Post: Epic ZombieLand Mapedits
10-18-2015, 03:58 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys Winky Winky Here I'll post my mapedits for ZombieLand

I now have 3 mapedits, next time i will upload more Happy

DLC maps:

Rush:

Code:

Rush()
{
//Creator: NivekTube
level thread removeSkyBarrier();
CreateFlag((-1506.36, -1442.8, 0.125), (-1545.64, -1446.47, 0.125), true, true); //Waffenraum eingang
CreateFlag((-1659.75, -1569.02, 0.125), (153.239, 2087.27, 7.07856), true, false); //geheime telep. out of the map
CreateFlag((-1063.18, -322.544, 44.125), (-2427.93, 870.023, 7.40664), false, false); //Normale Flagge Out of the map
CreateDoor((9.64091, 2055.64, 4.9386), (3.20544, 2279.58, -1.3245Cool Man (aka Tustin), 2, (90, 0, 0), 11, 2, 30, 80); //1.Base Tür
CreateRamp((-226.436, 2923.92, -6.75173), (-1000.09, 2920.23, 116.732)); //zur luft base
CreateRamp((-1000.09, 2920.23, 116.732), (-2342.38, 2932.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2820.23, 116.732), (-2342.38, 2832.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2720.23, 116.732), (-2342.38, 2732.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2620.23, 116.732), (-2342.38, 2632.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2520.23, 116.732), (-2342.38, 2532.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2420.23, 116.732), (-2342.38, 2432.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2320.23, 116.732), (-2342.38, 2332.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2220.23, 116.732), (-2342.38, 2232.55, 116.732)); //Base Boden

CreateFlag((941.359, -608.898, 136.125), (246.102, 57.7702, 1472.13), true, false); //Geheime Tür
CreateFlag((-1371.1, -1986.88, 1472.13), (1100.1, -1093.28, 264.125), false, false); //Geheimer spot fluchtweg
CreateFlag((1100.1, 56.1231, 264.125), (-1063.18, -322.544, 44.125), false, false); //Fluchtweg ausgang

CreateDoor((920.51, -112.359, 264.125), (1107.18, -112.803, 264.125), 2, (90, 90, 0), 5, 2, 30, 80); //Fluchtweg Tür
CreateMysteryBox((337.357, 2337.34, 14.8129), (90, 90, 0), 50); //Mistery box
CreateTurret((-1389.84, 2919.02, 132.607), (0, 0, 0), "auto_gun_turret_mp"); //geschütz
CreateTurret((-1874.75, 2287.47, 132.607), (0, -90, 0), "auto_gun_turret_mp"); //geschütz
CreateFlag((-2333.94, 2533.04, 132.607), (-1798.81, -690.433, 68.125), true, false); //Base Flucht geheim
CreateFlag((-2333.94, 2232.61, 132.607), (-1200.27, -682.038, 77.125), false, false); //Base Fluckt auffällig
CreateFlag((-1585.89, 25.152, 68.125), (586.53, 276.641, 136.125), true, false); //teleport raus
CreateZipline((-3565.01, 2142.57, -19.2756), (-2475.76, -2768, -5.875), 7, true); //zipline
}

Video:

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Normal Maps:

Drone:
Code:


Drone()
{
//Creator: NivekTube and TiimeLiine
level thread removeSkyBarrier();

//Teleporters
CreateFlag((-832.441, 185.953, 184.125), (-1740.56, 226.061, 64.125), false, false); //Lodestar Factory
CreateFlag((-4133.2, -276.015, 96.125), (-1188.84, 2226.2, 375.866), false, false); //Escape Lodestar Factory
CreateFlag((1015.91, 3710.25, 301.705), (518.829, 7297.42, 306.672), false, true); //entrance tunnel
CreateFlag((-487.656, 8539.29, 322.921), (471.641, -1120.36, 240.125), false, false); //tunnel escape
CreateFlag((755.352, -1244.36, 240.125), (-806.923, 672.397, 96.125), true, true); //escape secret glitch room
CreateFlag((-1019.24, 643.641, 96.125), (-199.635, 1395.4, 263.125), true, false); //escape secret room


