Post: [Map Edits] Sharks Zombieland
10-21-2014, 02:16 PM #1
Shark
Retired.
(adsbygoogle = window.adsbygoogle || []).push({}); Hey, many of you will have come to this thread because you love the zombieland and are psyched for the map edits that have been a work in progress for the past few weeks :p

In this thread I will briefly explain how to use the "ForgeFunctions" that are associated with the game mode, now if you are new to this then don't worry because I tried to make it as simple as possible but it is still recommended that you have at least some experience with GSC and 3D Vectors, anyway lets get started Needa

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How To Use The Functions

Most Functions & Arguments You Need To Know
    
//All Time Is In Seconds!

level thread removeSkyBarrier()
spawnEntity(entityClass, entityModel, entityOrigin, entityAngle)
spawnObjective(objectiveOrigin, objectiveIcon, objectiveOnEntity)
CreateWall(startOrigin, endOrigin, isInvisible)
CreateRamp(rampStart, rampEnd, isInvisible)
CreateGrid(gridStart, gridEnd, gridAngle, isInvisible)
CreateFlag(entryFlag, exitFlag, isFlagsHidden, isTwoWayFlags)
CreateElevator(elevatorStartOrigin, elevatorEndOrigin, timeToGetToOrigins, timeBeforeDepartingToNextOrigin)
CreateZipline(startOrigin, endOrigin, timeToGetToOtherSide, twoWayZipline)
CreateDoorSolid(doorOpenOrigin, doorCloseOrigin, doorOpenAndCloseTime, doorAngle, doorWidth, doorHeight, doorHealth, doorTriggerRadius)//Door With No Gaps
CreateDoor(doorOpenOrigin, doorCloseOrigin, doorOpenAndCloseTime, doorAngle, doorWidth, doorHeight, doorHealth, doorTriggerRadius)//Door With Small Gaps
CreateObject(modelName, origin, angle)
CreateTurret(turretOrigin, turretAngles, turretType)
CreateMysteryBox(boxOrigin, boxAngle, boxPrice)


Calling The Function
    
Using the functions are easy all you have to do is place them in the correct map name
with whatever you want them to do, look at the example if you are still confused.

MapNameHere()
{
CreateWall(exampleOrigin, exampleOrigin);
CreateTurret(exampleOrigin2, exampleOrigin2);
//etc
}



Where To Put The Maps

Once You have finished creating your map edit all you have to do is place it with the corresponding function/map name in mapedits.gsc, e.g. if the map you edited was Raid then you would put it in Raid() { code here };

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Map Edits - Look Through Thread Replies To Find More

Drone - By UpH | Jumper

    
Drone()
{
level thread removeSkyBarrier()
CreateFlag((-329.68, 8431.06, 322.672), (-33.8727, -931.003, -39.875), false, false); // Dont remove
CreateFlag((-329.68, 8431.06, 322.672), (-33.8727, -931.003, -39.875), false, false); // bunker escape flag
CreateFlag((998.876, 3702.04, 298.21Cool Man (aka Tustin), (585.0149, 7178.51, 306.672), false, True); //enter bunker
CreateMysteryBox((434.989, -777.067, 240.125), (0, 180, 0), 150);
CreateWall((464.431, 6926.81, 360.676), (849.875, 7100.98, 320.511)); // 1st back wall
CreateWall((240.72, 7671.27, 306.672), (418.682, 7745.64, 397.672)); // 2nd back wall
CreateWall((-50.7627, 8402.28, 306.672), (68.1149, 8509.7, 420.672)); //front right wall
CreateWall((-158.503, 8321.72, 306.672), (-293.008, 8235.62, 420.672)); //front left wall
CreateWall((-448.359, -636.762, 239.702), (-24.413, -666.683, 280.125)); // 1st plat wall
CreateWall((202.322, -1162.11, 230.597), (202.66, -1084.42, 320.182)); // room wall
CreateWall((-12.6804, -1502.63, 50.3447), (-9.80337, -1565.91, 170.863)); // 2nd plat wall
CreateRamp((-254.393, 8267.81, 417.825), (57.0122, 8502.17, 417.825)); // 1st bunker ramp/floor
CreateRamp((-295.4, 8313.46, 417.825), (12.4179, 8562.77, 417.825)); // 2nd bunker ramp/floor
CreateRamp((-284.103, 8370.66, 428.526), (-481.152, 8588.01, 455.653)); // 1st bunker ramp
CreateRamp((-199.233, 8693.32, 320.504), (-71.9255, 8556.26, 419.866)); // 2nd bunker ramp
CreateRamp((-258.517, 8859.44, 451.811), (-547.972, 8584.76, 451.811)); // back ramp/floor
CreateDoor((-97.5456, 8358.69, 410.011), (-105.688, 8355.64, 312.672), 5, (90, 125, 0), 2, 2, 25, 80); //1st bunker door
CreateDoor((851.847, -1002.64, 240.125), (1005.49, -1001.51, 240.125), 5, (90, 90, 0), 4, 2, 25, 80); //1nd room door
CreateElevator((-498.157, -868.63, -15.1372), (-498.157, -868.63, 250.043), 3, 2); // plat elevator
}



Plaza - By UpH | Jumper

    
Plaza()
{
level thread removeSkyBarrier()
CreateWall((-17260.2, 654.034, -87.875), (-17409.8, 773.849, -5.875)); //bs don't remove
CreateWall((-17260.2, 654.034, -87.875), (-17409.8, 773.849, -5.875)); //right room wall
CreateWall((-16174.6, 1775, -87.875), (-16275.5, 1910.85, -5.875)); //left room wall
CreateZipline((-16536.8, 1373.69, -87.875), (-16226.4, 1042.5, 48.125), 3, true);
CreateFlag((-16633.9, 700.693, 48.125), (-16386.7, 888.134, -80.125), false, false); // 1st room 1st flag 1way
CreateFlag((-16179.3, 670.101, -81.6811), (-18597.4, -524.28, -191.875), false, false); // 1st room 2nd flag 1way
CreateFlag((-13881.2, 3285.49, 4.739), (-18876.3, 961.221, -63.875), false, false); // 1st bunker escape 2nd flag 1way
CreateFlag((-14978.5, 3091.35, -191.875), (-14729.4, 3087.29, -192.875), false, true); // 1st bunker 1st flag 2way
CreateFlag((-16519.3, 3346.88, -191.875), (-16396.1, 3380.66, 27.696Cool Man (aka Tustin), false, false); // 2nd room 1st escape flag 1way
CreateGrid((-14252, 2892.17, -11.136), (-13865.8, 3285.22, -11.136), 90); // bunker floor
CreateRamp((-14611, 3089.84, -192.875), (-14281.6, 3091.65, -15.136)); // bunker ramp
CreateWall((-14174.7, 2871.83, 10.739), (-14174.7, 3043.56, 11.739)); //bunker bottom right wall
CreateWall((-14174.7, 2871.83, 70.739), (-14174.7, 3043.56, 71.739)); //bunker top right wall
CreateWall((-14174.7, 3296.92, 10.739), (-14174.7, 3156.18, 11.739)); //bunker bottom left wall
CreateWall((-14174.7, 3296.92, 70.739), (-14174.7, 3156.18, 71.739)); //bunker top left wall
CreateWall((-16037.5, 3094.16, -191.875), (-16037.5, 3134.16, -115.875)); // 2md room right wall
CreateWall((-16624, 3378.15, -191.875), (-16624, 3418.15, -115.875)); // 2md room left wall
CreateDoor((-14174.7, 3239.38, 10.739), (-14174.7, 3089.64, 10.739), 5, (90, 0, 0), 4, 2, 30, 80); //1nd bunker door
CreateDoor((-16779, 1272.03, -57.875), (-16999.9, 1498.43, -57.875), 5, (90, 135, 0), 3, 2, 30, 80); //1st room door
CreateDoor((-16351.8, 2867.44, -250.875), (-16351.7, 2867.43, -150.875), 5, (90, 70, 0), 3, 2, 30, 80); //2nd room door
CreateMysteryBox((-16227, 3277.36, -185.875), (0, 90, 0), 100);
}



Cargo - By UpH | Jumper

    
Cargo()
{
level thread removeSkyBarrier()
CreateFlag((11.2146, 4256.77, -75.875), (462.826, 4645.28, -75.875), false, true);
CreateFlag((11.2146, 4256.77, -75.875), (462.826, 4645.28, -75.875), false, true);
CreateFlag((1553.69, 4380.67, 187.864), (1291.71, 2275.07, -67.875), false, false);
CreateFlag((789.215, 3555.41, 97.625), (1558.5, 5019.96, 187.864), false, false);
CreateZipline((670.21, 1506.36, 62.125), (-418.645, 452.137, 66.125), 5, true);
CreateWall((1598.13, 5084.76, 215.125), (1226.71, 5086.19, 220.125));
CreateRamp((594.359, 3618.75, -67.875), (577.495, 3821.93, 58.6Cool Man (aka Tustin)); //1st bunker ramp
CreateWall((472.751, 3911.52, -67.875), (650.754, 3906.24, 45.203)); //1st bunker wall
CreateWall((889.255, 3815.36, 97.3315), (880.401, 3469.48, 140.7593)); //2nd bunker wall
CreateWall((629.021, 3481.49, 97.4293), (880.401, 3469.48, 140.7593)); //3rd bunker wall
CreateGrid((614.359, 3902.58, 42.805), (335.685, 3791.14, 42.805), 90); //1st bunker floor
CreateMysteryBox((369.609, 3596.7, -67.875), (0, 100, 0), 50); //box
CreateGrid((1611.36, 5058.36, 171.989), (1497.9, 4380.64, 171.989), 90); // Backfloor
CreateDoor((521.695, 3910.95, -67.875), (382.246, 3910.95, -67.875), 5, (90, 90, 0), 3, 2, 40, 80); //1st bunker door
CreateDoor((936.056, 1391.64, 62.125), (936.056, 1504.88, 62.125), 5, (90, 0, 0), 3, 2, 25, 80); //1st room door
CreateWall((819.359, 982.111, 98.125), (767.037, 981.285, 117.346)); //1st room wall
}



