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[Release] ItsMods Nuketown !
#1
Rainbow 
I'm proud to present a ItsMods Nuketown Map. There are some miniguns and bunkers ofc. Take a look at BlackOps spawn to see what I'm talking about Smile
Code:
createBlocks()
{
    level.crateTypes["turret_drop_mp"] = [];
    level.crateTypes["tow_turret_drop_mp"] = [];
    level thread maps\mp\_turret_killstreak::init();
    if(level.bunkerList.size > 0) {
        for(i = 0; i < level.bunkerList.size; i++) {
            if(isDefined(level.bunkerList[i]))
                level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
        }
    }
    if(level.minigunList.size > 0) {
        for(i = 0; i < level.minigunList.size; i++) {
            if(isDefined(level.minigunList[i]))
                level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
        }
    
}
}
createJumpArea(pos, rotation)
{
    jumpArea = spawn("script_model", pos);
    jumpArea setModel("mp_supplydrop_ally");
    jumpArea.angles = rotation;
}

createMinigunTurret(pos, rotation)
{
    miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
    miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
    miniGun SetTurretType("sentry");
    miniGun.angles = rotation;
}

createBlock(origin, angle)
{
    block = spawnstruct();
    block.location = origin;
    block.angle = angle;
    return block;
}

createMinigun(origin, angle)
{
    minigun = spawnstruct();
    minigun.location = origin;
    minigun.angle = angle;
    return minigun;
}


doMaps()
{
    if(getDvar("mapname") == "mp_array") { /** Array **/
        level thread ArrayMap();
    }
    if(getDvar("mapname") == "mp_cairo") { /** Havana **/
        level thread Havana();
    }
    if(getDvar("mapname") == "mp_cosmodrome") { /** Launch **/
        level thread Launch();
    }
    if(getDvar("mapname") == "mp_cracked") { /** Cracked **/
        level thread Cracked();
    }
    if(getDvar("mapname") == "mp_crisis") { /** Crisis **/
        level thread Crisis();
    }
    if(getDvar("mapname") == "mp_duga") { /** Grid **/
        level thread Grid();
    }
    if(getDvar("mapname") == "mp_firingrange") { /** Firing Range **/
        level thread FiringRange();
    }
    if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/
        level thread Hanoi();
    }
    if(getDvar("mapname") == "mp_havoc") { /** Jungle **/
        level thread Jungle();
    }
    if(getDvar("mapname") == "mp_mountain") { /** Summit **/
        level thread Summit();
    }
    if(getDvar("mapname") == "mp_nuked") { /** NukeTown **/
        level thread NukeTown();
    }
    if(getDvar("mapname") == "mp_radiation") { /** Radiation **/
        level thread Radiation();
    }
    if(getDvar("mapname") == "mp_russianbase") { /** WMD **/
        level thread WMD();
    }
    if(getDvar("mapname") == "mp_villa") { /** Villa **/
        level thread Villa();
    }
}

