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Jungle made by Bluebird


Bluebird
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hello i made a jungle map, let me know what you guys think.

level.bunkerList[0] = createBlock((1195.42, -601.388, 116.275), (0, 130, 0));
level.bunkerList[1] = createBlock((1195.42, -601.388, 133.4), (0, 140, 0));
level.bunkerList[2] = createBlock((1195.42, -601.388, 150.525), (0, 150, 0));
level.bunkerList[3] = createBlock((1195.42, -601.388, 167.65), (0, 160, 0));
level.bunkerList[4] = createBlock((1195.42, -601.388, 184.775), (0, 170, 0));
level.bunkerList[5] = createBlock((1195.42, -601.388, 201.9), (0, 180, 0));
level.bunkerList[6] = createBlock((1195.42, -601.388, 219.025), (0, 190, 0));
level.bunkerList[7] = createBlock((1195.42, -601.388, 236.15), (0, 200, 0));
level.bunkerList[8] = createBlock((1195.42, -601.388, 253.275), (0, 210, 0));
level.bunkerList[9] = createBlock((1195.42, -601.388, 270.4), (0, 220, 0));
level.bunkerList[10] = createBlock((1195.42, -601.388, 287.525), (0, 230, 0));
level.bunkerList[11] = createBlock((1195.42, -601.388, 304.65), (0, 240, 0));
level.bunkerList[12] = createBlock((1195.42, -601.388, 321.775), (0, 250, 0));
level.bunkerList[13] = createBlock((1195.42, -601.388, 338.9), (0, 260, 0));
level.bunkerList[14] = createBlock((1195.42, -601.388, 356.025), (0, 270, 0));
level.bunkerList[15] = createBlock((1195.42, -601.388, 373.15), (0, 280, 0));
level.bunkerList[16] = createBlock((1195.42, -601.388, 390.275), (0, 290, 0));
level.bunkerList[17] = createBlock((1195.42, -601.388, 407.4), (0, 300, 0));
level.bunkerList[18] = createBlock((1195.42, -601.388, 424.525), (0, 310, 0));
level.bunkerList[19] = createBlock((1327.33, -752.908, 430.837), (0, 310, 0));
level.bunkerList[20] = createBlock((1350.77, -782.265, 430.453), (0, 310, 0));
level.bunkerList[21] = createBlock((1374.56, -811.61, 429.93), (0, 310, 0));
level.bunkerList[22] = createBlock((1303.31, -725.244, 431.712), (0, 310, 0));
level.bunkerList[23] = createBlock((1273.94, -773.674, 432.893), (0, 40, 0));
level.bunkerList[24] = createBlock((1318.94, -828.462, 433.423), (0, 40, 0));
level.bunkerList[25] = createBlock((1354.97, -702.455, 433.393), (0, 40, 0));
level.bunkerList[26] = createBlock((1398.3, -756.418, 431.5), (0, 40, 0));
level.bunkerList[27] = createBlock((1409.7, -799.075, 448.092), (0, 130, 0));
level.bunkerList[28] = createBlock((1415.05, -805.718, 465.217), (0, 130, 0));
level.bunkerList[29] = createBlock((1420.71, -812.799, 482.342), (0, 130, 0));
level.bunkerList[30] = createBlock((1359.95, -846.968, 449.94), (0, 130, 0));
level.bunkerList[31] = createBlock((1365.08, -853.318, 467.065), (0, 130, 0));
level.bunkerList[32] = createBlock((1376.83, -868.108, 484.19), (0, 130, 0));
level.bunkerList[33] = createBlock((1400.87, -895.536, 484.102), (0, 130, 0));
level.bunkerList[34] = createBlock((1450.69, -835.616, 482.264), (0, 130, 0));
level.bunkerList[35] = createBlock((1662.06, -1065.38, 491.891), (0, 130, 0));
level.bunkerList[36] = createBlock((1662.06, -1065.38, 519.016), (0, 130, 0));
level.bunkerList[37] = createBlock((1619.49, -1100.11, 492.855), (0, 130, 0));
level.bunkerList[38] = createBlock((1619.49, -1100.11, 519.98), (0, 130, 0));
level.bunkerList[39] = createBlock((1617.39, -1097.17, 563.302), (0, 130, 0));
