02-24-2011, 20:23
Quote:Hi! This is my first released map mod, so I'll take either positive or negative criticism. I can handle either. Just note that I'll have screenshots up as soon as I can. So, this map includes:
- Two heavy fortified bunker buildings.
- Three less fortified bunker buildings.
- One hiding spot.
- One entrance to every bunker. Every entrance is a crawlspace intended to slow zombies' entrance.
- Two safe rooms. Zombies breach your bunker? Last alive? Get to a safe room! Each safe room has only one entrance with a minigun pointed directly at it.
- Minigun positions in ever bunker.
Again, I'll get screenshots up as quick as possible, considering I don't have many friends to test this with. I've tested it on my own, but the rounds don't last very long, leaving only a limited time for exploration, so..... Hope you enjoy the map! Here's the code. Insert under the Firing range brackets in the _rank.gsc file of your quarantine mod:
Code:
level.bunkerList[0] = createBlock((1303.42, 1584.29, -37.875), (0, 0, 0));
level.bunkerList[1] = createBlock((1303.42, 1584.29, -10.75), (0, 0, 0));
level.bunkerList[2] = createBlock((1297.17, 1573.48, 16.375), (0, 0, 0));
level.bunkerList[3] = createBlock((1029.97, 961.919, -37.875), (0, 0, 0));
level.bunkerList[4] = createBlock((992.562, 891.755, -37.875), (0, 0, 0));
level.bunkerList[5] = createBlock((1032.59, 945.863, -5.17533), (0, 0, 0));
level.bunkerList[6] = createBlock((997.036, 889.189, -10.75), (0, 0, 0));
level.bunkerList[7] = createBlock((1037.97, 947.089, 21.9497), (0, 0, 0));
level.bunkerList[8] = createBlock((998.79, 890.234, 16.375), (0, 0, 0));
level.bunkerList[9] = createBlock((1037.02, 952.346, 49.0747), (0, 0, 0));
level.bunkerList[10] = createBlock((999.232, 887.884, 43.5), (0, 0, 0));
level.bunkerList[11] = createBlock((1039.25, 950.297, 76.1997), (0, 0, 0));
level.bunkerList[12] = createBlock((1002.65, 885.911, 70.625), (0, 0, 0));
level.bunkerList[13] = createBlock((1038.87, 951.278, 103.325), (0, 0, 0));
level.bunkerList[14] = createBlock((999.928, 887.482, 97.75), (0, 0, 0));
level.bunkerList[15] = createBlock((1039.79, 950.743, 130.45), (0, 0, 0));
level.bunkerList[16] = createBlock((1001.52, 890.461, 124.875), (0, 0, 0));
level.bunkerList[17] = createBlock((1038.09, 951.724, 157.575), (0, 0, 0));
level.bunkerList[18] = createBlock((996.037, 889.728, 152), (0, 0, 0));
level.bunkerList[19] = createBlock((1299.57, 1384.04, 104.125), (0, 0, 0));
level.bunkerList[20] = createBlock((1299.57, 1384.04, 131.25), (0, 0, 0));
level.bunkerList[21] = createBlock((1299.57, 1384.04, 158.375), (0, 0, 0));
level.bunkerList[22] = createBlock((954.889, 1309.96, -37.875), (0, 0, 0));
level.bunkerList[23] = createBlock((954.889, 1309.96, -10.75), (0, 0, 0));
level.bunkerList[24] = createBlock((954.889, 1309.96, -10.75), (0, 0, 0));
level.bunkerList[25] = createBlock((955.629, 1309.18, 4.90033), (0, 0, 0));
level.bunkerList[26] = createBlock((1082.72, 1548.12, -37.875), (0, 0, 0));
level.bunkerList[27] = createBlock((1082.72, 1548.12, -10.75), (0, 0, 0));