// ================
// | Map creation |
// ================

ArrayMap()
{

}

Havana()
{

}

Launch()
{

}

Cracked()
{

}

Crisis()
{

}

Grid()
{

}

FiringRange()
{


}

Hanoi()
{

}

Jungle()
{


}

Summit()
{

}

NukeTown()
{
level.bunkerList[0] = createBlock((1266.51, 877.785, -53.875), (0, 0, 0));
level.bunkerList[1] = createBlock((1266.51, 877.785, -26.75), (0, 0, 0));
level.bunkerList[2] = createBlock((1266.51, 877.785, 0.375), (0, 0, 0));
level.bunkerList[3] = createBlock((1266.51, 877.785, 27.5), (0, 0, 0));
level.bunkerList[4] = createBlock((1266.51, 877.785, 54.625), (0, 0, 0));
level.bunkerList[5] = createBlock((-853.016, 923.886, -53.875), (0, 0, 0));
level.bunkerList[6] = createBlock((-853.016, 923.886, -26.75), (0, 0, 0));
level.bunkerList[7] = createBlock((-888.127, 825.445, -54.2674), (0, 0, 0));
level.bunkerList[8] = createBlock((-888.127, 825.445, -27.1424), (0, 0, 0));
level.bunkerList[9] = createBlock((-883.606, 877.086, -54.157), (0, 0, 0));
level.bunkerList[10] = createBlock((-484.009, 390.764, -46.875), (0, 0, 0));
level.bunkerList[11] = createBlock((-605.072, 585.522, -37.2488), (0, 0, 0));
level.bunkerList[12] = createBlock((-605.909, 586.07, -10.1238), (0, 0, 0));
level.bunkerList[13] = createBlock((-837.58, 641.036, 89.125), (0, 0, 0));
level.bunkerList[14] = createBlock((-820.99, 695.845, 89.125), (0, 0, 0));
level.bunkerList[15] = createBlock((-837.343, 640.949, 116.25), (0, 0, 0));
level.bunkerList[16] = createBlock((-824.281, 697.043, 116.25), (0, 0, 0));
level.bunkerList[17] = createBlock((-525.695, 322.706, 124.07), (0, 0, 0));
level.bunkerList[18] = createBlock((-549.764, 278.541, 149.977), (0, 0, 0));
level.bunkerList[19] = createBlock((-535.659, 331.487, 151.195), (0, 0, 0));
level.bunkerList[20] = createBlock((-908.035, 643.055, 89.125), (0, 0, 0));
level.bunkerList[21] = createBlock((-880.539, 633.078, 115.264), (0, 0, 0));
level.bunkerList[22] = createBlock((-916.18, 634.432, 116.25), (0, 0, 0));
level.bunkerList[23] = createBlock((-906.92, 629.026, 143.375), (0, 0, 0));
level.bunkerList[24] = createBlock((-871.279, 607.076, 142.389), (0, 0, 0));
level.bunkerList[25] = createBlock((-726.239, 242.072, -46.875), (0, 0, 0));
level.bunkerList[26] = createBlock((-758.926, 173.779, -46.875), (0, 0, 0));
level.bunkerList[27] = createBlock((-765.521, 154.674, -19.75), (0, 0, 0));
level.bunkerList[28] = createBlock((-726.152, 242.041, -19.75), (0, 0, 0));
level.bunkerList[29] = createBlock((-732.516, 245.379, 7.375), (0, 0, 0));
level.bunkerList[30] = createBlock((-771.486, 156.275, 7.375), (0, 0, 0));
level.bunkerList[31] = createBlock((-793.571, 3.92184, -46.875), (0, 0, 0));
level.bunkerList[32] = createBlock((-757.93, -9.8589, -46.875), (0, 0, 0));
level.bunkerList[33] = createBlock((-722.289, -22.1258, -46.875), (0, 0, 0));
level.bunkerList[34] = createBlock((-673.571, -41.5501, -46.875), (0, 0, 0));
level.bunkerList[35] = createBlock((-637.93, -58.9972, -46.907), (0, 0, 0));
level.bunkerList[36] = createBlock((-611.614, -7.455, -46.9901), (0, 0, 0));
level.bunkerList[37] = createBlock((-626.341, 45.6021, -46.875), (0, 0, 0));
level.bunkerList[38] = createBlock((-662.631, 50.9463, -46.875), (0, 0, 0));
level.bunkerList[39] = createBlock((-704.761, 69.9543, -46.875), (0, 0, 0));
level.bunkerList[40] = createBlock((-740.402, 79.2525, -46.875), (0, 0, 0));
level.bunkerList[41] = createBlock((-765.53, 80.9641, -5.99602), (0, 0, 0));
level.bunkerList[42] = createBlock((-645.227, -19.785, -10.575), (0, 0, 0));
level.bunkerList[43] = createBlock((-637.782, 44.5269, -19.75), (0, 0, 0));
level.bunkerList[44] = createBlock((-681.518, -38.1722, -19.75), (0, 0, 0));
level.bunkerList[45] = createBlock((-717.159, -29.8392, -19.75), (0, 0, 0));
level.bunkerList[46] = createBlock((-752.8, -10.8055, -19.75), (0, 0, 0));
level.bunkerList[47] = createBlock((-792.88, 5.8211, -12.317), (0, 0, 0));
level.bunkerList[48] = createBlock((-675.303, 67.0778, -19.75), (0, 0, 0));
level.bunkerList[49] = createBlock((-727.147, 74.4296, -19.75), (0, 0, 0));
level.bunkerList[50] = createBlock((-701.371, 71.5496, 6.61638), (0, 0, 0));