level.bunkerList[40] = createBlock((1661.71, -1059.49, 562.85), (0, 130, 0));
level.bunkerList[41] = createBlock((2759.39, -798.929, 318.015), (0, 260, 90));
level.bunkerList[42] = createBlock((2660.67, -792.219, 316.937), (0, 260, 90));
level.bunkerList[43] = createBlock((2706.57, -407.952, 318.626), (0, 260, 90));
level.bunkerList[44] = createBlock((2801.79, -418.508, 318.626), (0, 260, 90));
level.bunkerList[45] = createBlock((1957.01, -1577.78, 231.523), (0, 330, 0));
level.bunkerList[46] = createBlock((1950.29, -1571.46, 248.648), (0, 330, 0));
level.bunkerList[47] = createBlock((1943.97, -1565.52, 265.773), (0, 330, 0));
level.bunkerList[48] = createBlock((1914.03, -1525.63, 288.125), (0, 330, 0));
level.bunkerList[49] = createBlock((1898.35, -1522.36, 305.25), (0, 330, 0));
level.bunkerList[50] = createBlock((1889.3, -1510.91, 322.375), (0, 330, 0));
level.bunkerList[51] = createBlock((1872.66, -1500.67, 339.5), (0, 330, 0));
level.bunkerList[52] = createBlock((1864.93, -1494.86, 356.625), (0, 330, 0));
level.bunkerList[53] = createBlock((2801.98, -230.489, 330.125), (0, 350, 0));
level.bunkerList[54] = createBlock((2801.98, -230.489, 357.25), (0, 350, 0));
level.bunkerList[55] = createBlock((2801.98, -230.489, 384.375), (0, 350, 0));
level.bunkerList[56] = createBlock((2353.01, 1137.34, 281.466), (0, 120, 0));
level.bunkerList[57] = createBlock((2411.22, 1169.6, 281.167), (0, 120, 0));
level.bunkerList[58] = createBlock((2469.56, 1204.5, 280.971), (0, 120, 0));
level.bunkerList[59] = createBlock((2529.11, 1239.09, 280.409), (0, 120, 0));
level.bunkerList[60] = createBlock((2673.97, 728.868, 300.422), (0, 120, 0));
level.bunkerList[61] = createBlock((2733.36, 763.221, 298.64), (0, 120, 0));
level.bunkerList[62] = createBlock((2792.58, 797.953, 298.64), (0, 120, 0));
level.bunkerList[63] = createBlock((1175.22, 1564.77, 234.156), (0, 270, 20));
level.bunkerList[64] = createBlock((968.211, 1473.89, 274.574), (0, 270, 90));
level.bunkerList[65] = createBlock((972.073, 1648.29, 274.574), (0, 270, 90));
level.bunkerList[66] = createBlock((937.353, 1647.51, 274.811), (0, 270, 90));
level.bunkerList[67] = createBlock((-574.645, -514.051, 369.001), (0, 80, 0));
level.bunkerList[68] = createBlock((-635.936, -503.349, 369.001), (0, 80, 0));
level.bunkerList[69] = createBlock((-432.199, -550.374, 328.678), (0, 80, 270));
level.bunkerList[70] = createBlock((2126.25, -2428.93, 124.005), (0, 150, 270));
level.bunkerList[71] = createBlock((2122.97, -2433.07, 167.671), (0, 150, 270));
level.bunkerList[72] = createBlock((2122.55, -2432.1, 227.975), (0, 150, 270));
level.bunkerList[73] = createBlock((2171.59, -2459.63, 227.392), (0, 240, 0));
level.bunkerList[74] = createBlock((2090.9, -2322.43, 108.475), (0, 330, 0));
level.bunkerList[75] = createBlock((2090.9, -2322.43, 135.6), (0, 330, 0));
level.bunkerList[76] = createBlock((2090.9, -2322.43, 162.725), (0, 330, 0));
level.bunkerList[77] = createBlock((2090.9, -2322.43, 189.85), (0, 330, 0));
level.bunkerList[78] = createBlock((2090.9, -2322.43, 216.975), (0, 330, 0));
level.bunkerList[79] = createBlock((2090.9, -2322.43, 244.1), (0, 330, 0));
level.bunkerList[80] = createBlock((2090.9, -2322.43, 271.225), (0, 330, 0));
level.bunkerList[81] = createBlock((2138.8, -2268.47, 268.65), (0, 330, 0));
 