level.bunkerList[28] = createBlock((1082.72, 1548.12, 16.375), (0, 0, 0));
level.bunkerList[29] = createBlock((1076.05, 1551.97, 43.5), (0, 0, 0));
level.bunkerList[30] = createBlock((1076.05, 1551.97, 70.625), (0, 0, 0));
level.bunkerList[31] = createBlock((1076.05, 1551.97, 97.75), (0, 0, 0));
level.bunkerList[32] = createBlock((1114.76, 1596.46, -37.875), (0, 0, 0));
level.bunkerList[33] = createBlock((1109.8, 1597.88, -10.75), (0, 0, 0));
level.bunkerList[34] = createBlock((1109.8, 1597.88, 16.375), (0, 0, 0));
level.bunkerList[35] = createBlock((1105.16, 1600.56, 43.5), (0, 0, 0));
level.bunkerList[36] = createBlock((1104.37, 1601.03, 70.625), (0, 0, 0));
level.bunkerList[37] = createBlock((1104.37, 1601.03, 97.75), (0, 0, 0));
level.bunkerList[38] = createBlock((1135.1, 1648.12, -5.875), (0, 0, 0));
level.bunkerList[39] = createBlock((1135.1, 1648.12, 21.25), (0, 0, 0));
level.bunkerList[40] = createBlock((1132.75, 1650.18, 48.375), (0, 0, 0));
level.bunkerList[41] = createBlock((1132.75, 1650.18, 75.5), (0, 0, 0));
level.bunkerList[42] = createBlock((1132.75, 1650.18, 102.625), (0, 0, 0));
level.bunkerList[43] = createBlock((1053.92, 1493.26, -37.875), (0, 0, 0));
level.bunkerList[44] = createBlock((1053.92, 1493.26, -10.75), (0, 0, 0));
level.bunkerList[45] = createBlock((1053.92, 1493.26, 16.375), (0, 0, 0));
level.bunkerList[46] = createBlock((1053.92, 1493.26, 16.375), (0, 0, 0));
level.bunkerList[47] = createBlock((1106.38, 1368.52, -37.875), (0, 0, 0));
level.bunkerList[48] = createBlock((1106.38, 1368.52, -10.75), (0, 0, 0));
level.bunkerList[49] = createBlock((1113.97, 1381.67, 16.375), (0, 0, 0));
level.bunkerList[50] = createBlock((1135.15, 1654.33, 129.75), (0, 0, 0));
level.bunkerList[51] = createBlock((1098.07, 1519.55, 124.612), (0, 0, 0));
level.bunkerList[52] = createBlock((1087.79, 1478.11, 151.023), (0, 0, 0));
level.bunkerList[53] = createBlock((1069.84, 1449.89, 146.015), (0, 0, 0));
level.bunkerList[54] = createBlock((1065.48, 1414.17, 142.776), (0, 0, 0));
level.bunkerList[55] = createBlock((1155.06, 1313.21, 104.125), (0, 90, 0));
level.bunkerList[56] = createBlock((1155.06, 1313.21, 131.25), (0, 90, 0));
level.bunkerList[57] = createBlock((1188.99, 1294.47, 158.375), (0, 90, 0));
level.bunkerList[58] = createBlock((883.904, 1165.78, 140.125), (0, 0, 0));
level.bunkerList[59] = createBlock((853.247, 1119.05, 140.125), (0, 0, 0));
level.bunkerList[60] = createBlock((826.047, 1010.39, 104.125), (0, 0, 0));
level.bunkerList[61] = createBlock((826.047, 1010.39, 131.25), (0, 0, 0));
level.bunkerList[62] = createBlock((882.511, 968.555, 104.125), (0, 0, 0));
level.bunkerList[63] = createBlock((882.511, 968.555, 131.25), (0, 0, 0));
level.bunkerList[64] = createBlock((888.888, 1114.14, 104.125), (0, 0, 0));
level.bunkerList[65] = createBlock((888.888, 1114.14, 131.25), (0, 0, 0));
level.bunkerList[66] = createBlock((919.521, 982.668, 104.125), (0, 0, 0));
level.bunkerList[67] = createBlock((919.521, 982.668, 131.25), (0, 0, 0));
level.bunkerList[68] = createBlock((1034.67, 1003.36, 104.125), (0, 0, 0));