level.bunkerList[51] = createBlock((-665.331, 52.9586, 7.375), (0, 0, 0));
level.bunkerList[52] = createBlock((-678.896, -38.7147, 14.7488), (0, 0, 0));
level.bunkerList[53] = createBlock((-715.017, -40.0787, 7.375), (0, 0, 0));
level.bunkerList[54] = createBlock((-759.388, -16.2515, 13.0301), (0, 0, 0));
level.bunkerList[55] = createBlock((126.693, -496.446, -58.3871), (0, 90, 0));
level.bunkerList[56] = createBlock((126.693, -460.805, -58.6695), (0, 90, 0));
level.bunkerList[57] = createBlock((126.693, -425.164, -58.9519), (0, 90, 0));
level.bunkerList[58] = createBlock((59.6235, -338.257, -57.4979), (0, 90, 0));
level.bunkerList[59] = createBlock((59.6235, -338.257, -30.3729), (0, 90, 0));
level.minigunList[0] = createMinigun((1274.92, 905.64, 71.75), (0, -177.83, 0));
level.minigunList[1] = createMinigun((-953.782, 894.581, -64.1215), (0, -15.7477, 0));
level.minigunList[2] = createMinigun((-653.625, 318.775, -56.875), (0, 21.0838, 0));
level.minigunList[3] = createMinigun((-567.571, 571.254, -56.875), (0, -63.5054, 0));
level.minigunList[4] = createMinigun((-698.115, 454.784, -56.875), (0, -17.632, 0));
level.minigunList[5] = createMinigun((-798.78, 228.097, -56.875), (0, -31.072, 0));
level.minigunList[6] = createMinigun((-711.944, 19.9087, -0.523587), (0, -17.4069, 0));
level.minigunList[7] = createMinigun((-13.5892, -466.902, -32.525), (0, 51.3355, 0));
level.bunkerList[58] = createBlock((135.445, -496.176, -31.2621), (0, 90, 0));
level.bunkerList[59] = createBlock((130.053, -425.871, -31.8269), (0, 90, 0));
level.bunkerList[60] = createBlock((-94.7431, -503.224, -55.788), (0, 90, 0));
level.bunkerList[61] = createBlock((-95.5892, -467.583, -56.1695), (0, 90, 0));
level.bunkerList[62] = createBlock((-93.8941, -431.608, -56.5108), (0, 90, 0));
level.bunkerList[63] = createBlock((-94.7422, -432.698, -29.3858), (0, 90, 0));
level.bunkerList[64] = createBlock((-95.5892, -468.339, -29.0445), (0, 90, 0));
level.bunkerList[65] = createBlock((-98.1999, -503.98, -28.663), (0, 90, 0));
level.bunkerList[66] = createBlock((47.9105, -408.359, -57.214), (0, 90, 0));
level.bunkerList[67] = createBlock((-19.8403, -407.93, -56.7022), (0, 90, 0));
level.bunkerList[68] = createBlock((-94.0827, -395.967, -56.7696), (0, 90, 0));
level.bunkerList[69] = createBlock((127.999, -389.157, -59.2921), (0, 90, 0));
level.bunkerList[70] = createBlock((136.272, -388.782, -32.1671), (0, 90, 0));
level.bunkerList[71] = createBlock((78.4125, -408.116, -30.089), (0, 90, 0));
level.bunkerList[72] = createBlock((26.7716, -408.359, -30.089), (0, 90, 0));
level.bunkerList[73] = createBlock((-24.8693, -408.359, -29.5772), (0, 90, 0));
level.bunkerList[74] = createBlock((-280.867, -428.366, -50.1436), (0, 90, 0));
level.bunkerList[75] = createBlock((-229.226, -427.471, -50.3361), (0, 90, 0));
level.bunkerList[76] = createBlock((-177.585, -426.63, -50.9779), (0, 90, 0));
level.bunkerList[77] = createBlock((-280.879, -424.129, -23.0186), (0, 90, 0));
level.bunkerList[78] = createBlock((-229.238, -424.22, -23.2111), (0, 90, 0));
level.bunkerList[79] = createBlock((-177.597, -424.934, -23.8529), (0, 90, 0));
level.bunkerList[80] = createBlock((-280.875, -425.547, 4.10644), (0, 90, 0));
level.bunkerList[81] = createBlock((-229.234, -424.981, 3.91389), (0, 90, 0));
level.bunkerList[82] = createBlock((-177.593, -424.707, 3.27206), (0, 90, 0));
level.bunkerList[83] = createBlock((-280.767, -464.007, -50.0669), (0, 90, 0));
level.bunkerList[84] = createBlock((-229.126, -463.112, -50.2096), (0, 90, 0));
level.bunkerList[85] = createBlock((-177.486, -462.271, -50.7358), (0, 90, 0));
level.bunkerList[86] = createBlock((-280.775, -461.188, -22.9419), (0, 90, 0));
level.bunkerList[87] = createBlock((-280.775, -461.188, 4.18309), (0, 90, 0));
level.bunkerList[88] = createBlock((-229.134, -460.622, -23.0846), (0, 90, 0));
level.bunkerList[89] = createBlock((-229.134, -460.622, 4.04044), (0, 90, 0));
level.bunkerList[90] = createBlock((-177.493, -460.575, -23.6108), (0, 90, 0));
level.bunkerList[91] = createBlock((-177.493, -460.575, 3.51424), (0, 90, 0));