Hijacked - By maxiking913

    
Hijacked()
{
level thread removeSkyBarrier();
CreateMysteryBox((-2742.84, 7.67094, 159.294), (0, 180, 0), 50);
CreateRamp((-1252.82, 183.799, -39.7719), (-1136.78, 183.799, -39.7719)); //Door zu unten
CreateRamp((872.747, 283.156, 22.6344), (764.17, 283.156, 22.6344)); //Door zu unten
CreateRamp((347.368, -59.621, 20.125), (347.368, -59.621, 100.125)); //Door oben Kabine
CreateWall((930.08, 372.636, 20.125), (900.08, 372.636, 100.125)); //Door oben Kabine
CreateRamp((1181.44, 1.37563, 20.125), (1181.44, 1.37563, 100.125)); //Door oben Kabine
CreateWall((1039.66, 234.45, 156.125), (920.394, 234.45, 266.125)); //Door oben Kabine Leiter
CreateFlag((-81.3954, 390.286, 54.375), (-276.589, 94.8909, -171.875), false, false); //Flagge nach unten Brunnen
CreateFlag((251.694, 14.4321, -105.875), (826.082, -69.909, 156.125), false, false); //Flagge nach oben
CreateTurret( (379.615, -129.972, 164.125), (0, 180, 0), "auto_gun_turret_mp" ); //turrent Test
CreateGrid((-2742.67, -398.804, 143.419), (-2898.95, 27.7107, 143.419)); //2 etage heck
CreateDoor((-889.721, 185.118, 20.125), (-1056.59, 185.118, 20.125), 3, (90, 90, 0), 3, 2, 40, 80); //Door
CreateZipline((-1565.27, 44.0073, 92.125), (-2753.54, -336.392, 159.294), 4, true); //zipline heck zu haus
CreateGrid((-1500.48, 346.431, 92.125), (-1630.03, 346.431, 92.125)); //Mauer treppe

}



Plaza - By UpH | Jumper / Edited By iifire

    
Plaza()
{
level thread removeSkyBarrier()
CreateWall((-17260.2, 654.034, -87.875), (-17409.8, 773.849, -5.875)); //bs don't remove
CreateFlag((-13881.2, 3285.49, 4.739), (-16365,2749,-63.875), false, false); // 1st bunker escape 2nd flag 1way
CreateFlag((-14978.5, 3091.35, -191.875), (-14729.4, 3087.29, -192.875), false, true); // 1st bunker 1st flag 2way
CreateFlag((-19014,845,-47.875), (-16365,2749,-63.875), false, false);//escape to 2nd roof
CreateGrid((-14252, 2892.17, -11.136), (-13865.8, 3285.22, -11.136), 90); // bunker floor
CreateRamp((-14611, 3089.84, -192.875), (-14281.6, 3091.65, -15.136)); // bunker ramp
CreateRamp((-17929.9,1201,-191.875), (-18225.7,934.665,-31.875));//ramp to roof
CreateWall((-14174.7, 2871.83, 10.739), (-14174.7, 3043.56, 11.739)); //bunker bottom right wall
CreateWall((-14174.7, 2871.83, 70.739), (-14174.7, 3043.56, 71.739)); //bunker top right wall
CreateWall((-14174.7, 3296.92, 10.739), (-14174.7, 3156.18, 11.739)); //bunker bottom left wall
CreateWall((-14174.7, 3296.92, 70.739), (-14174.7, 3156.18, 71.739)); //bunker top left wall
CreateWall((-18555,950,0), (-18557,1088,-63));//?
CreateWall((-18822.8,674,-53.875), (-18896,674,0.359Cool Man (aka Tustin));//ladder 1st
CreateWall((-19040,1127,-15.875), (-18941,1126,0.792Cool Man (aka Tustin));//3jump 1st
CreateDoor((-18552,899.877,-63.875), (-18570,810,-63.875), 5, (90, 180, 0), 5, 2, 30, 80);//air vent 1st
CreateDoor((-14174.7, 3239.38, 10.739), (-14174.7, 3089.64, 10.739), 5, (90, 0, 0), 4, 2, 30, 80); //1nd bunker door
CreateMysteryBox((-16227, 3277.36, -185.875), (0, 90, 0), 100);
}



Nuketown - By iifire

    
Nuketown()
{
level thread removeSkyBarrier();
CreateWall((-611.9672,-1197.882,-30.91674), (1236.619,-1202.963,-30.08543));//long death
CreateWall((1236.619,-1202.963,-30.08543), (1242.345,-913.1017,-30.08054));//spawn
CreateWall((1242.345,-913.1017,-30.08054), (342.2169,-908.8411,-30.20414));//side spawn
CreateWall((-393.5878,-800.1978,-30.43816), (-660.8975,-369.7951,-30.12709));
CreateWall((-660.8975,-369.7951,-30.12709), (-1670.36,-63.1468,-30.3854Cool Man (aka Tustin));//side base hedge
CreateWall((-1665.36,-491.791,-30.12709), (-1657.85,-41,-30.3854Cool Man (aka Tustin));//back wall
CreateWall((-1271.594,-869.7337,-30.69753), (-611.624,-1203.602,-30.90213));
CreateWall((-276.396,-851.596,-35), (-276.396,-608.882,-35));
CreateWall((-1285.24,-717.673,-60), (-1269.44,-566.84,30));
CreateWall((-368.227,1916.06,-30), (-609.834,1956.13,-30));
CreateWall((-609.834,1956.13,-30), (-594.881,1497.43,-30));
CreateMysteryBox((-1386,-689,-45), (0, 90, 0), 200);//door
CreateDoor((-1269.44,-566.84,-60), (-1277.57, -340.334, -60), 3, (90, 90, 90), 15, 2, 25, 160); //1st bunker door
CreateFlag((-697.123,-188.705,-58.128Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//orange
CreateFlag((673.976,-175.06,-60.738Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//blue
CreateFlag((-1612,-156,-63), (-1133.26,491.506,77.125), false, false);//corner base
//optional
//CreateRamp((-1418.32,-400.305,-62.817Cool Man (aka Tustin), (-1975.92, -353.336, 130.6187));//door
//CreateGrid((-1975.92,-280.336,130.6187), (-2280.5,-465.029,130.6187), (0,0,0));//door
//CreateZipline((-2304.93,-274.583,130.6187), (-1133.26,491.506,77.125), 3, false);//2nd story house deck
//CreateWall((-1690.36,-63.1468,-4.39707), (-1392,-171.155,80.322));//barrier
}



Encore - By LiamBruh

    
Encore()
{
level thread removeSkyBarrier();
CreateZipline((-466.3182, 394.3003, 75.125), (491.8677, 249.4816, 87.125), 5, true);
CreateRamp((300.0552, -1056.247, 106.1114), (303.5404, -645.6409, -60.5598Cool Man (aka Tustin), false);
CreateRamp((300.0552, -1056.247, 106.1114), (-257.071, -1075.52, 68.97985), false);
CreateRamp((-241.0603, -641.0327, -112.7301), (-257.071, -1075.52, 68.97985), false);
CreateRamp((-248.6194, -1083.583, 39.6884), (-236.985, -1582.243, 13.9094), false);
CreateRamp((-236.985, -1582.243, 13.9094), (312.451, -1568.047, -2.017611), false);
CreateRamp((312.451, -1568.047, -2.017611), (300.5868, -1072.267, 60.6603), false);
CreateRamp((298.6425, -1072.438, 199.1657), (316.5589, -1572.019, 189.2379), false);
CreateRamp((316.5589, -1572.019, 189.2379), (-233.2897, -1574.568, 201.8863), false);
CreateRamp((-233.2897, -1574.568, 201.8863), (-255.035, -1075.436, 182.0397), false);
CreateRamp((298.6425, -1072.438, 199.1657), (-255.035, -1075.436, 182.0397), false);
CreateTurret((293, -1073, 214), (0, 90, 0), "auto_gun_turret_mp");
CreateTurret((-250.3173, -1075.754, 198.0684), (0, 90, 0), "auto_gun_turret_mp");
}



Hydro - By LiamBruh

    
Hydro()
{
level thread removeSkyBarrier();
CreateFlag((-450.109, 46.557, 216.851), (-295.32, -1956.01, 616.125), false, true);
CreateFlag((-295.32, -1956.01, 616.125),(-450.109, 46.557, 216.851), false, true);
CreateMysteryBox((-400.158, -1965.03, 616.125), (0, 90, 0), 250);
CreateMysteryBox((-403.26, -2012.38, 616.125), (0, 90, 0), 250);
CreateZipline((-186.759, -2071.94, 583.125), (-1278.66, -1070.62, 344.125), 3, true);
CreateZipline((-1269.37, -1267.69, 344.125), (-1007.66, -140.658, 348.125), 3, true);
CreateElevator((-1075.88, -571.391, 348.125), (-1069.34, -583.722, 416.792), 3, 2);
CreateMysteryBox((-719.407, -222.366, 384.125), (0, 90, 0), 250);
CreateFlag((-465.159, -677.233, 384.125), (-2614.35, -321.168, 220.125), false, false);
CreateFlag((392.51, 41.2645, 216.005), (235.544, -1997.3, 616.125), false, true);
CreateDoor((-514.413, -206.508, 216.125), (-674.277, -224.41, 216.225), 5, (90, 90, 0), 3, 2, 40, 80);
}



Studio - By UpH | Jumper //Avoid Using For Now, Causes Freezing Issues With To Many Players :(