//Walls
CreateWall((857.265, 6960.97, 322.672), (372.823, 6960.97, 622.672), true); //tunnel wall (invisible)
CreateWall((201.219, -1120.1, 240.125), (201.219, -1121.1, 300.125), false); //Heli place Wall
CreateWall((-3010.4, 527.23, 64.125), (-3030.64, -400.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((-3010.4, 794.802, 64.125), (-3030.64, 968.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((125.858, 8412.82, 322.672), (17.1502, 8337.47, 450.672), false); //tunnel Wall1
CreateWall((-33.8197, 8315.57, 322.672), (-319.479, 8220.94, 450.672), false); //tunnel Wall2


//Ziplines
CreateZipline((-1171.33, 2400.28, 379.254), (-475.906, 2426.58, 307.125), true); //escape zipline
CreateZipline((766.715, -746.392, 240.125), (1175.11, 919.613, 343.6), true); //escape control room A


//Doors
CreateDoor((776.014, -912.359, 240.125), (554.685, -912.359, 242.327), 2, (90, 0, 90), 3, 2, 30, 80);
CreateDoor((-3010.4, 362.576, 96.125), (-3010.4, 656.236, 96.125), 3, (90, 0, 0), 7, 4, 35, 80);
CreateDoor((-85.6422, 8334.63, 306.672), (23.6267, 8340.1, 306.627), 2, (90, 0, 90), 1, 3, 30, 80);
CreateDoor((1010.21, -507.641, 72.125), (882.914, -495.111, 72.625), 4, (90, 0, 90), 2, 3, 30, 80);

//Ramps
CreateRamp((-290.204, 8569.39, 306.372), (-243.24, 8325.14, 441.141), false);

//something
CreateRamp((-262.863, 8311.98, 432.974), (-72.4725, 8368.38, 432.974), false);
CreateTurret((637.125, -557.641, 240.125), (0, 90, 0), "straferun_rockets_mp");
CreateTurret((708.203, -557.641, 240.125), (0, 90, 0), "chopper_minigun_mp");
CreateTurret((45.9461, 8426.25, 442.76), (0, -90, 0), "auto_gun_turret_mp");

//Mistery boxes
CreateMysteryBox((717.24, -773.96, 275.125), (90, 0, 0), 150);
CreateMysteryBox((-4143.89, 238, 64.125), (90, 0, 0), 25);
CreateMysteryBox((-178.433, 8663.1, 316.321), (90, 0, 0), 100);

}


Video:

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Yemen:
Code:


Yemen()
{
level thread RemoveSkyBarrier();

//Base 1
CreateWall((-2896.42, 4345.94, 107.762), (-3069.53, 4750.29, 166.595), false); //Start deathrun Base1
CreateFlag((145.193, -612.414, 216.125), (-3020.39, 4483.44, 111.453), false, false); //tel. to Base1 deathrun
CreateWall((-2899.15, 2608.35, 10.862Cool Man (aka Tustin), (-2385.83, 2671.78, -161.169), false); //End deathrun Base 1
CreateWall((-2899.15, 2608.35, 10.862Cool Man (aka Tustin), (-2930.25, 2845.33, -105.05), false); //end cover base 1
CreateWall((-3395.84, 3541.88, 95.8395), (-3358.89, 3414.2, 19.1439), false); //Cover 1
CreateWall((-3176.83, 3094.13, 79.4359), (-3054.2, 2939.44, -38.418Cool Man (aka Tustin), false); //Cover 2
CreateRamp((-4584.2, 2984.46, 383.981), (-4276.23, 2201.05, 383.981), false); //Base 1 Floor
CreateRamp((-4684.2, 2984.46, 383.981), (-4376.23, 2201.05, 383.981), false); //Base 1 Floor
CreateRamp((-4784.2, 2984.46, 383.981), (-4476.23, 2201.05, 383.981), false); //Base 1 Floor
CreateRamp((-4884.2, 2984.46, 383.981), (-4576.23, 2201.05, 383.981), false); //Base 1 Floor
CreateRamp((-4984.2, 2984.46, 383.981), (-4676.23, 2201.05, 383.981), false); //Base 1 Floor
CreateWall((-2413.95, 2702.05, -156.436), (-3030.49, 3170.05, 50.2559), true); //Wall's wall 2
CreateFlag((-2847.21, 2674.73, -73.4817), (-4594.13, 2932.97, 399.856), false, true); //Entrance Base 1
CreateDoor((-3032.99, 2712.12, -59.7739), (-2767.85, 2809.28, -71.1826), 5, (90, 0, 90), 7, 2, 45, 80); //Base 1 Door