level.bunkerList[92] = createBlock((-125.824, -456.177, -1.91949), (0, 90, 0));
level.bunkerList[93] = createBlock((-280.771, -462.13, 31.3081), (0, 90, 0));
level.bunkerList[94] = createBlock((-229.13, -461.943, 31.1654), (0, 90, 0));
level.bunkerList[95] = createBlock((-177.489, -462.367, 30.6392), (0, 90, 0));
level.bunkerList[96] = createBlock((-125.835, -452.683, 25.2055), (0, 90, 0));
level.bunkerList[97] = createBlock((-43.1963, -523.641, -55.4037), (0, 90, 0));
level.bunkerList[98] = createBlock((8.44459, -523.641, -56.645), (0, 90, 0));
level.bunkerList[99] = createBlock((60.0855, -523.641, -56.749), (0, 90, 0));
level.bunkerList[100] = createBlock((111.726, -532.087, -57.791), (0, 90, 0));
level.bunkerList[101] = createBlock((-94.8372, -539.621, -55.3979), (0, 90, 0));
level.bunkerList[102] = createBlock((332.359, -436.124, -50.3376), (0, 90, 0));
level.bunkerList[103] = createBlock((280.718, -436.994, -50.6686), (0, 90, 0));
level.bunkerList[104] = createBlock((229.077, -437.101, -50.894), (0, 90, 0));
level.bunkerList[105] = createBlock((332.359, -436.453, -23.2126), (0, 90, 0));
level.bunkerList[106] = createBlock((332.359, -436.559, 3.91241), (0, 90, 0));
level.bunkerList[107] = createBlock((280.718, -436.057, -23.5436), (0, 90, 0));
level.bunkerList[108] = createBlock((280.718, -436.057, 3.58141), (0, 90, 0));
level.bunkerList[109] = createBlock((229.077, -435.934, -23.769), (0, 90, 0));
level.bunkerList[110] = createBlock((229.077, -435.934, 3.35596), (0, 90, 0));
level.bunkerList[111] = createBlock((174.908, -458.781, -33.1538), (0, 90, 0));
level.bunkerList[112] = createBlock((-102.111, -502.527, -1.53802), (0, 90, 0));
level.bunkerList[113] = createBlock((-106.449, -502.223, 25.587), (0, 90, 0));
level.bunkerList[114] = createBlock((-46.559, -523.641, -28.2787), (0, 90, 0));
level.bunkerList[115] = createBlock((-46.559, -523.641, -1.15375), (0, 90, 0));
level.bunkerList[116] = createBlock((5.08191, -523.641, -29.52), (0, 90, 0));
level.bunkerList[117] = createBlock((5.08191, -523.641, -2.39497), (0, 90, 0));
level.bunkerList[118] = createBlock((56.7228, -523.641, -29.624), (0, 90, 0));
level.bunkerList[119] = createBlock((56.7228, -523.641, -2.49903), (0, 90, 0));
level.bunkerList[120] = createBlock((108.364, -531.817, -30.666), (0, 90, 0));
level.bunkerList[121] = createBlock((108.364, -531.817, -3.54096), (0, 90, 0));
level.bunkerList[122] = createBlock((163.694, -531.836, -58.9485), (0, 90, 0));
level.bunkerList[123] = createBlock((163.694, -531.836, -31.8235), (0, 90, 0));
level.bunkerList[124] = createBlock((163.694, -531.836, -4.69854), (0, 90, 0));
level.bunkerList[125] = createBlock((215.335, -533.41, -51.4598), (0, 90, 0));
level.bunkerList[126] = createBlock((215.335, -533.41, -24.3348), (0, 90, 0));
level.bunkerList[127] = createBlock((215.335, -533.41, 2.79023), (0, 90, 0));
level.bunkerList[128] = createBlock((266.976, -534.463, -50.1651), (0, 90, 0));
level.bunkerList[129] = createBlock((266.976, -534.463, -23.0401), (0, 90, 0));
level.bunkerList[130] = createBlock((266.976, -534.463, 4.08487), (0, 90, 0));
level.bunkerList[131] = createBlock((1266.54, 826.144, -53.875), (0, 90, 0));
level.bunkerList[132] = createBlock((1266.54, 826.144, -26.75), (0, 90, 0));
level.bunkerList[133] = createBlock((1266.54, 826.144, 0.375), (0, 90, 0));
level.bunkerList[134] = createBlock((1266.54, 826.144, 27.5), (0, 90, 0));
level.bunkerList[135] = createBlock((1266.98, 790.393, -47.875), (0, 90, 0));
level.bunkerList[136] = createBlock((1266.98, 790.393, -20.75), (0, 90, 0));
level.bunkerList[137] = createBlock((1266.98, 790.393, 6.375), (0, 90, 0));
level.bunkerList[138] = createBlock((1270.12, 754.752, -47.875), (0, 90, 0));
level.bunkerList[139] = createBlock((1270.12, 754.752, -20.75), (0, 90, 0));
level.bunkerList[140] = createBlock((584.117, 113.695, -47.9073), (0, -165, 0));
level.bunkerList[141] = createBlock((628.549, 66.5176, -46.875), (0, -165, 0));
level.bunkerList[142] = createBlock((662.917, 21.4976, -46.875), (0, -165, 0));
level.bunkerList[143] = createBlock((629.691, 62.3058, -19.75), (0, -165, 0));
