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Release Firing Range for ItsZombieMod/Other Quarantine Game modes. V2
#1
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:
[Image: screen1cz.png]

Heavy Bunker 2:
[Image: screen3pd.png]

Safe Room 1:
[Image: screen2m.png]

[-] The following 4 users say Thank You to d0h! for this post:
  • alistair3149, cheatss, faramire, Nekochan
  Reply
#2
gg Smile , firing range : ok XD
5maps / 14 are ok for the itzombiemod from alistair :p
Sorry for my english, i'm from Belgium
Steam ID: Faramire0007
[Image: 2s1aq0o.jpg]
  Reply
#3
thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job
  Reply
#4
(02-25-2011, 05:11)Killingdyl Wrote: thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job

well, maybe the person that made this map doesnt know how to use ur functions so maybe u should put a tut or some thing
  Reply
#5
(02-25-2011, 06:48)No One Wrote:
(02-25-2011, 05:11)Killingdyl Wrote: thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job

well, maybe the person that made this map doesnt know how to use ur functions so maybe u should put a tut or some thing

wall functions are easy to use, and they make everything look nicer
  Reply
#6
(02-25-2011, 05:11)Killingdyl Wrote: thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job

well he used the bunker maker. and it looks like he used the aim function to spawn the carepackages. thats why it doesnt look accurate
  Reply
#7
(02-25-2011, 07:27)Killingdyl Wrote:
(02-25-2011, 06:48)No One Wrote:
(02-25-2011, 05:11)Killingdyl Wrote: thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job

well, maybe the person that made this map doesnt know how to use ur functions so maybe u should put a tut or some thing

wall functions are easy to use, and they make everything look nicer

If you do a tut with all functions, the custom maps will be beter! I want a little tut for the flags !(spawn in other place of the map)
Thank you
Sorry for my english, i'm from Belgium
Steam ID: Faramire0007
[Image: 2s1aq0o.jpg]
  Reply
#8
(02-25-2011, 10:08)faramire Wrote:
(02-25-2011, 07:27)Killingdyl Wrote:
(02-25-2011, 06:48)No One Wrote:
(02-25-2011, 05:11)Killingdyl Wrote: thumbsdown just doesnt look good, try using my wall functions and use the coordinates you have, other than the look good job

well, maybe the person that made this map doesnt know how to use ur functions so maybe u should put a tut or some thing

wall functions are easy to use, and they make everything look nicer

If you do a tut with all functions, the custom maps will be beter! I want a little tut for the flags !(spawn in other place of the map)
Thank you
Just do some homework about the one in MW2 man Wink
Truly it looks nicer, but more difficult to use
[Image: wyipjqo9qon7rc2v1lo.jpg]
[-] The following 1 user says Thank You to alistair3149 for this post:
  • faramire
  Reply
#9
ok alistair, i ve learn Big Grin, but just a last answer about the code,

Is he possible to do a 'mix' with the code from extrembunkermaker(master131) and the code from killingdyl? Big Grin i try this but when i put a little code from killingdyl (flags), there isn't carpackages created from the code from master131 Smile

Sry for english, must i do any step?

Example :

from master :
PHP Code:
level.bunkerList[12] = createBlock((-1021.381073.877.6678), (000)); 

and killingdyl :
PHP Code:
wait 2;
    
CreateElevator((-8001000100), (-8051000103), (0, -900)); 

If i want just do a map with that, how must i compile that in a map :
PHP Code:
Grid()
{
? :
if i put allthe code from killingdula and master , and the code from killingdyl is the alone in the map finally, if i remove the line of killigi see the care packagestrange? :)



I hope that you have see what i want Smile

Thank you, i don't sleep this night because i go create many awesome maps XD
Sorry for my english, i'm from Belgium
Steam ID: Faramire0007
[Image: 2s1aq0o.jpg]
  Reply
#10
use hte code tags its much more easier to read
  Reply


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