    
Studio() //v2 Made by CodJumper // make sure you have Sharks newest update!
{
level thread removeSkyBarrier();
CreateFlag((880.269, -128.696, -21.875), (731.784, -252.809, -63.875), false, true); // 1st bunker enter flag
CreateFlag((633.707, -1560.75, 96.125), (2066.35, 2231.37, -39.875), true, false); // 1st bunker escape flag
CreateFlag((2641.75, 1521.29, 76), (2564.91, 1601.8, -43.875), false, true); // 2nd bunker 1st flag
CreateFlag((2354.02, 1364.27, -43.875), (285.885, 755.791, 36.124), false, false); // 2nd bunker escape flag
CreateFlag((-133.674, 975.225, 96.125), (-650.456, -427.257, -127.875), false, true); // random flag 1
CreateZipline((518.547, -1195.03, 100.125), (401.057, 957.14, 194.125), 4, false); //1st room zip 1way
Createwall((1205.34, -541.486, -30.3254), (1394.89, -1142.58, 10.3254), true); // Blocking wall 1
Createwall((540.756, -875.477, -50.9594), (508.76, -1752.64, 75.7044), true ); // Blocking wall 2
Createwall((691.247, -1603.46, 94.6437), (490.345, -1603.46, 135.6437), true); // Blocking wall 3
Createwall((503.674, -840.285, -40.958Cool Man (aka Tustin), (717.267, -840.285, -41.958Cool Man (aka Tustin)); // 1st bunker 1st bottom wall
Createwall((503.674, -840.285, 20.958Cool Man (aka Tustin), (717.267, -840.285, 21.958Cool Man (aka Tustin)); // 1st bunker 1st top wall
Createwall((832.238, -541.245, -40.958Cool Man (aka Tustin), (832.238, -850.285, -41.958Cool Man (aka Tustin)); // 1st bunker 2nd bottom wall
Createwall((832.238, -541.245, 20.958Cool Man (aka Tustin), (832.238, -850.285, 21.958Cool Man (aka Tustin)); // 1st bunker 2nd top walll
Createwall((914.393, 1233.4, 118.246), (761.707, 981.197, 191.152), true); // 1st room ladder blocking wall
Createwall((1384.25, 1547.21, 115.125), (1162.49, 1675.12, 116.125), true); // 1st room 5th side wall
Createwall((2229.77, 1747.64, -43.875), (2229.77, 1264.36, 66), true); // 2nd bunker bottom wall
Createwall((2201.71, 1264.36, 85), (2201.71, 1441.31, 86)); // 2nd bunker right bottom wall
Createwall((2201.71, 1747.64, 85), (2201.71, 1553.82, 86)); // 2nd bunker left bottom wall
Createwall((2201.71, 1264.36, 155), (2201.71, 1441.31, 156)); // 2nd bunker right top wall
Createwall((2201.71, 1747.64, 155), (2201.71, 1553.82, 156)); // 2nd bunker left top wall
CreateRamp((1666.41, 1375.59, 73.696Cool Man (aka Tustin), (1996.69, 1464.23, 56)); // 2nd bunker 1st ramp
CreateRamp((2528.6, 1669.57, 76), (2350.66, 1669.57, 190.433)); // 2nd bunker 2nd ramp
CreateRamp((1272.45, 1402.86, 94.125), (1409.94, 1317.8, 75.6937)); // 1st room 2nd ramp
CreateGrid((2007.64, 1264.36, 60.125), (2704.56, 1725.21, 60.125), 90, true); // 2nd bunker 1st invis floor
CreateGrid((2201.71, 1747.64, 200), (2320.71, 1264.36, 201), 90); // 2nd bunker 2nd top floor
CreateGrid((2150.71, 1747.64, 65), (2280.71, 1264.36, 65), 90); // 2nd bunker 3rd bottom floor
CreateDoor((610.297, -840.285, -35.958Cool Man (aka Tustin), (761.854, -840.285, -35.285), 3, (90, 90, 0), 3, 2, 35, 80); // 1st bunker door
CreateDoor((2201.71, 1497.88, 16), (2201.71, 1497.88, 92), 3, (90, 0, 0), 4, 2, 25, 80); // 2nd bunker door
CreateDoor((1124.31, 1558.99, 98.125), (1076.81, 1472.99, 98.125), 3, (90, 150, 0), 2, 2, 10, 80); // 1st room door
CreateElevator((955.048, -1200.14, -42.6955), (955.048, -1200.14, 96.6955), 3, 1); //1st bunker ele
CreateMysteryBox((536.139, -1536.88, 96.125), (0, 120, 0), 150); // 1st bunker box
}



Standoff - By OrbitModding

    
Standoff()
{
level thread removeSkyBarrier();
CreateZipline((-915.487, 494.567, 112.125), (-149.797, 286.336, 416.125), 2, true);
CreateFlag((-29.4653, 324.668, 406.869), (-1004.61, -1211.63, 144.125), false, false);
CreateWall((-831.719, -1509.41, 130.51), (-835.455, -1523.15, 206.446), true);
CreateWall((-1028.11, -1057.7, 202.643), (-994.003, -1046.86, 110.976), true);
CreateWall((-1169.95, -1213.25, 182.213), (-1173.61, -1228.18, 106.766), true);
CreateDoor((-1329.37, -1336.49, 7.69385), (-1180.27, -1348.45, 4.36679), 3, (90, 90, 0), 1, 2, 40, 80);
CreateDoor((-811.922, -1629.51, 0.00953701), (-815.906, -1508.66, 8.125), 3, (90, 90, 90), 1, 2, 40, 80);
CreateMysteryBox((-27.2538, 156.061, 443.871), (0, 180, 0), 150);
CreateMysteryBox((-967.632, -1382.68, 8.125), (0, 180, 0), 150);
CreateGrid((743.189, 2523.27, 289.29Cool Man (aka Tustin), (882.167, 2177.48, 326.079), (0, 90, 0), true);
CreateRamp((1085.21, 2519.93, 295.332), (949.979, 1794.94, -43.8637), false);
CreateRamp((738.284, 2503.53, 270.064), (522.259, 2044, -54.2939), false);
CreateFlag((737.389, 1429.19, 7.6334Cool Man (aka Tustin), (953.528, 1753.16, 8.20063), false, true);
CreateFlag((618.747, 1441.06, 8.125), (506.189, 1922.5, 8.125), false, true);
CreateDoor((934.783, 2541.61, 305.173), (1060.34, 2384.56, 254.385), 3, (90, 90, 0), 1, 2, 15, 80);
CreateDoor((846.043, 2537.97, 305.173), (673.618, 2370.18, 201.95), 3, (90, 90, 0), 1, 2, 15, 80);
CreateMysteryBox((892.985, 2674.25, 305.173), (0, 90, 0), 150);
}



Express - By DarkTempestHost

    
Express()// v0.5 by DarkTemptestHost
{
removeSkyBarrier();
CreateZipline((798.8, 1547.63, 162.125), (324.139, 2355.59, -15.875), 2.5, true);
CreateFlag((712.12, 1240.29, 162.125), (2045.47, 0.20648, 6.875), false, false);//up top flag
CreateZipline((-987.567, -55.0876, -41.875), (-1587.32, -75.6739, 65.875), 4.5, true);
CreateMysteryBox((2317.1, -1.25925, -120.875), (0, 180, 0), 50);
CreateWall((1446.27, 2305.124, 196.913), (1650.2, 2070.87, 128.131));//up top wall
CreateGrid((-2027.26, -269.362, 59.1), (-1549.04, 165.066, 59.1));
CreateFlag((-1996.77, -247.034, 74.975),(1627.69, -2161.35, -55.9872) , false, false);//grid exit
CreateWall((-711.708, -361.583, -22.2955), (-707.062, -446.826, -39.875));
CreateWall((-764.157, 446.9, -18.536), (-755, 334.915, -40.95));
CreateDoor((-818.284, 83.5785, 80.661), (-818.242, -1.416, 80.661), 5, (90, 180, 0), 4, 2, 25, 80);
}



Raid - By Boughhhh

    
Raid()
{
level thread removeSkyBarrier();
CreateZipline((577.084, 2736.79, 148.125), (999.676, 2976.02, 272.125), 1, true);
CreateZipline((1947.91, 2872.71, 56.125), (1374.02, 3156.56, 288.125), 1, true);
CreateElevator((1672.86, 2839.19, 303.623), (1672.86, 2839.19, 433.727), 1, 1);
CreateElevator((1749.45, 2567.67, 256.125), (1749.45, 2567.67, 434.125), 1, 1);
CreateMysteryBox((1320.74, 2731.36, 424.125), (0,80,0), 150);
CreateFlag((1294.83, 3252.07, 288.125), (2004, 3770.73, 284.125), false, true);
CreateZipline((2464.17, 3405.66, 284.125), (1987.98, 3407.57, 284.125), 1, true);
}