CreateZipline((1026.63, 1267.01, 571.125), (1024.8, 2391.69, 1189.13), 4, true); //Camp $hit xD
CreateFlag((1439.76, 311.732, 216.125), (1153.52, 1291.87, 571.125), true, false); //escape chill room

CreateFlag((-104.359, -2009.53, 261.885), (2323.69, 1123.82, 1132.13), true, true); //GodSpot

CreateDoor((1668.36, 453.641, 216.125), (1689.19, 556.128, 216.125), 2, (90, 0, 0), 2, 2, 30, 80); //Door ChillRoom
CreateDoor((-195.359, -631.969, 216.125), (-210.735, -457.215, 216.125), 2, (90, 0, 0), 2, 2, 30, 80); //door towerbunker
CreateDoorSolid((75.1409, -469.481, 216.125), (-7.064, -260.442, 252.125), 2, (90, 0, 90), 4, 3, 50, 80); //door towerbunker
CreateZipline((-231.406, -1842.29, 216.125), (-362.955, 463.044, 392.125), 1, false); //from Glitchroom to lil' camp roof
CreateZipline((-362.955, 463.044, 392.125), (1712.25, -453.61, 240.125), 1, false); //lil' camp roof escape
CreateWall((1680.25, -642.938, 271.125), (1680.25, -555.062, 272.125), false); //last Base
CreateWall((1847.36, -240.268, 271.125), (1682.64, -240.268, 272.125), false); //last Base
CreateDoor((2063.68, -484.359, 239.909), (1986.42, -484.359, 239.909), 1, (90, 0, 90), 2, 2, 30, 80); //last Base Door

CreateFlag((-507.222, 374.032, 392.125), (906.682, 1035.4, 283.115), false, false); //lil' camp roof escape
CreateTurret((1038.34, 640.354, 280.525), (0, -90, 0), "straferun_rockets_mp"); //Best Turret
CreateFlag((-4665.97, 2259.59, 399.856), (906.682, 1035.4, 283.115), false, false); //lil' camp roof escape

}


Video:

N/A



I Hope you like this Mapedits Smile

Credit to:
TiimeLiine (Helped by making Mapedits) Smile
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The following 3 users say thank you to NivekTube for this useful post:

Magnate13Snake, Skonafid, star2000

The following user groaned NivekTube for this awful post:

itsSorrow
10-18-2015, 11:00 PM #2
Great ^^

The following user thanked xTwice-Modz for this useful post:

NivekTube
10-19-2015, 03:26 AM #3
Chris
Former Staff
Originally posted by NivekTube View Post
Hey Guys Winky Winky Here I'll post my mapedits for ZombieLand

I only have 2 mapedits but next time i will upload more Happy

DLC maps:

Rush:

Code:

Rush()
{
//Creator: NivekTube
level thread removeSkyBarrier();
CreateFlag((-1506.36, -1442.8, 0.125), (-1545.64, -1446.47, 0.125), true, true); //Waffenraum eingang
CreateFlag((-1659.75, -1569.02, 0.125), (153.239, 2087.27, 7.07856), true, false); //geheime telep. out of the map
CreateFlag((-1063.18, -322.544, 44.125), (-2427.93, 870.023, 7.40664), false, false); //Normale Flagge Out of the map
CreateDoor((9.64091, 2055.64, 4.9386), (3.20544, 2279.58, -1.3245Cool Man (aka Tustin), 2, (90, 0, 0), 11, 2, 30, 80); //1.Base Tür
CreateRamp((-226.436, 2923.92, -6.75173), (-1000.09, 2920.23, 116.732)); //zur luft base
CreateRamp((-1000.09, 2920.23, 116.732), (-2342.38, 2932.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2820.23, 116.732), (-2342.38, 2832.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2720.23, 116.732), (-2342.38, 2732.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2620.23, 116.732), (-2342.38, 2632.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2520.23, 116.732), (-2342.38, 2532.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2420.23, 116.732), (-2342.38, 2432.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2320.23, 116.732), (-2342.38, 2332.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2220.23, 116.732), (-2342.38, 2232.55, 116.732)); //Base Boden

CreateFlag((941.359, -608.898, 136.125), (246.102, 57.7702, 1472.13), true, false); //Geheime Tür
CreateFlag((-1371.1, -1986.88, 1472.13), (1100.1, -1093.28, 264.125), false, false); //Geheimer spot fluchtweg
CreateFlag((1100.1, 56.1231, 264.125), (-1063.18, -322.544, 44.125), false, false); //Fluchtweg ausgang

CreateDoor((920.51, -112.359, 264.125), (1107.18, -112.803, 264.125), 2, (90, 90, 0), 5, 2, 30, 80); //Fluchtweg Tür
CreateMysteryBox((337.357, 2337.34, 14.8129), (90, 90, 0), 50); //Mistery box
CreateTurret((-1389.84, 2919.02, 132.607), (0, 0, 0), "auto_gun_turret_mp"); //geschütz
CreateTurret((-1874.75, 2287.47, 132.607), (0, -90, 0), "auto_gun_turret_mp"); //geschütz
CreateFlag((-2333.94, 2533.04, 132.607), (-1798.81, -690.433, 68.125), true, false); //Base Flucht geheim
CreateFlag((-2333.94, 2232.61, 132.607), (-1200.27, -682.038, 77.125), false, false); //Base Fluckt auffällig
CreateFlag((-1585.89, 25.152, 68.125), (586.53, 276.641, 136.125), true, false); //teleport raus
CreateZipline((-3565.01, 2142.57, -19.2756), (-2475.76, -2768, -5.875), 7, true); //zipline
}

Video:

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Normal Maps:

Drone:
Code:


Drone()
{
//Creator: NivekTube and TiimeLiine
level thread removeSkyBarrier();

//Teleporters
CreateFlag((-832.441, 185.953, 184.125), (-1740.56, 226.061, 64.125), false, false); //Lodestar Factory
CreateFlag((-4133.2, -276.015, 96.125), (-1188.84, 2226.2, 375.866), false, false); //Escape Lodestar Factory
CreateFlag((1015.91, 3710.25, 301.705), (518.829, 7297.42, 306.672), false, true); //entrance tunnel
CreateFlag((-487.656, 8539.29, 322.921), (471.641, -1120.36, 240.125), false, false); //tunnel escape
CreateFlag((755.352, -1244.36, 240.125), (-806.923, 672.397, 96.125), true, true); //escape secret glitch room
CreateFlag((-1019.24, 643.641, 96.125), (-199.635, 1395.4, 263.125), true, false); //escape secret room


//Walls
CreateWall((857.265, 6960.97, 322.672), (372.823, 6960.97, 622.672), true); //tunnel wall (invisible)
CreateWall((201.219, -1120.1, 240.125), (201.219, -1121.1, 300.125), false); //Heli place Wall
CreateWall((-3010.4, 527.23, 64.125), (-3030.64, -400.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((-3010.4, 794.802, 64.125), (-3030.64, 968.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((125.858, 8412.82, 322.672), (17.1502, 8337.47, 450.672), false); //tunnel Wall1
CreateWall((-33.8197, 8315.57, 322.672), (-319.479, 8220.94, 450.672), false); //tunnel Wall2


