Ramsy Posted March 16, 2015 Report Share Posted March 16, 2015 Simple p-cade spot: http://i.imgur.com/E2vN8XW.jpgNo glitching over: http://i.imgur.com/odhEg6M.jpgBlocked-off back through which you can limb: http://i.imgur.com/iRjyR7e.jpgCrouch: http://i.imgur.com/MB5ERwy.jpgNo need to cade this, but you can get hit/limbed if close (be cautious): http://i.imgur.com/1q5eNbI.jpgCan't jump through this, but useful for limbing: http://i.imgur.com/KM8xpN8.jpgSame as right now, but a bit wider, can be covered with 1 p-cade, still: http://i.imgur.com/rW9YKC6.jpgnope.avi: http://i.imgur.com/BeI6zpw.jpgFor the nubbies to jump: http://i.imgur.com/PwXdSbw.jpg^: http://i.imgur.com/nPOht2u.jpg2nd way to the top of the tower, as the ladder is OP for humans: http://i.imgur.com/5EFut8L.jpgPOV when jumping from those barricades: http://i.imgur.com/xnA4iJE.jpgnope.avi #2: http://i.imgur.com/Fqapq0f.jpg Code:level.bunkerList[0] = createBlock((2785.34, 1728.55, 418.972), (0, 90, 0));level.bunkerList[1] = createBlock((2928.91, 1632.73, 362.125), (0, 0, 0));level.bunkerList[2] = createBlock((2928.91, 1632.73, 389.25), (0, 0, 0));level.bunkerList[3] = createBlock((2928.91, 1632.73, 416.375), (0, 0, 0));level.bunkerList[4] = createBlock((2940.5, 1408.88, 409.296), (0, 0, 0));level.bunkerList[5] = createBlock((2939.7, 1472.79, 409.561), (0, 0, 0));level.bunkerList[6] = createBlock((2624.45, 1427.84, 362.125), (0, 90, 0));level.bunkerList[7] = createBlock((2624.45, 1427.84, 389.25), (0, 90, 0));level.bunkerList[8] = createBlock((2624.45, 1427.84, 416.375), (0, 90, 0));level.bunkerList[9] = createBlock((2624.45, 1427.84, 443.5), (0, 90, 0));level.bunkerList[10] = createBlock((2693.27, 1428.21, 362.125), (0, 90, 0));level.bunkerList[11] = createBlock((2693.27, 1428.21, 389.25), (0, 90, 0));level.bunkerList[12] = createBlock((2693.27, 1428.21, 416.375), (0, 90, 0));level.bunkerList[13] = createBlock((2693.27, 1428.21, 443.5), (0, 90, 0));level.bunkerList[14] = createBlock((2737.41, 1311.64, 362.125), (0, 90, 0));level.bunkerList[15] = createBlock((2737.41, 1311.64, 389.25), (0, 90, 0));level.bunkerList[16] = createBlock((2737.41, 1311.64, 416.375), (0, 90, 0));level.bunkerList[17] = createBlock((2737.41, 1311.64, 416.375), (0, 90, 0));level.bunkerList[18] = createBlock((3527.29, 1477.86, 366.125), (0, 90, 0));level.bunkerList[19] = createBlock((3527.29, 1477.86, 393.25), (0, 90, 0));level.bunkerList[20] = createBlock((3527.29, 1477.86, 420.375), (0, 90, 0));level.bunkerList[21] = createBlock((3457.6, 1477.98, 366.125), (0, 90, 0));level.bunkerList[22] = createBlock((3457.6, 1477.98, 393.25), (0, 90, 0));level.bunkerList[23] = createBlock((3457.6, 1477.98, 420.375), (0, 90, 0));level.bunkerList[24] = createBlock((3582.31, 1533.53, 327.703), (0, 0, 0));level.bunkerList[25] = createBlock((3582.31, 1533.53, 354.828), (0, 0, 0));level.bunkerList[26] = createBlock((3582.31, 1533.53, 381.953), (0, 0, 0));level.bunkerList[27] = createBlock((3582.31, 1533.53, 409.078), (0, 0, 0));level.bunkerList[28] = createBlock((3622.96, 1591.91, 326.74), (0, 0, 0));level.bunkerList[29] = createBlock((3622.96, 1591.91, 353.865), (0, 0, 0));level.bunkerList[30] = createBlock((3622.96, 1591.91, 380.99), (0, 0, 0));level.bunkerList[31] = createBlock((3622.96, 1591.91, 408.115), (0, 0, 0));level.bunkerList[32] = createBlock((3667.19, 1628.5, 326.417), (0, 0, 0));level.bunkerList[33] = createBlock((3667.19, 1628.5, 353.542), (0, 0, 0));level.bunkerList[34] = createBlock((3667.19, 1628.5, 380.667), (0, 0, 0));level.bunkerList[35] = createBlock((3667.19, 1628.5, 407.792), (0, 0, 0));level.bunkerList[36] = createBlock((4041.94, 1391.49, 328.125), (0, 90, 0));level.bunkerList[37] = createBlock((4041.94, 1391.49, 355.25), (0, 90, 0));level.bunkerList[38] = createBlock((4041.94, 1391.49, 382.375), (0, 90, 0));level.bunkerList[39] = createBlock((4041.94, 1391.49, 409.5), (0, 90, 0));level.bunkerList[40] = createBlock((2787.77, -650.38, 501.947), (0, 90, 0));level.bunkerList[41] = createBlock((2787.77, -650.38, 501.947), (0, 90, 