Express - By UpH | Jumper

    
Express()
{
level thread removeSkyBarrier();
CreateFlag((-17.597, 2230.89, 170.196), (1481.78, -0.308352, 0.875), false, false); // escape flag
CreateFlag((787.859, -104.359, 25.125), (363.983, 390.438, 162.125), true, false); // secret flag remove if wanted
CreateFlag((-1107.83, -5.59842, -41.875), (613.687, -1782.57, 49.0877), false, false); // room escape flag
CreateFlag((777.926, -676.346, 56.125), (781.538, 685.486, 56.125), false, false); // 2nd room escape flag
CreateZipline((1001.23, 2650.3, -50.125), (1421.53, 2176.75, 160.125), 2, true);
CreateWall((1251.68, 1661.75, -14.875), (999.483, 1883.53, 35.875), true); // 1st bunker inv blocking wall 1
CreateWall((1897.61, 2355.11, 162.277), (1128.47, 3196.68, 230.057), true); // 1st bunker inv blocking wall 2
CreateWall((1133.93, 3168.25, 132.644), (987.035, 3010.08, 230.644), true); // 1st bunker inv blocking wall 3
CreateWall((979.477, 3029.81, 175.125), (508.302, 3422.42, 230.644), true); // 1st bunker inv blocking wall 4
CreateWall((-301.534, 209.925, 99.125), (-230.881, 512.21, 170.125), true); // 1st room right inv wall
CreateWall((-299.359, -198.307, 99.125), (-219.531, -538.381, 170.125), true); // 1st room left inv wall
CreateWall((178.03, -1505.74, 154.505), (344.288, -1395.31, 200.505), true); // 2nd room wall 1
CreateWall((529.69, 2302.15, -40.875), (762.936, 2094.02, -41.875)); // 1st bunker left bottom wall
CreateWall((529.69, 2302.15, 25.875), (762.936, 2094.02, 26.875)); // 1st bunker left top wall
CreateWall((982.31, 1903.96, -40.875), (867.263, 2004.69, -41.875)); // 1st bunker right bottom wall
CreateWall((982.31, 1903.96, 25.875), (867.263, 2004.69, 26.875)); // 1st bunker right top wall
CreateWall((1084.17, 2964.54, 132.277), (1000.88, 3032.53, 133.277)); // 1st bunker help wall lol 1
CreateWall((-542.994, 245.297, 53.125), (-383.68, 246.591, 95.125)); // 1st room right wall
CreateWall((-553.104, -242.64, 53.125), (-380.472, -239.865, 95.125)); // 1st room left wall
CreateWall((1001.76, -627.799, 70.8684), (832.896, -637.215, 72.8684)); // 2nd room wall 1
CreateDoor((941.411, 1938.44, -35.875), (806.839, 2057.36, -35.875), 3, (90, 50, 0), 5, 2, 30, 80); //1st bunker door
CreateDoor((-946.371, 401.726, -30.875), (-711.84, 401.727, -30.875), 3, (90, 0, 0), 3, 2, 25, 80); //1st room right door
CreateDoor((-936.853, -400.006, -30.875), (-708.397, -400.007, -30.875), 3, (90, 0, 0), 3, 2, 25, 80); //1st room left door
CreateDoor((-769.359, 67.9162, 78.125), (-769.360, -1.00131, 78.125), 2, (90, 0, 0), 2, 2, 25, 80); //1st room 3rd door
CreateDoor((-206.549, -1672.13, 48.125), (-9.83823, -1536.12, 125.125), 3, (90, 35, 0), 2, 2, 20, 80); //2nd room 1st door
CreateMysteryBox((803.863, 2714.15, 185.125), (0, 140, 0), 100);
}



Slums - By Scifen

    
Slums() // Created by CKG -CraZy KiD GaMeR- aka Scifen
{
level thread removeSkyBarrier(); // Removes Death Barrier In Sky
CreateWall((530.549,-2892.26,523.125), (211.644,-2890.48,624.512)); // double high wall
CreateWall((900.355,-2892.51,536.125), (759.482,-2891.56,597.83Cool Man (aka Tustin)); // tripple high wall
CreateWall((-285.402,-790.178,565.371), (-254.362,-906.78,685.99)); // Blue House Side Door Block
CreateWall((-600.021,-643.865,552.125), (-857.829,-723.525,650.035)); // Blue House Window Block
CreateWall((-359.616,-1034.4,561.614), (-503.029,-1071.92,650.645)); // Blue House Main Door Block
CreateFlag((-658.199,-1088.05,552.125), (-315.879,-2197.65,525.844), false, true); // Blue House Spawn Out Flag
CreateDoor((841.549,-2892.18,456.125), (654.806,-2892.29,455.932), 2, (90, 90, 0), 8, 2, 20, 80); // 1ST D00R
CreateDoor((310.007,-2891.36,455.087), (57.8309,-2886.27,456.125), 2, (90, 90, 0), 8, 2, 20, 65); // 2ND DOOR
CreateDoor((593.567,-3323.44,690.651), (593.567,-3170.49,690.651), 3, (90, 180, 0), 11, 2, 15, 80); // Roof Door
CreateGrid((869.377,-3301.92,674.776), (270.309,-3025.79,743.17Cool Man (aka Tustin), 90); // ROOF BASE
CreateMysteryBox((722.781,-3453.56,511.014), (0, 90, 0), 150); // MYSTERYBOX
CreateElevator((921.784, -3020.36, 456.125), (921.784, -3015.36, 680.464), 1, 1); // ELEVATOR
CreateTurret((490.295, -3013.23, 690.651), (0,90,0), "auto_gun_turret_mp"); // Turrent
}



Express - By Relaz123

    
Express()
{
level thread deathBarrier();
CreateFlag((2122.27, -158.776, -119.875), (2609.34, -160.02, -279.875), false, false);
CreateRamp((3450.58, -1203.79, -239), (3450.58, 1222.13, -239), true);//barrier
CreateRamp((2328.66, 948.564, -75), (2328.66, 948.564, -75), true);//barrier
CreateRamp((2598.21, 947.639, -75), (2633.21, 947.639, -75), true);//barrier
CreateRamp((3019.64, 961.925, -75), (3269.83, 958.87, -75), true);//barrier
CreateRamp((3269.83, 958.87, -86), (3269.83, 563.971, -86), true);//barrier
CreateRamp((3269.83, 958.87, -50), (3269.83, 563.971, -50), true);//barrier
CreateRamp((2327.18, -949.084, -86), (2703.33, -949.084, -86), true);//barrier
CreateRamp((3086.64, -957.448, -86), (3272.55, -957.448, -86), true);//barrier
CreateRamp((3272.55, -957.448, -86), (3272.55, -578.252, -86), true);//barrier
CreateRamp((3272.55, -957.448, -50), (3272.55, -578.252, -50), true);//barrier
CreateFlag((1838, 39.4843, -439.875), (5090, -310.174, 784.875), false, true);//to platform
CreateDoor((1928.71, 268.778, -439.805), (2080.33, 268.778, -439.805), 2, (90, 90, 90), 2, 2, 30, 100);//bunker door
CreateDoor((1928.71, -268.778, -439.805), (2069.56, -268.778, -439.805), 2, (90, 90, 90), 2, 2, 30, 100);//bunker door
CreateGrid((5038.58, 107.351, 769), (5143.66, -341.867, 769), false);//platform
CreateFlag((2448, 2.09058, -279.875), (2364.46, -7.38095, -279.875), false, true);//to box
CreateFlag((5146, 123.069, 784.875), (2098.93, -1048.07, -119.875), false, false);//platform escape
CreateMysteryBox((2249.23, 0.299723, -279.825), (90, 90, 90), 70);
CreateRamp((2230.95, -76.4556, -242.062), (2230.95, 87.6591, -242.062), true);
}



Turbine - By Relaz123

    
Turbine()
{
CreateFlag((-386.575, -2263.15, 156.84Cool Man (aka Tustin), (-473, -2476, 164), false, false);
CreateFlag((-1352.49, -4001.75, 609.834), (-1938.15, -4275.27, 750.011), false, false);// to platform
CreateGrid((-1861.66, -4246.43, 734.136), (-2012.95, -4416.41, 734.136), 90, false);
CreateRamp((-2236.18, -4311.71, 677.744), (-2236.18, -4311.71, 677.744), false);
CreateRamp((-2243.08, -4451.6, 659.177), (-2243.08, -4451.6, 659.177), false);

CreateZipline((-2434.09, -4579.86, 556.435), (-2851.76, -4288.05, 531.5Cool Man (aka Tustin), 1, false);//to bunker
CreateZipline((-2439.19, -4259.27, 597.587), (-2763.02, -4227.9, 531.5Cool Man (aka Tustin), 1, false);

CreateGrid((-2748.19, -3755.66, 515.705), (-2935.19, -4292.38, 515.705), 90, false);//bunker
CreateRamp((-2748.19, -4092.71, 600), (-2854.94, -4091.9, 600), false);
CreateRamp((-2748.19, -4092.71, 580), (-2854.94, -4091.9, 580), false);
CreateRamp((-2748.19, -4092.71, 555), (-2854.94, -4091.9, 555), false);
CreateDoor((-2912.01, -3965.02, 531.5Cool Man (aka Tustin), (-2912.01, -4091.27, 531.5Cool Man (aka Tustin), 3, (90, 0, 90), 2, 2, 30, 60);
CreateFlag((-2911.24, -3768.26, 531.5Cool Man (aka Tustin), (1658.4, 2425.54, 210.125), false, false);
}



Yemen - By Relaz123

    
Yemen()
{
level thread removeSkyBarrier();
CreateFlag((819.673, 193.533, 26.125), (1006.52, 1096.91, 571.343), false, false); // flag to zipline
CreateZipline((992.624, 1336.36, 571.243), (1243.58, 2480.77, 1165.13), 2, true);//to bunker
CreateZipline((847.641, 1336.36, 571.243), (994.163, 2494.75, 1165.13), 2, true);//to bunker
CreateRamp((1317.82, 2408.45, 1220.89), (934.218, 2411.45, 1220.89), false);
CreateRamp((934.218, 2411.45, 1205.01), (947.4, 2656.33, 1205.01), false);
CreateRamp((934.218, 2411.45, 1220.89), (947.4, 2656.33, 1220.89), false);
CreateRamp((692.729, 2652.43, 1220.89), (947.4, 2656.33, 1220.89), false);
CreateRamp((700.19, 3000.85, 1220.89), (692.729, 2652.43, 1220.89), false);
CreateRamp((700.19, 3000.85, 1220.89), (1324.14, 2994.51, 1220.89), false);
CreateRamp((1317.82, 2408.45, 1220.89), (1324.14, 2994.51, 1220.89), false);
CreateDoor((1114.84, 2779.93, 1165.13), (1114.84, 2640.74, 1165.13), 2, (90, 90, 0), 3, 2, 25, 80);
CreateRamp((1196.48, 2640.02, 1189.13), (1318.48, 2635.71, 1189.13), false);
CreateRamp((1196.48, 2640.02, 1205.01), (1318.48, 2635.71, 1205.01), false);
CreateRamp((1196.48, 2640.02, 1220.89), (1318.48, 2635.71, 1220.89), false);
CreateRamp((1033.2, 2640.19, 1189.13), (973.524, 2643.2, 1189.13), false);
CreateRamp((1033.2, 2640.19, 1205.01), (973.524, 2643.2, 1205.01), false);
CreateRamp((1033.2, 2640.19, 1220.89), (973.524, 2643.2, 1220.89), false);
CreateFlag((754.601, 2944.23, 1165.13), (180.159, -1353.21, 264.125), false, false);
CreateRamp((-309.033, 938.988, 345.125), (-309.033, 938.988, 345.125), false); //house bunker
CreateDoor((-544.082, 1074.76, 213.14Cool Man (aka Tustin), (-664.043, 1069.76, 213.14Cool Man (aka Tustin), 5, (90, 90, 0), 3, 2, 30, 80);
CreateMysteryBox((-327.641, 1036.59, 313.125), (0, 0, 0), 100);
}