//Ziplines
CreateZipline((-1171.33, 2400.28, 379.254), (-475.906, 2426.58, 307.125), true); //escape zipline
CreateZipline((766.715, -746.392, 240.125), (1175.11, 919.613, 343.6), true); //escape control room A


//Doors
CreateDoor((776.014, -912.359, 240.125), (554.685, -912.359, 242.327), 2, (90, 0, 90), 3, 2, 30, 80);
CreateDoor((-3010.4, 362.576, 96.125), (-3010.4, 656.236, 96.125), 3, (90, 0, 0), 7, 4, 35, 80);
CreateDoor((-85.6422, 8334.63, 306.672), (23.6267, 8340.1, 306.627), 2, (90, 0, 90), 1, 3, 30, 80);
CreateDoor((1010.21, -507.641, 72.125), (882.914, -495.111, 72.625), 4, (90, 0, 90), 2, 3, 30, 80);

//Ramps
CreateRamp((-290.204, 8569.39, 306.372), (-243.24, 8325.14, 441.141), false);

//something
CreateRamp((-262.863, 8311.98, 432.974), (-72.4725, 8368.38, 432.974), false);
CreateTurret((637.125, -557.641, 240.125), (0, 90, 0), "straferun_rockets_mp");
CreateTurret((708.203, -557.641, 240.125), (0, 90, 0), "chopper_minigun_mp");
CreateTurret((45.9461, 8426.25, 442.76), (0, -90, 0), "auto_gun_turret_mp");

//Mistery boxes
CreateMysteryBox((717.24, -773.96, 275.125), (90, 0, 0), 150);
CreateMysteryBox((-4143.89, 238, 64.125), (90, 0, 0), 25);
CreateMysteryBox((-178.433, 8663.1, 316.321), (90, 0, 0), 100);

}


Video:

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I Hope you like this Mapedits Smile

Credit to:
TiimeLiine (Helped by making Mapedits) Smile


I don't allow menus being posted without 25+ Posts but since you simply released the code and there's no download, i'll just let it go. Winky Winky

The following user thanked Chris for this useful post:

FRINZ
10-19-2015, 10:09 PM #4
put all the map edits in a new edit of zombieland XD im lazy asf
10-20-2015, 01:31 AM #5
BladeZ_JoKeR
Do a barrel roll!
Adding map edits on zombieland is easy just copy paste
10-20-2015, 05:04 PM #6
add this in mapedit.gsc:


setupCustomMap()
{
if(getDvar("mapname") == "mp_nuketown_2020")
level thread Nuketown();
if(getDvar("mapname") == "mp_hijacked")
level thread Hijacked();
if(getDvar("mapname") == "mp_express")
level thread Express();
if(getDvar("mapname") == "mp_meltdown")
level thread Meltdown();
if(getDvar("mapname") == "mp_drone")
level thread Drone();
if(getDvar("mapname") == "mp_carrier")
level thread Carrier();
if(getDvar("mapname") == "mp_overflow")
level thread Overflow();
if(getDvar("mapname") == "mp_slums")
level thread Slums();
if(getDvar("mapname") == "mp_turbine")
level thread Turbine();
if(getDvar("mapname") == "mp_raid")
level thread Raid();
if(getDvar("mapname") == "mp_la")
level thread Aftermath();
if(getDvar("mapname") == "mp_dockside")
level thread Cargo();
if(getDvar("mapname") == "mp_village")
level thread Standoff();
if(getDvar("mapname") == "mp_nightclub")
level thread Plaza();
if(getDvar("mapname") == "mp_socotra")
level thread Yemen();
if(getDvar("mapname") == "mp_dig")
level thread Dig();
if(getDvar("mapname") == "mp_pod")
level thread Pod();
if(getDvar("mapname") == "mp_takeoff")
level thread Takeoff();
if(getDvar("mapname") == "mp_frostbite")
level thread Frost();
if(getDvar("mapname") == "mp_mirage")
level thread Mirage();
if(getDvar("mapname") == "mp_hydro")
level thread Hydro();
if(getDvar("mapname") == "mp_skate")
level thread Grind();
if(getDvar("mapname") == "mp_downhill")
level thread Downhill();
if(getDvar("mapname") == "mp_concert")
level thread Encore();
if(getDvar("mapname") == "mp_vertigo")
level thread Vertigo();
if(getDvar("mapname") == "mp_studio")
level thread Studio();
if(getDvar("mapname") == "mp_paintball")
level thread Rush();
if(getDvar("mapname") == "mp_castaway")
level thread Cove();
if(getDvar("mapname") == "mp_bridge")
level thread Detour();
if(getDvar("mapname") == "mp_uplink")
level thread Uplink();
}

Nuketown()
{ }

Hijacked()
{ }

Express()
{ }

Meltdown()
{ }

Drone()
{
//Creator: NivekTube and TiimeLiine
level thread removeSkyBarrier();

//Teleporters
CreateFlag((-832.441, 185.953, 184.125), (-1740.56, 226.061, 64.125), false, false); //Lodestar Factory
CreateFlag((-4133.2, -276.015, 96.125), (-1188.84, 2226.2, 375.866), false, false); //Escape Lodestar Factory
CreateFlag((1015.91, 3710.25, 301.705), (518.829, 7297.42, 306.672), false, true); //entrance tunnel
CreateFlag((-487.656, 8539.29, 322.921), (471.641, -1120.36, 240.125), false, false); //tunnel escape
CreateFlag((755.352, -1244.36, 240.125), (-806.923, 672.397, 96.125), true, true); //escape secret glitch room
CreateFlag((-1019.24, 643.641, 96.125), (-199.635, 1395.4, 263.125), true, false); //escape secret room


//Walls
CreateWall((857.265, 6960.97, 322.672), (372.823, 6960.97, 622.672), true); //tunnel wall (invisible)
CreateWall((201.219, -1120.1, 240.125), (201.219, -1121.1, 300.125), false); //Heli place Wall
CreateWall((-3010.4, 527.23, 64.125), (-3030.64, -400.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((-3010.4, 794.802, 64.125), (-3030.64, 968.359, 364.125), false); //Lodestar Factory Base Wall
CreateWall((125.858, 8412.82, 322.672), (17.1502, 8337.47, 450.672), false); //tunnel Wall1
CreateWall((-33.8197, 8315.57, 322.672), (-319.479, 8220.94, 450.672), false); //tunnel Wall2


//Ziplines
CreateZipline((-1171.33, 2400.28, 379.254), (-475.906, 2426.58, 307.125), true); //escape zipline
CreateZipline((766.715, -746.392, 240.125), (1175.11, 919.613, 343.6), true); //escape control room A


//Doors
CreateDoor((776.014, -912.359, 240.125), (554.685, -912.359, 242.327), 2, (90, 0, 90), 3, 2, 30, 80);
CreateDoor((-3010.4, 362.576, 96.125), (-3010.4, 656.236, 96.125), 3, (90, 0, 0), 7, 4, 35, 80);
CreateDoor((-85.6422, 8334.63, 306.672), (23.6267, 8340.1, 306.627), 2, (90, 0, 90), 1, 3, 30, 80);
CreateDoor((1010.21, -507.641, 72.125), (882.914, -495.111, 72.625), 4, (90, 0, 90), 2, 3, 30, 80);

//Ramps
CreateRamp((-290.204, 8569.39, 306.372), (-243.24, 8325.14, 441.141), false);

//something
CreateRamp((-262.863, 8311.98, 432.974), (-72.4725, 8368.38, 432.974), false);
CreateTurret((637.125, -557.641, 240.125), (0, 90, 0), "straferun_rockets_mp");
CreateTurret((708.203, -557.641, 240.125), (0, 90, 0), "chopper_minigun_mp");
CreateTurret((45.9461, 8426.25, 442.76), (0, -90, 0), "auto_gun_turret_mp");

//Mistery boxes
CreateMysteryBox((717.24, -773.96, 275.125), (90, 0, 0), 150);
CreateMysteryBox((-4143.89, 238, 64.125), (90, 0, 0), 25);
CreateMysteryBox((-178.433, 8663.1, 316.321), (90, 0, 0), 100);

}

Carrier()
{ }

Overflow()
{ }

Slums()
{ }

Turbine()
{ }

Raid()
{ }

Aftermath()
{ }

Cargo()
{ }

Standoff()
{
//Removes Sky Barrier
level thread RemoveSkyBarrier();

//Offset
platformoffset = (0,0,0);
walloffset = (0,0,0);

}

Plaza()
{ }

Yemen()
{ }

Dig()
{ }

Pod()
{ }

Takeoff()
{ }

Frost()
{ }

Mirage()
{ }

Hydro()
{ }

Grind()
{ }

Downhill()
{ }

Encore()
{ }

Vertigo()
{ }

Magma()
{ }

Studio()
{ }

Rush()
{
//Creator: NivekTube
level thread removeSkyBarrier();
CreateFlag((-1506.36, -1442.8, 0.125), (-1545.64, -1446.47, 0.125), true, true); //Waffenraum eingang
CreateFlag((-1659.75, -1569.02, 0.125), (153.239, 2087.27, 7.07856), true, false); //geheime telep. out of the map
CreateFlag((-1063.18, -322.544, 44.125), (-2427.93, 870.023, 7.40664), false, false); //Normale Flagge Out of the map
CreateDoor((9.64091, 2055.64, 4.9386), (3.20544, 2279.58, -1.3245Cool Man (aka Tustin), 2, (90, 0, 0), 11, 2, 30, 80); //1.Base Tür
CreateRamp((-226.436, 2923.92, -6.75173), (-1000.09, 2920.23, 116.732)); //zur luft base
CreateRamp((-1000.09, 2920.23, 116.732), (-2342.38, 2932.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2820.23, 116.732), (-2342.38, 2832.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2720.23, 116.732), (-2342.38, 2732.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2620.23, 116.732), (-2342.38, 2632.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2520.23, 116.732), (-2342.38, 2532.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2420.23, 116.732), (-2342.38, 2432.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2320.23, 116.732), (-2342.38, 2332.55, 116.732)); //Base Boden
CreateRamp((-1000.09, 2220.23, 116.732), (-2342.38, 2232.55, 116.732)); //Base Boden

CreateFlag((941.359, -608.898, 136.125), (246.102, 57.7702, 1472.13), true, false); //Geheime Tür
CreateFlag((-1371.1, -1986.88, 1472.13), (1100.1, -1093.28, 264.125), false, false); //Geheimer spot fluchtweg
CreateFlag((1100.1, 56.1231, 264.125), (-1063.18, -322.544, 44.125), false, false); //Fluchtweg ausgang

CreateDoor((920.51, -112.359, 264.125), (1107.18, -112.803, 264.125), 2, (90, 90, 0), 5, 2, 30, 80); //Fluchtweg Tür
CreateMysteryBox((337.357, 2337.34, 14.8129), (90, 90, 0), 50); //Mistery box
CreateTurret((-1389.84, 2919.02, 132.607), (0, 0, 0), "auto_gun_turret_mp"); //geschütz
CreateTurret((-1874.75, 2287.47, 132.607), (0, -90, 0), "auto_gun_turret_mp"); //geschütz
CreateFlag((-2333.94, 2533.04, 132.607), (-1798.81, -690.433, 68.125), true, false); //Base Flucht geheim
CreateFlag((-2333.94, 2232.61, 132.607), (-1200.27, -682.038, 77.125), false, false); //Base Fluckt auffällig
CreateFlag((-1585.89, 25.152, 68.125), (586.53, 276.641, 136.125), true, false); //teleport raus
CreateZipline((-3565.01, 2142.57, -19.2756), (-2475.76, -2768, -5.875), 7, true); //zipline
}

Cove()
{ }

Detour()
{ }

Uplink()
{ }



Geo Geo Geo

The following user thanked NivekTube for this useful post:

spac3
11-05-2015, 06:34 PM #7
Skonafid
Gym leader
cool maps Happy

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