level.bunkerList[69] = createBlock((1034.67, 1003.36, 131.25), (0, 0, 0));
level.bunkerList[70] = createBlock((999.027, 1022.18, 104.125), (0, -165, 0));
level.bunkerList[71] = createBlock((999.027, 1022.18, 131.25), (0, -165, 0));
level.bunkerList[72] = createBlock((924.529, 1113.46, 104.125), (0, 105, 0));
level.bunkerList[73] = createBlock((924.529, 1113.46, 131.25), (0, 105, 0));
level.bunkerList[74] = createBlock((4.87632, 1440.37, 102.436), (0, 105, 0));
level.bunkerList[75] = createBlock((4.87632, 1440.37, 129.561), (0, 105, 0));
level.bunkerList[76] = createBlock((4.87632, 1440.37, 156.686), (0, 105, 0));
level.bunkerList[77] = createBlock((-55.3777, 1403.12, 106.125), (0, 105, 0));
level.bunkerList[78] = createBlock((-55.3777, 1403.12, 133.25), (0, 105, 0));
level.bunkerList[79] = createBlock((-55.3777, 1403.12, 160.375), (0, 105, 0));
level.bunkerList[80] = createBlock((-118.048, 1345.37, 106.125), (0, 105, 0));
level.bunkerList[81] = createBlock((-118.048, 1345.37, 133.25), (0, 105, 0));
level.bunkerList[82] = createBlock((-118.048, 1345.37, 160.375), (0, 105, 0));
level.bunkerList[83] = createBlock((-64.7542, 1364.22, 106.125), (0, 105, 0));
level.bunkerList[84] = createBlock((-64.7542, 1364.22, 133.25), (0, 105, 0));
level.bunkerList[85] = createBlock((-64.7542, 1364.22, 160.375), (0, 105, 0));
level.bunkerList[86] = createBlock((62.792, 1234.02, 106.125), (0, 90, 0));
level.bunkerList[87] = createBlock((62.792, 1234.02, 133.25), (0, 90, 0));
level.bunkerList[88] = createBlock((-189.626, 1251.45, 106.125), (0, 90, 0));
level.bunkerList[89] = createBlock((-189.626, 1251.45, 133.25), (0, 90, 0));
level.bunkerList[90] = createBlock((-239.895, 1022.31, -43.875), (0, 0, 0));
level.bunkerList[91] = createBlock((-239.895, 1022.31, -16.75), (0, 0, 0));
level.bunkerList[92] = createBlock((430.031, 857.59, 203.125), (0, 90, 0));
level.bunkerList[93] = createBlock((430.031, 857.59, 230.25), (0, 90, 0));
level.bunkerList[94] = createBlock((425.927, 868.685, 257.375), (0, 90, 0));
level.bunkerList[95] = createBlock((374.344, 888.968, 203.125), (0, 90, 0));
level.bunkerList[96] = createBlock((374.344, 888.968, 230.25), (0, 90, 0));
level.bunkerList[97] = createBlock((374.344, 888.968, 257.375), (0, 90, 0));
level.bunkerList[98] = createBlock((328.92, 921.086, 203.551), (0, 90, 0));
level.bunkerList[99] = createBlock((328.92, 921.086, 230.676), (0, 90, 0));
level.bunkerList[100] = createBlock((327.877, 927.793, 246.327), (0, 90, 0));
level.bunkerList[101] = createBlock((462.488, 2051.47, 2.125), (0, 90, 0));
level.bunkerList[102] = createBlock((462.488, 2051.47, 29.25), (0, 90, 0));
level.bunkerList[103] = createBlock((457.117, 2065.32, 56.375), (0, 90, 0));
level.bunkerList[104] = createBlock((-203.041, 2033.51, 2.125), (0, 90, 0));
level.bunkerList[105] = createBlock((-203.041, 2033.51, 29.25), (0, 90, 0));
level.bunkerList[106] = createBlock((-156.13, 2051.71, 54.938), (0, 90, 0));
level.bunkerList[107] = createBlock((674.066, -126.78, -89.9208), (0, 0, 0));
level.bunkerList[108] = createBlock((674.066, -126.78, -62.7958), (0, 0, 0));