Meltdown - By Relaz123

    
Meltdown()
{
CreateFlag((-209.881, -371.531, -63.875), (-276.944, -616.667, -127.875), false, false);//bunker 1
CreateRamp((14.3591, -555.641, -95), (-417.743, -555.641, -95), false);
CreateRamp((-417.743, -555.641, -95), (-417.743, -1320.36, -95), false);
CreateDoor((42.077, -1340.3, -127.875), (42.077, -1146.68, -127.875), 2, (90, 90, 90), 10, 2, 30, 100);
CreateRamp((246.359, -1304.97, -110.33), (212.358, -1304.97, -110.33), false);
CreateFlag((195.873, -1295.89, -94.455), (293.462, 556.769, 72.125), false, false);

CreateFlag((471.889, 206.526, 72.125), (475.769, 292.586, 72.125), false, true);//mystery box
CreateRamp((832.688, 388.627, 110.125), (832.688, 388.627, 110.125), false);
CreateRamp((832.688, 388.627, 124.25), (832.688, 388.627, 124.25), false);
CreateRamp((832.688, 388.627, 138.25), (832.688, 388.627, 138.25), false);
CreateMysteryBox((600.386, 32.4155, 91.2485), (90, 90, 0), 150);

CreateFlag((689.16, 4586.8, -135.875), (689.861, 4764.62, -135.875), false, true);//bunker 2
CreateRamp((748.098, 5662.96, -72), (748.098, 5402.81, -72), false);
CreateRamp((599.753, 5842.36, -143.875), (1020.16, 5842.36, -37), false);
CreateDoor((1055.21, 5949.4, -23.8461), (870.77, 5843.33, -56.7367), 2, (90, 90, 90), 2, 2, 20, 100);
CreateGrid((1057.48, 5792.78, -39.7211), (1223.52, 6042.56, -39.7211), false);
CreateFlag((1207.79, 6050.42, -23.8461), (871.135, 4140.26, -139.875), false, false);
CreateRamp((231.745, 6200.41, -9Cool Man (aka Tustin), (760.977, 6200.41, -9Cool Man (aka Tustin), true);//barrier
CreateRamp((1001.14, 5911.94, 33.5217), (730.359, 5916.96, -135.875), true);//barrier
CreateRamp((1001.14, 5911.94, 103.5217), (730.359, 5916.96, -65.875), true);//barrier
CreateRamp((1001.14, 5911.94, 33.5217), (1022.47, 6208.13, 33.5217), true);//barrier
CreateRamp((1013.16, 6109.42, 33.5217), (1262.55, 6113.35, 33.5217), true);//barrier
CreateRamp((752.432, 6148.77, -72.2324), (752.432, 5968.21, -72.2324), true);//barrier
}



Detour - By iifire

    
Detour()
{
Createwall((1692,-65,152), (1692,-149,260),false);//front wall
Createwall((1692,72,152), (1692,166,260),false);//front wall
Createwall((820,163,150), (820,0,250),false);//spawm wall
Createwall((1119,-152,15Cool Man (aka Tustin), (1119,-50,230),false);//spawm wall 2
CreateRamp((1500.5,-110,327.375), (1500.5,105,322),false);//infront of bunker 2
CreateRamp((1701,-111,275.875), (1520,-111,310),false);//infront of bunker 1
CreateRamp((2050,110,152.125), (2050,-104.673,270),false);//ramp to grid
CreateGrid((1980,-108,260), (1690,148,260), 90,false);//grid roof of bunker
CreateFlag((781,15,8.125), (700,98,152.125),false,false);//entry
CreateFlag((2060,-109,152), (1863.73,552.918,19),false,false);//exit
CreateDoor((1695,-86,152.125), (1695,2,152.125), 2, (90, 90, 90), 2, 2, 30, 80);//bunker
CreateMysteryBox((1884,150,285), (180, 180, 0), 200);//on grid
}



Nuketown - By iifire

    
Nuketown()
{
CreateWall((-611.9672,-1197.882,-30.91674), (1236.619,-1202.963,-30.08543), true);//long death
CreateWall((-1437,-709,-62), (-1638.2,-465.4,-40), true);
CreateWall((1236.619,-1202.963,-30.08543), (1242.345,-913.1017,-30.08054), true);//spawn
CreateWall((1242.345,-913.1017,-30.08054), (342.2169,-908.8411,-30.20414), true);//side spawn
CreateWall((-393.5878,-800.1978,-30.43816), (-660.8975,-369.7951,-30.12709), true);
CreateWall((-660.8975,-369.7951,-30.12709), (-1670.36,-63.1468,-30.3854Cool Man (aka Tustin),true);//side base hedge
CreateWall((-1665.36,-491.791,-30.12709), (-1657.85,-41,-30.3854Cool Man (aka Tustin), true);//back wall
CreateWall((-1271.594,-869.7337,-30.69753), (-611.624,-1203.602,-30.90213), true);
CreateWall((-276.396,-851.596,-35), (-276.396,-608.882,-35), true);
CreateWall((-1285.24,-717.673,-60), (-1269.44,-566.84,30), false);//left bunker wall
CreateWall((-368.227,1916.06,-30), (-609.834,1956.13,-30), true);//block generator
CreateWall((-609.834,1956.13,-30), (-594.881,1497.43,-30), true);
CreateWall((-1269,-104.527,-61.9942), (-1269,-340,25.875), false);//right bunker wall
CreateWall((-756.403,-674.287,-60.4704), (-769.293,-595.973,15), false);//safe barrier
CreateMysteryBox((-1386,-689,-45), (0, 90, 0), 200);//door
CreateDoor((-1269.44,-560,-60), (-1286.42,-454.144, -60), 2, (90, 90, 90), 8, 2, 35, 80); //1st bunker door
CreateFlag((-697.123,-188.705,-58.128Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//orange
CreateFlag((673.976,-175.06,-60.738Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//blue
CreateFlag((-1630,-458,-63), (-1133.26,491.506,77.125), false, false);//corner base
}



Mirage - By speselized5

    
Mirage()
{
level thread removeSkyBarrier();
CreateWall((868.641, 1159.70, 157.74), (870.149, 1510.13, 154.1));
CreateWall((868.088, 1159.70, 131.865), (870.412, 1512.21, 250.945));
CreateDoor((-3.43415, 1932.96, 24.125), (-4.36561, 1832.2, 24.125), 2, (90, 90, 0), 4, 2, 15, 80);
CreateWall((-847.348, 1385.49, 145.199), (-846.551, 1128.68, 150.2245));
CreateWall((-847.348, 1385.49, 165.199), (-846.551, 1128.68, 75.2245));
CreateWall((-741.408, 1157.64, 6.44371), (-591.747, 1155.67, -1.78725));
CreateWall((-741.408, 1157.64, 45.44371), (-591.747, 1155.67, -1.78725));
CreateWall((367.167, 1340.03, 266.125), (466.125, 1259.79, 264.032));
CreateFlag((-472.499, 1819.5, 266.125), (-665.399, 1241.97, -11.631, false, true);
CreateWall((-142.582, 955.454, 265.631), (132.361, 950.306, 267.255));
}



Turbine - By Spootra

    
Turbine()
{
level thread removeSkyBarrier();
CreateFlag((-203.906, -2088.18, 151.124), (-498.008, -2482.12, 160.885), false, true); //Entry to hillside
CreateDoor((-960.478, -2817.01, 341.416), (-886.664, -2859.88, 320.90, 1.5, (90, 0, 125), 6, 2, 20, 70);
CreateWall((-783.302, -2932.95, 301.006), (-705.757, -2937.11, 281.671), true); // Making wall to prevent zombies from sneaking around first door on hillside higher
CreateWall((-774.055, -2930.9, 309.77), (-678.113, -2933.38, 286.709), true); // same as wall above
CreateWall((-761.299, -2931.19, 326.891), (-688.131, -2932.45, 310.465), true); // same as wall above
CreateWall((-782.509, -2930.53, 343.91), (-734.882, -2828.1, 328.834), true); //same as wall above
CreateDoor((-1421.45, -3216.52, 462.176), (-1305.97, -3243.38, 459.592), 1.5, (90, 0, 125), 6, 2, 20, 70); // second door on hillside
CreateWall((-1222.49, -3351.63, 476.596), (-1166.07, -3271.07, 452.731), true); // Wall to prevent zombies from sneaking around second hillside door
CreateWall((-1426.06, -3202.36, 457.56, (-1381.81, -3132.9, 448.35, true); // Same as door above
CreateWall((-1376.93, -3126.55, 471.445), (-1435.51, -3234.77, 476.601), true); // same as wall above
CreateMysteryBox((-1211.03, -4305.35, 639.125), (90, 0, 100), 75); // Mystery box top of Hillside
CreateZipline((-1298.65, -3816.83, 589.911), (-1565.24, -4650.71, 3305.47), 3.5, true); // zipline to turbine
CreateGrid((-1307.7, -4777.31, 3258.66), (-1557.4, -4779.71, 3248.74), 90, false); // turbine floor
CreateGrid((-1564, -4716.61, 3255.13), (-1314.07, -4717.22, 3257.91), 90, false); // same as above
CreateGrid((-1325.92, -4651.65, 3289.59), (-1575.82, -4646.71, 3284.74), false); // same as above
CreateZipline((-1351.95, -4766.9, 3274.53), (-2057.89, -2749.63, 821.761), 5.0, true); // turbine to grid over looking hillside.
CreateGrid((-2081.1, -2826.72, 805.886), (-1771.63, -2741.74, 754.86), 90, false); //Grid over looking hillside
CreateRamp((-1748.5, -2794.05, 821.22), (-1431.05, -2922.13, 569.329), false); //ramp from hillside grid to ALMOST hillside
}