0));level.bunkerList[42] = createBlock((2787.77, -650.38, 529.072), (0, 90, 0));level.bunkerList[43] = createBlock((2703.3, -650.069, 501.988), (0, 90, 0));level.bunkerList[44] = createBlock((2703.3, -650.069, 528.375), (0, 90, 0));level.bunkerList[45] = createBlock((2658.01, -570.932, 501.471), (0, 0, 0));level.bunkerList[46] = createBlock((2658.01, -570.932, 528.596), (0, 0, 0));level.bunkerList[47] = createBlock((2658.49, -483.506, 501.533), (0, 0, 0));level.bunkerList[48] = createBlock((2658.49, -483.506, 528.658), (0, 0, 0));level.bunkerList[49] = createBlock((2581.29, -463.357, 501.29), (0, 90, 0));level.bunkerList[50] = createBlock((2581.29, -463.357, 528.415), (0, 90, 0));level.bunkerList[51] = createBlock((2499.68, -462.58, 501.393), (0, 90, 0));level.bunkerList[52] = createBlock((2499.68, -462.58, 528.518), (0, 90, 0));level.bunkerList[53] = createBlock((2421.96, -462.495, 501.404), (0, 90, 0));level.bunkerList[54] = createBlock((2421.96, -462.495, 528.529), (0, 90, 0));level.bunkerList[55] = createBlock((2343.32, -461.978, 501.472), (0, 90, 0));level.bunkerList[56] = createBlock((2343.32, -461.978, 528.597), (0, 90, 0));level.bunkerList[57] = createBlock((2262.34, -461.485, 501.537), (0, 90, 0));level.bunkerList[58] = createBlock((2262.34, -461.485, 528.662), (0, 90, 0));level.bunkerList[59] = createBlock((2184.43, -460.794, 500.599), (0, 90, 0));level.bunkerList[60] = createBlock((2184.43, -460.794, 527.724), (0, 90, 0));level.bunkerList[61] = createBlock((1909.36, -394.064, 121.925), (0, 105, 0));level.bunkerList[62] = createBlock((1909.36, -394.064, 149.05), (0, 105, 0));level.bunkerList[63] = createBlock((1909.36, -394.064, 176.175), (0, 105, 0));level.bunkerList[64] = createBlock((1978.64, -353.743, 130.186), (0, 105, 0));level.bunkerList[65] = createBlock((1978.64, -353.743, 157.311), (0, 105, 0));level.bunkerList[66] = createBlock((1978.64, -353.743, 184.436), (0, 105, 0));level.bunkerList[67] = createBlock((1962.4, -394.46, 117.595), (0, 105, 0));level.bunkerList[68] = createBlock((1962.4, -394.46, 144.72), (0, 105, 0));level.bunkerList[69] = createBlock((2011.78, -381.228, 115.791), (0, 105, 0));level.bunkerList[70] = createBlock((2001.05, -289.65, 131.274), (0, -165, 0));level.bunkerList[71] = createBlock((2001.05, -289.65, 158.399), (0, -165, 0));level.bunkerList[72] = createBlock((2001.05, -289.65, 185.524), (0, -165, 0));level.bunkerList[73] = createBlock((1974.4, -243.863, 136.985), (0, -165, 0));level.bunkerList[74] = createBlock((1974.4, -243.863, 164.11), (0, -165, 0));level.bunkerList[75] = createBlock((1974.4, -243.863, 191.235), (0, -165, 0));level.bunkerList[76] = createBlock((1814.82, -334.155, 131.096), (0, -165, 0));level.bunkerList[77] = createBlock((1814.82, -334.155, 158.221), (0, -165, 0));level.bunkerList[78] = createBlock((1766.3, -455.917, 355.279), (0, 90, 0));level.bunkerList[79] = createBlock((1765.85, -491.107, 380.402), (0, 90, 0));level.bunkerList[80] = createBlock((2158.25, -405.654, 466.697), (0, 0, 0));level.bunkerList[81] = createBlock((2158.25, -405.654, 493.822), (0, 0, 0));level.bunkerList[82] = createBlock((2158.25, -405.654, 520.948), (0, 0, 0));level.bunkerList[83] = createBlock((2158.25, -405.654, 548.073), (0, 0, 0));level.bunkerList[84] = createBlock((2158.25, -405.654, 575.198), (0, 0, 0));level.bunkerList[85] = createBlock((1780.73, -342.636, 123.151), (0, -165, 0));level.bunkerList[86] = createBlock((1780.73, -342.636, 150.276), (0, -165, 0));level.bunkerList[87] = createBlock((2157.6, -475.162, 554.849), (0, 0, 0));level.bunkerList[88] = createBlock((2157.6, -475.162, 581.974), (0, 0, 0)); Just as I said for Nuketown, this can be included as one of multiple versions of the map (in this case, the map being Summit). 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Ramsy Posted March 17, 2015 Author Report Share Posted March 17, 2015 if they get on top of those black cades are they reachable?Yeah, since they can't get into the catwalk area. Link to comment Share on other sites More sharing options...
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