombie. Then in the next life I got a combo of EXO AND BOMBER! this happened twice btw.
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Yeh
Your in-game name: DolphinPanda007 / :DolphinPanda007: Your Steam profile link: http://steamcommunity.com/id/Beluga__Whale What country are you from?: United States of America How much do you play ZAM?: Well it depends some months I play a lot and some months I play NONE AT ALL. 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. Somehow I copy pasted a #6???
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Zombie Annihilation Mod —Normal game play.
r u kdn me!!1 u advrtis randm videeoss!
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ZAM Black Ops 3
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.
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Making crouch spots with mp_ZAMBunker
Just said that to extend the length of my post.
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Radiation A2-D1
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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Making crouch spots with mp_ZAMBunker
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 No this is not a baking guide.
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How to pump a your skill in ZAM?
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.
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Radiation A2-D1
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...
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Radiation A2-D1
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
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ZAM Bunker Mod
Way better than mp_bunker
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Firing Range #1 - DolphinPanda007
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.
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Zam BO3 and zam.
I asked Classixz and he told me there arn't enough assets released yet. Only the stuff from The Giant is released.
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Bring back the old Nuketown please.
Either time zones or EU/US
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Bring back the old Nuketown please.
Edit: When I said "Anti-Knife" I meant to say "Anti-Camp."
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I am sorry.
I don't remember ever getting banned other than this time. I will try my BEST to not spam. Sometimes I just get silly, and I am sorry this happened.
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Bring back the old Nuketown please.
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
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I am sorry.
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
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!fpsboost return?
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.
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ZAM Barricades
Yeah yeah yeah! Just like that but make it for the unbreakable cade and add the rim I was talking about.
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ZAM Barricades
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.