On this thread people are allowed to share their custom maps, since I do not have official maps for the actual game mode I will pick maps that users have made and use them in the game mode, so please post your custom maps here :p

Enjoy Tiphat
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The following 59 users say thank you to Shark for this useful post:

/SneakerStreet/, One, 0zersub, alex-_-123, Boughhhh, Bxrdyy-, Claww1337_, CodJumper:, dandeekiller, dofof99, Full-Evil, FusionIsDaName, hugo14613, ightbulb, iifire, iRnZ, Jakeboii, JLM, John Leepe, koedkilla, KUSHxHERO, Deleted-User0000000012210, LBP1906, Loz, ModsCasual, MrToxlcBooty, My Ninja Defuse, Mantus, network10, NintendoMw, Nothingbutbread, oTitY, ReFleX MoDzZ, Relaz123, ReqLobbies, Adrian, sagitarioxp, ScaRzModZ, CraZy KiD GaMeR, Script Kiddie, Sick_aSS_FoO, Skonafid, smashedya, Sunnis, Synergy, t427269, tantan27, TG1DER, TheNewLegit, theShocker97, V--JR7, Versed, VeX_RayZz, vogsmurf, xSlinkeyy, Zambie
11-04-2014, 06:36 PM #227
jwm614
NextGenUpdate Elite
Originally posted by CustomHosting View Post
You must login or register to view this content.help me understand how to use this please Smile thanks


all you need is the start and end pos to build a wall
11-05-2014, 12:20 PM #228
iifire
Pokemon Trainer
Carrier!! The one now is pretty bad and needed editing, so i made this for the time being. please make edits and like join them together or some shit. there is another platform near the 45 degree platform but it has some weird invs barrier through it??? you could block one of the doors off if its too challenging for humans.
i havent finished nuketown edit yet but out of ideas.
    Carrier()
{
CreateWall((-3429,-1702,-41.5), (-3379.98,-1835.7,10), false);//block ramp
CreateWall((-4334,-1300,44.125), (-4184.6,-1300,90), false);//block stairs
CreateWall((-5015,-2078,-41.2297), (-5021.97,-1888,10), false);//block lodstar
CreateFlag((-4050,-1704.6,-75.875), (-4786.95,-60.432,162.453), false, false);//escape
CreateDoor((-4986.5,-1939.64,-75.875), (-5010.6,-1754,-71.875), 2, (90, 90, 90), 6, 2, 35, 40);//door lodstar
CreateDoor((-3274.6,-1573.5,-75.875), (-3272,-1437,-75.875), 2, (90, 90, 90), 4, 2, 35, 40);//door ramp
}


Detour fixed
    Detour()
{
Createwall((1692,-65,152), (1692,-149,260),false);//front wall
Createwall((1692,72,152), (1692,166,260),false);//front wall
Createwall((820,163,150), (820,0,250),false);//spawm wall
Createwall((1119,-152,15Cool Man (aka Tustin), (1119,-50,230),false);//spawm wall 2
CreateRamp((1500.5,-110,327.375), (1500.5,105,322),false);//infront of bunker 2
CreateRamp((1701,-111,275.875), (1520,-111,310),false);//infront of bunker 1
CreateRamp((2050,110,152.125), (2050,-104.673,270),false);//ramp to grid
CreateGrid((1980,-108,260), (1690,148,260), 90,false);//grid roof of bunker
CreateFlag((781,15,8.125), (700,98,152.125),false,false);//entry
CreateFlag((2060,-109,152), (1863.73,552.918,19),false,false);//exit
CreateDoor((1695,-86,152.125), (1695,2,152.125), 2, (90, 90, 90), 2, 2, 30, 80);//bunker
CreateMysteryBox((1884,150,285), (180, 180, 0), 200);//on grid

//optional but not both (door is fucked)

//Createwall((-1410,823,-154.932), (-1431,975,-50),false); //wall
//Createwall((-1451,360,-134), (-1440,614,-50),false); //wall
//Createwall((-2400,-208,0), (-2315,-208,-8Cool Man (aka Tustin),false);//next to door
//CreateDoor((-2245,-21,-135.875), (-2257.94,-191,-123.46), 2, (fix me!!!), 3, 2, 30, 80);
}



Nuketown fixed
    Nuketown()
{
CreateWall((-611.9672,-1197.882,-30.91674), (1236.619,-1202.963,-30.08543), true);//long death
CreateWall((1236.619,-1202.963,-30.08543), (1242.345,-913.1017,-30.08054), true);//spawn
CreateWall((1242.345,-913.1017,-30.08054), (342.2169,-908.8411,-30.20414), true);//side spawn
CreateWall((-393.5878,-800.1978,-30.43816), (-660.8975,-369.7951,-30.12709), true);
CreateWall((-660.8975,-369.7951,-30.12709), (-1670.36,-63.1468,-30.3854Cool Man (aka Tustin),true);//side base hedge
CreateWall((-1665.36,-491.791,-30.12709), (-1657.85,-41,-30.3854Cool Man (aka Tustin), true);//back wall
CreateWall((-1271.594,-869.7337,-30.69753), (-611.624,-1203.602,-30.90213), true);
CreateWall((-276.396,-851.596,-35), (-276.396,-608.882,-35), true);
CreateWall((-1285.24,-717.673,-60), (-1269.44,-566.84,30), false);//left bunker wall
CreateWall((-368.227,1916.06,-30), (-609.834,1956.13,-30), true);//block generator
CreateWall((-609.834,1956.13,-30), (-594.881,1497.43,-30), true);
CreateWall((-1269,-104.527,-61.9942), (-1269,-340,25.875), false);//right bunker wall
CreateWall((-756.403,-674.287,-60.4704), (-769.293,-595.973,15), false);//safe barrier
CreateWall((-126.2,-773,-9), (-200,-733,30), true);//letterbox
CreateMysteryBox((-1386,-689,-45), (0, 90, 0), 200);//door
CreateDoor((-1269.44,-560,-60), (-1286.42,-454.144, -60), 2, (90, 90, 90), 8, 2, 35, 80); //1st bunker door
CreateFlag((-697.123,-188.705,-58.128Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//orange
CreateFlag((673.976,-175.06,-60.738Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//blue
CreateFlag((-1630,-458,-63), (-1133.26,491.506,77.125), false, false);//corner base
}


Express Edit of CodJumper.
    Express()
{
level thread removeSkyBarrier();
CreateFlag((-17.597, 2230.89, 170.196), (1481.78, -0.308352, 0.875), false, false); // escape flag
CreateFlag((787.859, -104.359, 25.125), (363.983, 390.438, 162.125), true, false); // secret flag remove if wanted
CreateFlag((1476,2050,-57), (1318.5,1923,162.125), false, false);//to roof
CreateFlag((965.635,2771,106.454), (533.712,3079,145.525), false, false);//glitch
CreateZipline((1001.23, 2650.3, -50.125), (1421.53, 2176.75, 160.125), 1, true);
CreateWall((1251.68, 1661.75, -14.875), (999.483, 1883.53, 35.875), true); // 1st bunker inv blocking wall 1 near door
CreateWall((1897.61, 2355.11, 162.277), (1128.47, 3196.68, 230.057), true); // 1st bunker inv blocking wall 2 long side
CreateWall((1133.93, 3168.25, 132.644), (987.035, 3010.08, 230.644), true); // 1st bunker inv blocking wall 3 three high small
CreateWall((979.477, 3029.81, 175.125), (508.302, 3422.42, 230.644), true); // 1st bunker inv blocking wall 4 roof long
CreateWall((529.69, 2302.15, -40.875), (762.936, 2094.02, -41.875),false); // 1st bunker left bottom wall
CreateWall((529.69, 2302.15, 25.875), (762.936, 2094.02, 26.875),false); // 1st bunker left top wall
CreateWall((982.31, 1903.96, -40.875), (867.263, 2004.69, -41.875),false); // 1st bunker right bottom wall
CreateWall((982.31, 1903.96, 25.875), (867.263, 2004.69, 26.875),false); // 1st bunker right top wall
CreateWall((1545.22,2300.25,162.125), (1648.35,2394,240), false);//zip protection
CreateRamp((1155.28,2979.95,163), (1084,3063.98,163),false);
CreateRamp((1222.45,3015.7,163), (1135.28,3119,163),false);
CreateRamp((1093.6,2973,165), (1038.5,3015.14,165),false);
CreateDoor((941.411, 1938.44, -35.875), (806.839, 2057.36, -35.875), 3, (90, 50, 0), 5, 2, 30, 80); //1st bunker door
CreateMysteryBox((570,2844,200), (0, 140, 0), 200);
}
11-05-2014, 12:58 PM #229
Boughhhh
Bounty hunter
My map + The map of iifire
    
Carrier()
{
removeSkyBarrier();
CreateWall((-3429,-1702,-41.5), (-3379.98,-1835.7,10), false);//block ramp
CreateWall((-4334,-1300,44.125), (-4184.6,-1300,90), false);//block stairs
CreateWall((-5015,-2078,-41.2297), (-5021.97,-1888,10), false);//block lodstar
CreateFlag((-4050,-1704.6,-75.875), (-4786.95,-60.432,162.453), false, false);//escape
CreateDoor((-4986.5,-1939.64,-75.875), (-5010.6,-1754,-71.875), 2, (90, 90, 90), 6, 2, 35, 40);//door lodstar
CreateDoor((-3274.6,-1573.5,-75.875), (-3272,-1437,-75.875), 2, (90, 90, 90), 4, 2, 35, 40);//door ramp
CreateZipline((-6478.54, 738.406, -75.875), (-6259.26, -45.4675, -179.875), 3, true);
CreateFlag((-2652.59, 1153.48, -67.875), (-2654.08, 770.425, 44.175), false, true);
CreateFlag((-6017.52, -564.041, -179.875), (-6353.29, -889.223, -83.875), false, false);
CreateElevator((-5427.85, -938.662, -83.875), (-5427.85, -938.662, 44.125), 1, 1);
CreateMysteryBox((-5994.64, -24.9413, -179.875), (0,180,0), 150);
}
11-05-2014, 05:48 PM #230
iifire
Pokemon Trainer
Meltdown!!! This map has heaps of outside map. lots of ideas. i made this simple platform with ramp and door. I couldn't get the walls to spawn have no idea why. Someone please add to this. the area is blocked off with invs cp's because people can hide in anything outside the map its that big.