level.bunkerList[109] = createBlock((670.259, -77.4414, -37.4284), (0, 0, 0));
level.bunkerList[110] = createBlock((672.514, -9.47475, -103.077), (0, 0, 0));
level.bunkerList[111] = createBlock((672.514, -9.47475, -75.9517), (0, 0, 0));
level.bunkerList[112] = createBlock((675.72, 42.1662, -107.786), (0, 0, 0));
level.bunkerList[113] = createBlock((675.72, 42.1662, -80.6612), (0, 0, 0));
level.bunkerList[114] = createBlock((674.085, 100.32, -104.424), (0, 0, 0));
level.bunkerList[115] = createBlock((674.085, 100.32, -77.2988), (0, 0, 0));
level.bunkerList[116] = createBlock((709.726, 109.214, -107.697), (0, 90, 0));
level.bunkerList[117] = createBlock((709.726, 109.214, -80.5716), (0, 90, 0));
level.bunkerList[118] = createBlock((761.367, 109.679, -113.044), (0, 90, 0));
level.bunkerList[119] = createBlock((761.367, 109.679, -85.9189), (0, 90, 0));
level.bunkerList[120] = createBlock((837.051, 105.15, -117.875), (0, 90, 0));
level.bunkerList[121] = createBlock((837.051, 105.15, -90.75), (0, 90, 0));
level.bunkerList[122] = createBlock((888.692, 107.257, -117.875), (0, 90, 0));
level.bunkerList[123] = createBlock((888.692, 107.257, -90.75), (0, 90, 0));
level.bunkerList[124] = createBlock((940.332, 105.819, -117.875), (0, 90, 0));
level.bunkerList[125] = createBlock((940.332, 105.819, -90.75), (0, 90, 0));
level.bunkerList[126] = createBlock((991.973, 103.947, -117.875), (0, 90, 0));
level.bunkerList[127] = createBlock((991.973, 103.947, -90.75), (0, 90, 0));
level.bunkerList[128] = createBlock((1027.69, 112.545, -76.7594), (0, 90, 0));
level.bunkerList[129] = createBlock((1063.41, 111.576, -75.4205), (0, 90, 0));
level.bunkerList[130] = createBlock((1099.13, 119.438, -77.2692), (0, 90, 0));
level.bunkerList[131] = createBlock((1134.85, 113.095, -77.4886), (0, 90, 0));
level.bunkerList[132] = createBlock((1170.57, 113.041, -77.9103), (0, 90, 0));
level.bunkerList[133] = createBlock((1238.9, 1357.31, -37.875), (0, 90, 0));
level.bunkerList[134] = createBlock((1187.26, 1371.13, -37.875), (0, 90, 0));
level.minigunList[0] = createMinigun((822.825, 1067.51, 95.1662), (0, 141.456, 0));
level.minigunList[1] = createMinigun((1026.38, 1329.03, -47.875), (0, -99.998, 0));
level.minigunList[2] = createMinigun((1217.04, 1389.01, -47.875), (0, 91.499, 0));
level.minigunList[3] = createMinigun((270.159, 753.651, 37.6914), (0, 172.446, 0));
level.minigunList[4] = createMinigun((-214.018, 1205.59, 94.6274), (0, 160.327, 0));
level.minigunList[5] = createMinigun((86.296, 1282.87, 96.125), (0, -14.7895, 0));
level.minigunList[6] = createMinigun((404.578, 1047.83, 193.125), (0, 117.936, 0));
level.minigunList[7] = createMinigun((478.247, 1122.78, 193.125), (0, 74.4854, 0));
level.minigunList[8] = createMinigun((49.5644, 1907.26, -2.06832), (0, -53.6775, 0));
level.minigunList[9] = createMinigun((987.952, -38.0083, -21.4569), (0, 67.9558, 0));
level.minigunList[10] = createMinigun((817.641, -65.893, -21.875), (0, 171.244, 0));
Credits:
master131 for his ExtremeBunkerMaker Tool
shanesurk500 for making the firing range.
Screenshots:
Heavy Bunker 1:
Heavy Bunker 2:
Safe Room 1: