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Nuketown Map Suggestions!


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  • 2 weeks later...
  • 4 weeks later...

Here's my take on it:



level.bunkerList[0] = createBlock((489.071, 757.354, -52.355), (0, 0, 0));
level.bunkerList[1] = createBlock((489.071, 757.354, -25.23), (0, 0, 0));
level.bunkerList[2] = createBlock((489.071, 757.354, 1.89496), (0, 0, 0));
level.bunkerList[3] = createBlock((489.071, 757.354, 29.02), (0, 0, 0));
level.bunkerList[4] = createBlock((487.524, 763.127, 56.145), (0, 0, 0));
level.bunkerList[5] = createBlock((479.277, 819.306, -52.2516), (0, 0, 0));
level.bunkerList[6] = createBlock((479.277, 819.306, -25.1266), (0, 0, 0));
level.bunkerList[7] = createBlock((479.277, 819.306, 1.99841), (0, 0, 0));
level.bunkerList[8] = createBlock((479.277, 819.306, 29.1234), (0, 0, 0));
level.bunkerList[9] = createBlock((479.277, 819.306, 56.2484), (0, 0, 0));
level.bunkerList[10] = createBlock((532.961, 720.661, -43.9168), (0, 0, 0));
level.bunkerList[11] = createBlock((532.961, 720.661, -16.7918), (0, 0, 0));
level.bunkerList[12] = createBlock((532.961, 669.02, -30.7286), (0, 0, 0));
level.bunkerList[13] = createBlock((584.909, 721.099, -46.875), (0, 0, 0));
level.bunkerList[14] = createBlock((584.909, 721.099, -19.75), (0, 0, 0));
level.bunkerList[15] = createBlock((632.165, 750.659, -43.4656), (0, 0, 0));
level.bunkerList[16] = createBlock((632.165, 750.659, -16.3406), (0, 0, 0));
level.bunkerList[17] = createBlock((617.278, 676.078, -44.0381), (0, 0, 0));
level.bunkerList[18] = createBlock((994.097, 687.03, -46.875), (0, 0, 0));
level.bunkerList[19] = createBlock((1014.23, 126.695, 89.125), (0, 0, 0));
level.bunkerList[20] = createBlock((1014.23, 126.695, 116.25), (0, 0, 0));
level.bunkerList[21] = createBlock((973.143, -101.316, -53.8483), (0, 0, 0));
level.bunkerList[22] = createBlock((973.143, -101.316, -26.7233), (0, 0, 0));
level.bunkerList[23] = createBlock((958.604, -40.0649, -54.2521), (0, 0, 0));
level.bunkerList[24] = createBlock((958.604, -40.0649, -27.1271), (0, 0, 0));
level.bunkerList[25] = createBlock((981.945, 467.63, -46.875), (0, 0, 0));
level.bunkerList[26] = createBlock((987.571, 453.678, -19.75), (0, 0, 0));
level.bunkerList[27] = createBlock((985.622, 686.499, -19.75), (0, 0, 0));
level.bunkerList[28] = createBlock((974.396, 683.489, 7.375), (0, 0, 0));
/mp_nuked

Basically, I have the backyard behind the yellow house completely inaccessible except going through the front door and out the back door on the bottom. The two side yards and garage entrenches have been blocked off. You can still get to the upper floor by going up the outside stairs (only the inside stairs are blocked off), which allows a quick escape if required. It is possible to get from the garage directly into the back room of the house, but this is time consuming and requires mashing W a lot.

I still haven't figured out how to create floating barricades, but I think this came out rather well regardless. I've noticed a lot of the ZaM maps have areas that make for good camping sites, but are also deadly if a zombie gets in. I think that this Nuketown build accomplishes that, because it bottlenecks the zombies, but also confines the survivors.

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If, by floating barricades, you mean the ones that aren't on a solid structure, all you do is open up the console, type /noclip and find your spot to place barricades on. Once you've placed them, re-type /noclip again and, voila.

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No problem. ^^

In case you didn't know and want to know, /god is for complete immunity, /noclip is for one fly mode (type again to deactivate), /ufo is for another fly mode (type again to deactivate) and /give ammo is to completely replenish your ammo.

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