    Meltdown()
{
CreateWall((244.7,4670.8,-100), (250.9,5831,-110), true);//long side
CreateWall((300,5715.68,-135), (651,5720,-70), true);//end side
CreateWall((767.676,5755,-110), (623,5755,-20), true);//block invs back
CreateFlag((1096.4,3894.5,-63.875), (330.6,4792.2,-135.625), false, false);//to outside map
CreateFlag((690,1710,56), (692,4742,-135), false, false);
CreateDoor((848.671,5297.67,-44.125), (811.9,5385.3,-63.4461), 2, (90, 90, 90), 1, 2, 35, 40);
CreateRamp((486.2,5385.8,-138.Cool Man (aka Tustin), (925,5387,-60),false);//to grid
CreateRamp((918.9,5387,-60), (1088.39,5387,-60),false);//grid to end
CreateGrid((855.8,5326,-60), (1070,5086,-60), 90,false);
//these wont spawn in. not sure why???
CreateWall((832,5448,-20), (1100,5448,-20), false);//block invs parrelel to ramp
CreateWall((832,5030,-20), (1100,5030,-20), false);//block invs next to ramp 2
CreateWall((1100,5032,-20), (1100,5435,-20), false);//block invs back wall
}

The following user thanked iifire for this useful post:

Zeynoh
11-05-2014, 06:25 PM #231
Zeynoh
< ^ > < ^ >
Originally posted by iifire View Post
Meltdown!!! This map has heaps of outside map. lots of ideas. i made this simple platform with ramp and door. I couldn't get the walls to spawn have no idea why. Someone please add to this. the area is blocked off with invs cp's because people can hide in anything outside the map its that big.

    Meltdown()
{
CreateWall((244.7,4670.8,-100), (250.9,5831,-110), true);//long side
CreateWall((300,5715.68,-135), (651,5720,-70), true);//end side
CreateWall((767.676,5755,-110), (623,5755,-20), true);//block invs back
CreateFlag((1096.4,3894.5,-63.875), (330.6,4792.2,-135.625), false, false);//to outside map
CreateFlag((690,1710,56), (692,4742,-135), false, false);
CreateDoor((848.671,5297.67,-44.125), (811.9,5385.3,-63.4461), 2, (90, 90, 90), 1, 2, 35, 40);
CreateRamp((486.2,5385.8,-138.Cool Man (aka Tustin), (925,5387,-60),false);//to grid
CreateRamp((918.9,5387,-60), (1088.39,5387,-60),false);//grid to end
CreateGrid((855.8,5326,-60), (1070,5086,-60), 90,false);
//these wont spawn in. not sure why???
CreateWall((832,5448,-20), (1100,5448,-20), false);//block invs parrelel to ramp
CreateWall((832,5030,-20), (1100,5030,-20), false);//block invs next to ramp 2
CreateWall((1100,5032,-20), (1100,5435,-20), false);//block invs back wall
}

nvm* Tustin
11-05-2014, 06:42 PM #232
sagitarioxp
Do a barrel roll!
Originally posted by iifire View Post
Meltdown!!! This map has heaps of outside map. lots of ideas. i made this simple platform with ramp and door. I couldn't get the walls to spawn have no idea why. Someone please add to this. the area is blocked off with invs cp's because people can hide in anything outside the map its that big.

    Meltdown()
{
CreateWall((244.7,4670.8,-100), (250.9,5831,-110), true);//long side
CreateWall((300,5715.68,-135), (651,5720,-70), true);//end side
CreateWall((767.676,5755,-110), (623,5755,-20), true);//block invs back
CreateFlag((1096.4,3894.5,-63.875), (330.6,4792.2,-135.625), false, false);//to outside map
CreateFlag((690,1710,56), (692,4742,-135), false, false);
CreateDoor((848.671,5297.67,-44.125), (811.9,5385.3,-63.4461), 2, (90, 90, 90), 1, 2, 35, 40);
CreateRamp((486.2,5385.8,-138.Cool Man (aka Tustin), (925,5387,-60),false);//to grid
CreateRamp((918.9,5387,-60), (1088.39,5387,-60),false);//grid to end
CreateGrid((855.8,5326,-60), (1070,5086,-60), 90,false);
//these wont spawn in. not sure why???
CreateWall((832,5448,-20), (1100,5448,-20), false);//block invs parrelel to ramp
CreateWall((832,5030,-20), (1100,5030,-20), false);//block invs next to ramp 2
CreateWall((1100,5032,-20), (1100,5435,-20), false);//block invs back wall
}


thank u bro keep going with more maps edit Tustin

The following user thanked sagitarioxp for this useful post:

iifire
11-05-2014, 08:22 PM #233
TG1DER
Hurah!
Originally posted by iifire View Post
Carrier!! The one now is pretty bad and needed editing, so i made this for the time being. please make edits and like join them together or some shit. there is another platform near the 45 degree platform but it has some weird invs barrier through it??? you could block one of the doors off if its too challenging for humans.
i havent finished nuketown edit yet but out of ideas.
    Carrier()
{
CreateWall((-3429,-1702,-41.5), (-3379.98,-1835.7,10), false);//block ramp
CreateWall((-4334,-1300,44.125), (-4184.6,-1300,90), false);//block stairs
CreateWall((-5015,-2078,-41.2297), (-5021.97,-1888,10), false);//block lodstar
CreateFlag((-4050,-1704.6,-75.875), (-4786.95,-60.432,162.453), false, false);//escape
CreateDoor((-4986.5,-1939.64,-75.875), (-5010.6,-1754,-71.875), 2, (90, 90, 90), 6, 2, 35, 40);//door lodstar
CreateDoor((-3274.6,-1573.5,-75.875), (-3272,-1437,-75.875), 2, (90, 90, 90), 4, 2, 35, 40);//door ramp
}


Detour fixed
    Detour()
{
Createwall((1692,-65,152), (1692,-149,260),false);//front wall
Createwall((1692,72,152), (1692,166,260),false);//front wall
Createwall((820,163,150), (820,0,250),false);//spawm wall
Createwall((1119,-152,15Cool Man (aka Tustin), (1119,-50,230),false);//spawm wall 2
CreateRamp((1500.5,-110,327.375), (1500.5,105,322),false);//infront of bunker 2
CreateRamp((1701,-111,275.875), (1520,-111,310),false);//infront of bunker 1
CreateRamp((2050,110,152.125), (2050,-104.673,270),false);//ramp to grid
CreateGrid((1980,-108,260), (1690,148,260), 90,false);//grid roof of bunker
CreateFlag((781,15,8.125), (700,98,152.125),false,false);//entry
CreateFlag((2060,-109,152), (1863.73,552.918,19),false,false);//exit
CreateDoor((1695,-86,152.125), (1695,2,152.125), 2, (90, 90, 90), 2, 2, 30, 80);//bunker
CreateMysteryBox((1884,150,285), (180, 180, 0), 200);//on grid

//optional but not both (door is fucked)

//Createwall((-1410,823,-154.932), (-1431,975,-50),false); //wall
//Createwall((-1451,360,-134), (-1440,614,-50),false); //wall
//Createwall((-2400,-208,0), (-2315,-208,-8Cool Man (aka Tustin),false);//next to door
//CreateDoor((-2245,-21,-135.875), (-2257.94,-191,-123.46), 2, (fix me!!!), 3, 2, 30, 80);
}



Nuketown fixed
    Nuketown()
{
CreateWall((-611.9672,-1197.882,-30.91674), (1236.619,-1202.963,-30.08543), true);//long death
CreateWall((1236.619,-1202.963,-30.08543), (1242.345,-913.1017,-30.08054), true);//spawn
CreateWall((1242.345,-913.1017,-30.08054), (342.2169,-908.8411,-30.20414), true);//side spawn
CreateWall((-393.5878,-800.1978,-30.43816), (-660.8975,-369.7951,-30.12709), true);
CreateWall((-660.8975,-369.7951,-30.12709), (-1670.36,-63.1468,-30.3854Cool Man (aka Tustin),true);//side base hedge
CreateWall((-1665.36,-491.791,-30.12709), (-1657.85,-41,-30.3854Cool Man (aka Tustin), true);//back wall
CreateWall((-1271.594,-869.7337,-30.69753), (-611.624,-1203.602,-30.90213), true);
CreateWall((-276.396,-851.596,-35), (-276.396,-608.882,-35), true);
CreateWall((-1285.24,-717.673,-60), (-1269.44,-566.84,30), false);//left bunker wall
CreateWall((-368.227,1916.06,-30), (-609.834,1956.13,-30), true);//block generator
CreateWall((-609.834,1956.13,-30), (-594.881,1497.43,-30), true);
CreateWall((-1269,-104.527,-61.9942), (-1269,-340,25.875), false);//right bunker wall
CreateWall((-756.403,-674.287,-60.4704), (-769.293,-595.973,15), false);//safe barrier
CreateWall((-126.2,-773,-9), (-200,-733,30), true);//letterbox
CreateMysteryBox((-1386,-689,-45), (0, 90, 0), 200);//door
CreateDoor((-1269.44,-560,-60), (-1286.42,-454.144, -60), 2, (90, 90, 90), 8, 2, 35, 80); //1st bunker door
CreateFlag((-697.123,-188.705,-58.128Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//orange
CreateFlag((673.976,-175.06,-60.738Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//blue
CreateFlag((-1630,-458,-63), (-1133.26,491.506,77.125), false, false);//corner base
}