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level.bunkerList[0] = createBlock((1195.42, -601.388, 116.275), (0, 130, 0));
level.bunkerList[1] = createBlock((1195.42, -601.388, 133.4), (0, 140, 0));
level.bunkerList[2] = createBlock((1195.42, -601.388, 150.525), (0, 150, 0));
level.bunkerList[3] = createBlock((1195.42, -601.388, 167.65), (0, 160, 0));
level.bunkerList[4] = createBlock((1195.42, -601.388, 184.775), (0, 170, 0));
level.bunkerList[5] = createBlock((1195.42, -601.388, 201.9), (0, 180, 0));
level.bunkerList[6] = createBlock((1195.42, -601.388, 219.025), (0, 190, 0));
level.bunkerList[7] = createBlock((1195.42, -601.388, 236.15), (0, 200, 0));
level.bunkerList[8] = createBlock((1195.42, -601.388, 253.275), (0, 210, 0));
level.bunkerList[9] = createBlock((1195.42, -601.388, 270.4), (0, 220, 0));
level.bunkerList[10] = createBlock((1195.42, -601.388, 287.525), (0, 230, 0));
level.bunkerList[11] = createBlock((1195.42, -601.388, 304.65), (0, 240, 0));
level.bunkerList[12] = createBlock((1195.42, -601.388, 321.775), (0, 250, 0));
level.bunkerList[13] = createBlock((1195.42, -601.388, 338.9), (0, 260, 0));
level.bunkerList[14] = createBlock((1195.42, -601.388, 356.025), (0, 270, 0));
level.bunkerList[15] = createBlock((1195.42, -601.388, 373.15), (0, 280, 0));
level.bunkerList[16] = createBlock((1195.42, -601.388, 390.275), (0, 290, 0));
level.bunkerList[17] = createBlock((1195.42, -601.388, 407.4), (0, 300, 0));
level.bunkerList[18] = createBlock((1195.42, -601.388, 424.525), (0, 310, 0));
level.bunkerList[19] = createBlock((1327.33, -752.908, 430.837), (0, 310, 0));
level.bunkerList[20] = createBlock((1350.77, -782.265, 430.453), (0, 310, 0));
level.bunkerList[21] = createBlock((1374.56, -811.61, 429.93), (0, 310, 0));
level.bunkerList[22] = createBlock((1303.31, -725.244, 431.712), (0, 310, 0));
level.bunkerList[23] = createBlock((1273.94, -773.674, 432.893), (0, 40, 0));
level.bunkerList[24] = createBlock((1318.94, -828.462, 433.423), (0, 40, 0));
level.bunkerList[25] = createBlock((1354.97, -702.455, 433.393), (0, 40, 0));
level.bunkerList[26] = createBlock((1398.3, -756.418, 431.5), (0, 40, 0));
level.bunkerList[27] = createBlock((1409.7, -799.075, 448.092), (0, 130, 0));
level.bunkerList[28] = createBlock((1415.05, -805.718, 465.217), (0, 130, 0));
level.bunkerList[29] = createBlock((1420.71, -812.799, 482.342), (0, 130, 0));
level.bunkerList[30] = createBlock((1359.95, -846.968, 449.94), (0, 130, 0));
level.bunkerList[31] = createBlock((1365.08, -853.318, 467.065), (0, 130, 0));
level.bunkerList[32] = createBlock((1376.83, -868.108, 484.19), (0, 130, 0));
level.bunkerList[33] = createBlock((1400.87, -895.536, 484.102), (0, 130, 0));
level.bunkerList[34] = createBlock((1450.69, -835.616, 482.264), (0, 130, 0));
level.bunkerList[35] = createBlock((1662.06, -1065.38, 491.891), (0, 130, 0));
level.bunkerList[36] = createBlock((1662.06, -1065.38, 519.016), (0, 130, 0));
level.bunkerList[37] = createBlock((1619.49, -1100.11, 492.855), (0, 130, 0));
level.bunkerList[38] = createBlock((1619.49, -1100.11, 519.98), (0, 130, 0));
level.bunkerList[39] = createBlock((1617.39, -1097.17, 563.302), (0, 130, 0));
level.bunkerList[40] = createBlock((1661.71, -1059.49, 562.85), (0, 130, 0));
level.bunkerList[41] = createBlock((2759.39, -798.929, 318.015), (0, 260, 90));
level.bunkerList[42] = createBlock((2660.67, -792.219, 316.937), (0, 260, 90));
level.bunkerList[43] = createBlock((2706.57, -407.952, 318.626), (0, 260, 90));
level.bunkerList[44] = createBlock((2801.79, -418.508, 318.626), (0, 260, 90));
level.bunkerList[45] = createBlock((1957.01, -1577.78, 231.523), (0, 330, 0));
level.bunkerList[46] = createBlock((1950.29, -1571.46, 248.648), (0, 330, 0));
level.bunkerList[47] = createBlock((1943.97, -1565.52, 265.773), (0, 330, 0));
level.bunkerList[48] = createBlock((1914.03, -1525.63, 288.125), (0, 330, 0));
level.bunkerList[49] = createBlock((1898.35, -1522.36, 305.25), (0, 330, 0));
level.bunkerList[50] = createBlock((1889.3, -1510.91, 322.375), (0, 330, 0));
level.bunkerList[51] = createBlock((1872.66, -1500.67, 339.5), (0, 330, 0));
level.bunkerList[52] = createBlock((1864.93, -1494.86, 356.625), (0, 330, 0));
level.bunkerList[53] = createBlock((2801.98, -230.489, 330.125), (0, 350, 0));
level.bunkerList[54] = createBlock((2801.98, -230.489, 357.25), (0, 350, 0));
level.bunkerList[55] = createBlock((2801.98, -230.489, 384.375), (0, 350, 0));
level.bunkerList[56] = createBlock((2353.01, 1137.34, 281.466), (0, 120, 0));
level.bunkerList[57] = createBlock((2411.22, 1169.6, 281.167), (0, 120, 0));
level.bunkerList[58] = createBlock((2469.56, 1204.5, 280.971), (0, 120, 0));
level.bunkerList[59] = createBlock((2529.11, 1239.09, 280.409), (0, 120, 0));
level.bunkerList[60] = createBlock((2673.97, 728.868, 300.422), (0, 120, 0));
level.bunkerList[61] = createBlock((2733.36, 763.221, 298.64), (0, 120, 0));
level.bunkerList[62] = createBlock((2792.58, 797.953, 298.64), (0, 120, 0));
level.bunkerList[63] = createBlock((1175.22, 1564.77, 234.156), (0, 270, 20));
level.bunkerList[64] = createBlock((968.211, 1473.89, 274.574), (0, 270, 90));
level.bunkerList[65] = createBlock((972.073, 1648.29, 274.574), (0, 270, 90));
level.bunkerList[66] = createBlock((937.353, 1647.51, 274.811), (0, 270, 90));
level.bunkerList[67] = createBlock((-574.645, -514.051, 369.001), (0, 80, 0));
level.bunkerList[68] = createBlock((-635.936, -503.349, 369.001), (0, 80, 0));
level.bunkerList[69] = createBlock((-432.199, -550.374, 328.678), (0, 80, 270));
level.bunkerList[70] = createBlock((2126.25, -2428.93, 124.005), (0, 150, 270));
level.bunkerList[71] = createBlock((2122.97, -2433.07, 167.671), (0, 150, 270));
level.bunkerList[72] = createBlock((2122.55, -2432.1, 227.975), (0, 150, 270));
level.bunkerList[73] = createBlock((2171.59, -2459.63, 227.392), (0, 240, 0));
level.bunkerList[74] = createBlock((2090.9, -2322.43, 108.475), (0, 330, 0));
level.bunkerList[75] = createBlock((2090.9, -2322.43, 135.6), (0, 330, 0));
level.bunkerList[76] = createBlock((2090.9, -2322.43, 162.725), (0, 330, 0));
level.bunkerList[77] = createBlock((2090.9, -2322.43, 189.85), (0, 330, 0));
level.bunkerList[78] = createBlock((2090.9, -2322.43, 216.975), (0, 330, 0));
level.bunkerList[79] = createBlock((2090.9, -2322.43, 244.1), (0, 330, 0));
level.bunkerList[80] = createBlock((2090.9, -2322.43, 271.225), (0, 330, 0));
level.bunkerList[81] = createBlock((2138.8, -2268.47, 268.65), (0, 330, 0));
level.bunkerList[82] = createBlock((1431.56, -366.557, 120.125), (0, 300, 0));
level.bunkerList[83] = createBlock((1427.27, -359.28, 137.25), (0, 300, 0));
level.bunkerList[84] = createBlock((1422.25, -350.82, 154.375), (0, 300, 0));
level.bunkerList[85] = createBlock((1417.54, -342.89, 171.5), (0, 300, 0));
level.bunkerList[86] = createBlock((1412.89, -335.058, 188.625), (0, 300, 0));
level.bunkerList[87] = createBlock((1407.6, -326.149, 205.75), (0, 300, 0));
level.bunkerList[88] = createBlock((1403.49, -319.162, 222.875), (0, 300, 0));
level.bunkerList[89] = createBlock((1398.81, -311.177, 240), (0, 300, 0));
level.bunkerList[90] = createBlock((1396.26, -306.557, 257.125), (0, 300, 0));
level.bunkerList[91] = createBlock((2428.93, 146.215, 351.978), (0, 20, 0));
level.bunkerList[92] = createBlock((2258.22, 301.588, 345.255), (0, 110, 0));
level.bunkerList[93] = createBlock((1830.54, -111.214, 270.125), (0, 110, 30));
level.bunkerList[94] = createBlock((1819.04, -76.0063, 270.125), (0, 110, 30));
level.bunkerList[95] = createBlock((1806.99, -41.9658, 269.656), (0, 110, 30));
level.bunkerList[96] = createBlock((1667.06, -90.7912, 280.125), (0, 200, 0));
level.bunkerList[97] = createBlock((1667.06, -90.7912, 307.25), (0, 200, 0));
level.bunkerList[98] = createBlock((1667.06, -90.7912, 334.375), (0, 200, 0));
level.bunkerList[99] = createBlock((1684.97, -138.983, 280.125), (0, 200, 0));
level.bunkerList[100] = createBlock((1684.97, -138.983, 307.25), (0, 200, 0));
level.bunkerList[101] = createBlock((1684.97, -138.983, 334.375), (0, 200, 0));
level.bunkerList[102] = createBlock((1765.04, -95.5499, 307.766), (0, 110, 40));
level.bunkerList[103] = createBlock((1778.9, -131.723, 306.689), (0, 110, 40));
level.bunkerList[104] = createBlock((1755.07, -59.6783, 305.433), (0, 110, 40));
level.bunkerList[105] = createBlock((663.389, -714.649, 342.429), (0, 240, 0));
level.bunkerList[106] = createBlock((903.846, -3042.95, 134.125), (0, 250, 0));
level.bunkerList[107] = createBlock((898.334, -3058.3, 151.25), (0, 250, 0));
level.bunkerList[108] = createBlock((893.289, -3072.41, 168.375), (0, 250, 0));
level.bunkerList[109] = createBlock((888.607, -3085.51, 185.5), (0, 250, 0));
level.bunkerList[110] = createBlock((883.588, -3099.54, 202.625), (0, 250, 0));
level.bunkerList[111] = createBlock((842.112, -3224.86, 229.225), (0, 250, 0));
level.bunkerList[112] = createBlock((829.389, -3260.89, 231.315), (0, 250, 0));
level.bunkerList[113] = createBlock((816.04, -3295.78, 231.315), (0, 250, 0));
level.bunkerList[114] = createBlock((755.505, -3482.49, 309.842), (0, 250, 0));
level.bunkerList[115] = createBlock((743.578, -3517.14, 309.842), (0, 250, 0));
level.bunkerList[116] = createBlock((731.22, -3551.96, 309.842), (0, 250, 0));
level.bunkerList[117] = createBlock((649.927, -3310.69, 238.047), (0, 250, 0));
level.bunkerList[118] = createBlock((916.929, -3408.45, 238.391), (0, 250, 0));
level.bunkerList[119] = createBlock((912.277, -3421.2, 265.516), (0, 250, 0));
level.bunkerList[120] = createBlock((907.819, -3433.08, 292.641), (0, 250, 0));
level.bunkerList[121] = createBlock((640.873, -3330.49, 264.948), (0, 250, 0));
level.bunkerList[122] = createBlock((634.251, -3348.41, 292.073), (0, 250, 0));
level.bunkerList[123] = createBlock((903.278, -3440.06, 267.427), (0, 250, 0));
level.bunkerList[124] = createBlock((887.931, -3479.7, 291.551), (0, 250, 0));
level.bunkerList[125] = createBlock((638.671, -3347.7, 260.71), (0, 250, 0));
level.bunkerList[126] = createBlock((627.347, -3381.26, 287.674), (0, 250, 0));

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  • 3 weeks later...

I went ahead and fixed the barriers on the cliff (that allow zombies to limb the survivors from the other side, but could previously also be used to glitch in and get the survivors killed).

 

How it looks:

EZm3FVA.jpg

JP6TPfO.jpg

 

You can still limb from between all cracks (both between the barriers horizontally and vertically speaking):

xq52DSH.jpg

sJAGxyr.jpg

Zub486c.jpg

 

Here is the code:

level.bunkerList[0] = createBlock((1654.7, -1144.45, 488.557), (0, 140, 0));
level.bunkerList[1] = createBlock((1654.7, -1144.45, 515.682), (0, 140, 0));
level.bunkerList[2] = createBlock((1654.7, -1144.45, 571.172), (0, 140, 0));
level.bunkerList[3] = createBlock((1708.76, -1075.85, 496.099), (0, 140, 0));
level.bunkerList[4] = createBlock((1708.76, -1075.85, 523.224), (0, 140, 0));
level.bunkerList[5] = createBlock((1708.76, -1075.85, 586.811), (0, 140, 0));

 

P.S.

The glitch was that a team of two zombies could jump on the lower set of barriers, then from that onto the top one and then just hop over and kill the survivors inside.

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*UPDATE*

Fixed the bridge with the "ramp cades".

pbik7qJ.jpg

GMEOlm4.jpg

^ That ramp is to boost an RC-XD between, kinda fun actually.

WILFLAT.jpg

^ Players can now fall between the cades if they don't jump (and no, you cannot go on that little piece of wood sticking out).

xP2T4Nk.jpg

^ Cades on the sides are to prevent team-jumping over.

6OHSCwa.jpg

^ You can still limb accross.

level.bunkerList[0] = createBlock((1895.86, -37.2031, 280.125), (0, 110, 30));
level.bunkerList[1] = createBlock((1907.55, -70.6321, 280.125), (0, 110, 30));
level.bunkerList[2] = createBlock((1852.53, -91.268, 315.301), (0, 110, 30));
level.bunkerList[3] = createBlock((1840.23, -57.3225, 315.301), (0, 110, 30));
level.bunkerList[4] = createBlock((1695.21, -87.0136, 280.125), (0, 200, 0));
level.bunkerList[5] = createBlock((1695.21, -87.0136, 307.25), (0, 200, 0));
level.bunkerList[6] = createBlock((1695.21, -87.0136, 334.375), (0, 200, 0));
level.bunkerList[7] = createBlock((1713.5, -137.407, 280.125), (0, 200, 0));
level.bunkerList[8] = createBlock((1713.5, -137.407, 307.25), (0, 200, 0));
level.bunkerList[9] = createBlock((1713.5, -137.407, 334.375), (0, 200, 0));
level.bunkerList[10] = createBlock((1723.4, -163.483, 361.5), (0, 200, 0));
level.bunkerList[11] = createBlock((1723.4, -163.483, 388.625), (0, 200, 0));
level.bunkerList[12] = createBlock((1686.16, -59.6728, 361.5), (0, 200, 0));
level.bunkerList[13] = createBlock((1686.16, -59.6728, 388.625), (0, 200, 0));
level.bunkerList[14] = createBlock((1675.7, -186.043, 314.715), (0, 110, 0));
level.bunkerList[15] = createBlock((1675.7, -186.043, 341.84), (0, 110, 0));
level.bunkerList[16] = createBlock((1675.7, -186.043, 368.965), (0, 110, 0));
level.bunkerList[17] = createBlock((1637.49, -69.661, 315.19), (0, 110, 0));
level.bunkerList[18] = createBlock((1637.49, -69.661, 342.315), (0, 110, 0));
level.bunkerList[19] = createBlock((1637.49, -69.661, 369.44), (0, 110, 0));

-----

Also, fixed up the minefield a bit and added a variant to it.

Version 1 (originally made by Bluebird):

QyvI8DF.jpg

^ Made it a bit less OP for the humans by adding that 1st cade to get up quicker.

IZYkT0C.jpg

^ Cades are closer to one another so, again, easier for the zombies.

iHbys7E.jpg

^Last part has a total of 2 cades and not 3, so less humans crowded up there.

level.bunkerList[20] = createBlock((961.235, -3062.36, 134.21), (0, 260, 0));
level.bunkerList[21] = createBlock((950.977, -3123.48, 149.623), (0, 260, 0));
level.bunkerList[22] = createBlock((949.71, -3130.37, 166.748), (0, 260, 0));
level.bunkerList[23] = createBlock((948.372, -3137.66, 183.873), (0, 260, 0));
level.bunkerList[24] = createBlock((946.778, -3146.29, 200.998), (0, 260, 0));
level.bunkerList[25] = createBlock((945.319, -3154.24, 218.123), (0, 260, 0));
level.bunkerList[26] = createBlock((924.793, -3272.51, 218.359), (0, 260, 0));
level.bunkerList[27] = createBlock((919.115, -3305.32, 218.359), (0, 260, 0));
level.bunkerList[28] = createBlock((913.371, -3336.67, 217.98), (0, 260, 0));
level.bunkerList[29] = createBlock((970.534, -3454.56, 217.98), (0, 260, 0));
level.bunkerList[30] = createBlock((823.158, -3431.92, 217.98), (0, 260, 0));
level.bunkerList[31] = createBlock((817.089, -3466.73, 232.88), (0, 260, 0));
level.bunkerList[32] = createBlock((815.936, -3474.33, 250.005), (0, 260, 0));
level.bunkerList[33] = createBlock((814.8, -3481.81, 267.13), (0, 260, 0));
level.bunkerList[34] = createBlock((813.688, -3489.14, 284.255), (0, 260, 0));
level.bunkerList[35] = createBlock((965.179, -3489.44, 232.938), (0, 260, 0));
level.bunkerList[36] = createBlock((963.775, -3497.65, 250.063), (0, 260, 0));
level.bunkerList[37] = createBlock((962.331, -3506.09, 267.188), (0, 260, 0));
level.bunkerList[38] = createBlock((960.887, -3514.54, 284.313), (0, 260, 0));
level.bunkerList[39] = createBlock((861.912, -3601.25, 283.657), (0, 260, 0));
level.bunkerList[40] = createBlock((856.443, -3633.63, 284.403), (0, 260, 0));

Version 2:

5clbIv2.jpg

^ All of the elevator cades work perfectly, and you can go in crouch under those bent-over looking cades, as well as hide between them.

level.bunkerList[24] = createBlock((901.881, -3208.24, 147.481), (0, 80, 0));
level.bunkerList[25] = createBlock((900.983, -3214.1, 164.606), (0, 80, 0));
level.bunkerList[26] = createBlock((900.072, -3220.54, 181.731), (0, 80, 0));
level.bunkerList[27] = createBlock((899.275, -3226.67, 198.856), (0, 80, 0));
level.bunkerList[28] = createBlock((898.523, -3233.05, 215.981), (0, 80, 0));
level.bunkerList[29] = createBlock((589.479, -3121.33, 145.901), (0, 80, 0));
level.bunkerList[30] = createBlock((588.912, -3126.25, 163.026), (0, 80, 0));
level.bunkerList[31] = createBlock((588.317, -3132.16, 180.151), (0, 80, 0));
level.bunkerList[32] = createBlock((587.67, -3139.46, 197.276), (0, 80, 0));
level.bunkerList[33] = createBlock((587.153, -3146.21, 214.401), (0, 80, 0));
level.bunkerList[34] = createBlock((580.568, -3182.49, 213.525), (0, 80, 0));
level.bunkerList[35] = createBlock((574.74, -3217.12, 213.525), (0, 80, 0));
level.bunkerList[36] = createBlock((892.617, -3267.71, 215.64), (0, 80, 0));
level.bunkerList[37] = createBlock((886.554, -3302.63, 215.64), (0, 80, 0));
level.bunkerList[38] = createBlock((532.952, -3245.09, 228.629), (0, 80, 0));
level.bunkerList[39] = createBlock((531.643, -3253.23, 245.754), (0, 80, 0));
level.bunkerList[40] = createBlock((530.306, -3261.54, 262.879), (0, 80, 0));
level.bunkerList[41] = createBlock((917.655, -3343.6, 230.764), (0, 80, 0));
level.bunkerList[42] = createBlock((918.445, -3349.32, 247.889), (0, 80, 0));
level.bunkerList[43] = createBlock((919.62, -3356.97, 265.014), (0, 80, 0));
level.bunkerList[44] = createBlock((736.597, -3523.24, 264.881), (0, 80, 0));
level.bunkerList[45] = createBlock((730.569, -3557.29, 264.881), (0, 80, 0));
level.bunkerList[46] = createBlock((724.589, -3592.09, 264.881), (0, 80, 0));
level.bunkerList[47] = createBlock((656.436, -3579.81, 264.881), (0, 80, 0));
level.bunkerList[48] = createBlock((662.157, -3544.85, 264.881), (0, 80, 0));
level.bunkerList[49] = createBlock((668.178, -3510.74, 264.881), (0, 80, 0));
level.bunkerList[50] = createBlock((616.037, -3608.35, 289.882), (0, 80, 0));
level.bunkerList[51] = createBlock((686.65, -3620.05, 290.117), (0, 80, 0));
level.bunkerList[52] = createBlock((755.706, -3631.77, 290.176), (0, 80, 0));

That is all.

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10 minutes ago, Bluebird said:

whats even the point of doing a ramp cade each side, that just ruins the hole thing there no points of having cades there then, put a ramp on only 1 side like it was and blocked the other side would be way better

Like I said on TeamSpeak, I forgot they only need to be on one side. I'll rework it tomorrow.

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5 minutes ago, stlmokevin said:

I think we need to avoid changing maps for cosmetic reasons while there are tons of other maps that need to be remade.

 

Something to think about.

 

Edit- but I admit the minefield was tough.

Agreed, but I went ahead with the bridge change to repair that pit between the cades.

Minefield was cosmetic and off of request.

Anyway, like I said, I'll rework the bridge tomorrow and then I'm gonna continue working on my Hanoi iteration.

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once again, if you guys took a good look at the minefield there was 2 staircases inside eatch other, only 1 of them is supose to be there thats whats making it so hard, it was only a few cades i forgot to remove on accident and i dint knew how to do

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Fixed ramp bridge, fixed minefield to make it like the original and kept my variant so we can choose from either of the two.

All of the pictures and code are in my previous post that included that stuff.

That's all of the fixes for Jungle, moving on to making a new Hanoi.

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