Express Edit of CodJumper.
    Express()
{
level thread removeSkyBarrier();
CreateFlag((-17.597, 2230.89, 170.196), (1481.78, -0.308352, 0.875), false, false); // escape flag
CreateFlag((787.859, -104.359, 25.125), (363.983, 390.438, 162.125), true, false); // secret flag remove if wanted
CreateFlag((1476,2050,-57), (1318.5,1923,162.125), false, false);//to roof
CreateFlag((965.635,2771,106.454), (533.712,3079,145.525), false, false);//glitch
CreateZipline((1001.23, 2650.3, -50.125), (1421.53, 2176.75, 160.125), 1, true);
CreateWall((1251.68, 1661.75, -14.875), (999.483, 1883.53, 35.875), true); // 1st bunker inv blocking wall 1 near door
CreateWall((1897.61, 2355.11, 162.277), (1128.47, 3196.68, 230.057), true); // 1st bunker inv blocking wall 2 long side
CreateWall((1133.93, 3168.25, 132.644), (987.035, 3010.08, 230.644), true); // 1st bunker inv blocking wall 3 three high small
CreateWall((979.477, 3029.81, 175.125), (508.302, 3422.42, 230.644), true); // 1st bunker inv blocking wall 4 roof long
CreateWall((529.69, 2302.15, -40.875), (762.936, 2094.02, -41.875),false); // 1st bunker left bottom wall
CreateWall((529.69, 2302.15, 25.875), (762.936, 2094.02, 26.875),false); // 1st bunker left top wall
CreateWall((982.31, 1903.96, -40.875), (867.263, 2004.69, -41.875),false); // 1st bunker right bottom wall
CreateWall((982.31, 1903.96, 25.875), (867.263, 2004.69, 26.875),false); // 1st bunker right top wall
CreateWall((1545.22,2300.25,162.125), (1648.35,2394,240), false);//zip protection
CreateRamp((1155.28,2979.95,163), (1084,3063.98,163),false);
CreateRamp((1222.45,3015.7,163), (1135.28,3119,163),false);
CreateRamp((1093.6,2973,165), (1038.5,3015.14,165),false);
CreateDoor((941.411, 1938.44, -35.875), (806.839, 2057.36, -35.875), 3, (90, 50, 0), 5, 2, 30, 80); //1st bunker door
CreateMysteryBox((570,2844,200), (0, 140, 0), 200);
}


Nevermind u fixed it Happy
11-05-2014, 09:36 PM #234
CodJumper:
I defeated!
Originally posted by iifire View Post
Carrier!! The one now is pretty bad and needed editing, so i made this for the time being. please make edits and like join them together or some shit. there is another platform near the 45 degree platform but it has some weird invs barrier through it??? you could block one of the doors off if its too challenging for humans.
i havent finished nuketown edit yet but out of ideas.
    Carrier()
{
CreateWall((-3429,-1702,-41.5), (-3379.98,-1835.7,10), false);//block ramp
CreateWall((-4334,-1300,44.125), (-4184.6,-1300,90), false);//block stairs
CreateWall((-5015,-2078,-41.2297), (-5021.97,-1888,10), false);//block lodstar
CreateFlag((-4050,-1704.6,-75.875), (-4786.95,-60.432,162.453), false, false);//escape
CreateDoor((-4986.5,-1939.64,-75.875), (-5010.6,-1754,-71.875), 2, (90, 90, 90), 6, 2, 35, 40);//door lodstar
CreateDoor((-3274.6,-1573.5,-75.875), (-3272,-1437,-75.875), 2, (90, 90, 90), 4, 2, 35, 40);//door ramp
}


Detour fixed
    Detour()
{
Createwall((1692,-65,152), (1692,-149,260),false);//front wall
Createwall((1692,72,152), (1692,166,260),false);//front wall
Createwall((820,163,150), (820,0,250),false);//spawm wall
Createwall((1119,-152,15Cool Man (aka Tustin), (1119,-50,230),false);//spawm wall 2
CreateRamp((1500.5,-110,327.375), (1500.5,105,322),false);//infront of bunker 2
CreateRamp((1701,-111,275.875), (1520,-111,310),false);//infront of bunker 1
CreateRamp((2050,110,152.125), (2050,-104.673,270),false);//ramp to grid
CreateGrid((1980,-108,260), (1690,148,260), 90,false);//grid roof of bunker
CreateFlag((781,15,8.125), (700,98,152.125),false,false);//entry
CreateFlag((2060,-109,152), (1863.73,552.918,19),false,false);//exit
CreateDoor((1695,-86,152.125), (1695,2,152.125), 2, (90, 90, 90), 2, 2, 30, 80);//bunker
CreateMysteryBox((1884,150,285), (180, 180, 0), 200);//on grid

//optional but not both (door is fucked)

//Createwall((-1410,823,-154.932), (-1431,975,-50),false); //wall
//Createwall((-1451,360,-134), (-1440,614,-50),false); //wall
//Createwall((-2400,-208,0), (-2315,-208,-8Cool Man (aka Tustin),false);//next to door
//CreateDoor((-2245,-21,-135.875), (-2257.94,-191,-123.46), 2, (fix me!!!), 3, 2, 30, 80);
}



Nuketown fixed
    Nuketown()
{
CreateWall((-611.9672,-1197.882,-30.91674), (1236.619,-1202.963,-30.08543), true);//long death
CreateWall((1236.619,-1202.963,-30.08543), (1242.345,-913.1017,-30.08054), true);//spawn
CreateWall((1242.345,-913.1017,-30.08054), (342.2169,-908.8411,-30.20414), true);//side spawn
CreateWall((-393.5878,-800.1978,-30.43816), (-660.8975,-369.7951,-30.12709), true);
CreateWall((-660.8975,-369.7951,-30.12709), (-1670.36,-63.1468,-30.3854Cool Man (aka Tustin),true);//side base hedge
CreateWall((-1665.36,-491.791,-30.12709), (-1657.85,-41,-30.3854Cool Man (aka Tustin), true);//back wall
CreateWall((-1271.594,-869.7337,-30.69753), (-611.624,-1203.602,-30.90213), true);
CreateWall((-276.396,-851.596,-35), (-276.396,-608.882,-35), true);
CreateWall((-1285.24,-717.673,-60), (-1269.44,-566.84,30), false);//left bunker wall
CreateWall((-368.227,1916.06,-30), (-609.834,1956.13,-30), true);//block generator
CreateWall((-609.834,1956.13,-30), (-594.881,1497.43,-30), true);
CreateWall((-1269,-104.527,-61.9942), (-1269,-340,25.875), false);//right bunker wall
CreateWall((-756.403,-674.287,-60.4704), (-769.293,-595.973,15), false);//safe barrier
CreateWall((-126.2,-773,-9), (-200,-733,30), true);//letterbox
CreateMysteryBox((-1386,-689,-45), (0, 90, 0), 200);//door
CreateDoor((-1269.44,-560,-60), (-1286.42,-454.144, -60), 2, (90, 90, 90), 8, 2, 35, 80); //1st bunker door
CreateFlag((-697.123,-188.705,-58.128Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//orange
CreateFlag((673.976,-175.06,-60.738Cool Man (aka Tustin), (1119.9,-1052.2,-63.2372), false, false);//blue
CreateFlag((-1630,-458,-63), (-1133.26,491.506,77.125), false, false);//corner base
}


Express Edit of CodJumper.
    Express()
{
level thread removeSkyBarrier();
CreateFlag((-17.597, 2230.89, 170.196), (1481.78, -0.308352, 0.875), false, false); // escape flag
CreateFlag((787.859, -104.359, 25.125), (363.983, 390.438, 162.125), true, false); // secret flag remove if wanted
CreateFlag((1476,2050,-57), (1318.5,1923,162.125), false, false);//to roof
CreateFlag((965.635,2771,106.454), (533.712,3079,145.525), false, false);//glitch
CreateZipline((1001.23, 2650.3, -50.125), (1421.53, 2176.75, 160.125), 1, true);
CreateWall((1251.68, 1661.75, -14.875), (999.483, 1883.53, 35.875), true); // 1st bunker inv blocking wall 1 near door
CreateWall((1897.61, 2355.11, 162.277), (1128.47, 3196.68, 230.057), true); // 1st bunker inv blocking wall 2 long side
CreateWall((1133.93, 3168.25, 132.644), (987.035, 3010.08, 230.644), true); // 1st bunker inv blocking wall 3 three high small
CreateWall((979.477, 3029.81, 175.125), (508.302, 3422.42, 230.644), true); // 1st bunker inv blocking wall 4 roof long
CreateWall((529.69, 2302.15, -40.875), (762.936, 2094.02, -41.875),false); // 1st bunker left bottom wall
CreateWall((529.69, 2302.15, 25.875), (762.936, 2094.02, 26.875),false); // 1st bunker left top wall
CreateWall((982.31, 1903.96, -40.875), (867.263, 2004.69, -41.875),false); // 1st bunker right bottom wall
CreateWall((982.31, 1903.96, 25.875), (867.263, 2004.69, 26.875),false); // 1st bunker right top wall
CreateWall((1545.22,2300.25,162.125), (1648.35,2394,240), false);//zip protection
CreateRamp((1155.28,2979.95,163), (1084,3063.98,163),false);
CreateRamp((1222.45,3015.7,163), (1135.28,3119,163),false);
CreateRamp((1093.6,2973,165), (1038.5,3015.14,165),false);
CreateDoor((941.411, 1938.44, -35.875), (806.839, 2057.36, -35.875), 3, (90, 50, 0), 5, 2, 30, 80); //1st bunker door
CreateMysteryBox((570,2844,200), (0, 140, 0), 200);
}


What did you change in my edit?
11-05-2014, 10:11 PM #235
TG1DER
Hurah!
Originally posted by UpH
What did you change in my edit?


he made zipline faster, moved mystery box a little bit back, created a flag where you get stuck (that was where the old mystery box were at) and some walls. nice edits.

iifire sorry but I don't like the edit of carrier. advice: you could make bunker outside these windows.

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