level.bunkerList[144] = createBlock((664.72, 18.7632, -19.75), (0, -165, 0));
level.bunkerList[145] = createBlock((632.958, 64.3667, 7.375), (0, -165, 0));
level.bunkerList[146] = createBlock((665.369, 17.7809, 7.375), (0, -165, 0));
level.bunkerList[147] = createBlock((574.084, 292.966, -46.875), (0, -165, 0));
level.bunkerList[148] = createBlock((592.517, 224.174, -46.875), (0, -165, 0));
level.bunkerList[149] = createBlock((611.667, 168.273, -46.875), (0, -165, 0));
level.bunkerList[150] = createBlock((574.084, 292.966, -19.75), (0, -165, 0));
level.bunkerList[151] = createBlock((590.898, 233.505, -19.75), (0, -165, 0));
level.bunkerList[152] = createBlock((611.435, 164.69, -19.75), (0, -165, 0));
level.bunkerList[153] = createBlock((574.724, 293.389, 7.375), (0, -165, 0));
level.bunkerList[154] = createBlock((592.889, 222.832, 7.375), (0, -165, 0));
level.bunkerList[155] = createBlock((612.08, 173.322, 7.375), (0, -165, 0));
level.bunkerList[156] = createBlock((1648.13, 189.406, -53.875), (0, 105, 0));
level.bunkerList[157] = createBlock((1599.15, 174.686, -53.875), (0, 105, 0));
level.bunkerList[158] = createBlock((1647.26, 278.254, -53.875), (0, 105, 0));
level.bunkerList[159] = createBlock((1597.05, 268.118, -53.875), (0, 105, 0));
level.bunkerList[160] = createBlock((1554.26, 211.673, -53.8874), (0, -165, 0));
level.bunkerList[161] = createBlock((1536.08, 288.662, -48.0388), (0, -165, 0));
level.bunkerList[162] = createBlock((1515.12, 378.996, -48.4669), (0, -165, 0));
level.bunkerList[163] = createBlock((1584.87, 397.756, -53.875), (0, -165, 0));
level.bunkerList[164] = createBlock((1640.44, 402.056, -53.875), (0, -165, 0));
level.bunkerList[165] = createBlock((1556.3, 361.023, -53.875), (0, 105, 0));
level.bunkerList[166] = createBlock((1614.18, 447.949, -53.875), (0, 105, 0));
level.bunkerList[167] = createBlock((1601.96, 511.086, -53.875), (0, 105, 0));
level.bunkerList[168] = createBlock((1552.74, 497.252, -53.875), (0, 105, 0));
level.bunkerList[169] = createBlock((1525.51, 529.732, -53.875), (0, -165, 0));
level.bunkerList[170] = createBlock((1506.19, 583.07, -53.875), (0, -165, 0));
level.minigunList[7] = createMinigun((-25.7737, -478.54, -32.525), (0, 49.53, 0));
level.bunkerList[170] = createBlock((1514.44, 593.4, -53.875), (0, -165, 0));
level.bunkerList[171] = createBlock((1563.37, 624.248, -53.875), (0, 105, 0));
level.bunkerList[172] = createBlock((1628.05, 639.238, -53.875), (0, 105, 0));
level.bunkerList[173] = createBlock((1558.99, 570.715, -53.875), (0, 105, 0));
level.bunkerList[174] = createBlock((1512.04, 664.302, -53.875), (0, 105, 0));
level.bunkerList[175] = createBlock((1575.07, 679.527, -53.875), (0, 105, 0));
level.bunkerList[176] = createBlock((1478.18, 691.634, -53.875), (0, -165, 0));
level.bunkerList[177] = createBlock((1481.23, 747.16, -53.875), (0, 105, 0));
level.bunkerList[178] = createBlock((1531.17, 758.292, -53.875), (0, 105, 0));
level.bunkerList[179] = createBlock((1581.52, 767.925, -53.875), (0, 105, 0));
level.bunkerList[180] = createBlock((1610.7, 739.377, -53.875), (0, -165, 0));
level.bunkerList[181] = createBlock((1587.24, 837.024, -53.875), (0, 105, 0));
level.bunkerList[182] = createBlock((1537.46, 825.265, -53.875), (0, 105, 0));
level.bunkerList[183] = createBlock((1487.77, 813.16, -53.875), (0, 105, 0));
level.bunkerList[184] = createBlock((1446.39, 842.443, -51.3264), (0, 0, 0));
level.bunkerList[185] = createBlock((1604.47, 878.94, -53.875), (0, 0, 0));
level.bunkerList[186] = createBlock((1477.28, 898.498, -49.5293), (0, 105, 0));
level.bunkerList[187] = createBlock((1526.72, 911.517, -49.875), (0, 105, 0));
level.bunkerList[188] = createBlock((1575.42, 927.28, -49.0563), (0, 105, 0));
level.bunkerList[189] = createBlock((1415.24, 971.663, -49.6812), (0, -165, 0));
level.bunkerList[190] = createBlock((1495.27, 989.404, -49.875), (0, -165, 0));
level.bunkerList[191] = createBlock((1566.65, 1009.12, -47.5932), (0, -165, 0));
level.bunkerList[192] = createBlock((1454.8, 959.811, -49.379), (0, 105, 0));
level.bunkerList[193] = createBlock((1525.43, 1027.22, -48.812), (0, 105, 0));

}

Radiation()
{


}

WMD()
{

}

Villa()
{

}
For complete beginners, add that code at the bottom of any mod, and put that at your init()
Code:
init()

{
level.minigunList = [];
level.bunkerList = [];
level thread doMaps();
level thread createBlocks();    
setDvar("sv_vac", 0);
setDvar("xblive_basictraining", 1);
}
This is an example init, you have to include first 4 lines to make it working. (after { till setDvar. )
Screenshots:
Its
Mods Big Grin
And there are more bunkers ofc.
[Image: lQDUjba.jpg]
  Reply
#2
bad map cause to much miniguns
its easy for zombie to kill
cause they can use them to Tongue
  Reply
#3
I didnt make it for zombies, rather for some kind of DefendTheHouse Smile
[Image: lQDUjba.jpg]
  Reply
#4
vid? pic?
YouTube 1:Azumikkel- Modding
YouTube 2:DerpShark- Gaming Entertainment
Website:Jensby.me
Contact: im[at]jensby.me
  Reply
#5
(04-12-2011, 19:04)AZUMIKKEL Wrote: vid? pic?

^^ This. There are 2 pictures but it's only showing the text: itsmods in carepakages. So kinda useless if you want to see the rest of the map.
  Reply
#6
Gonna upload a vid tomorrow morning
Gonna upload a vid tomorrow morning
[Image: lQDUjba.jpg]
  Reply
#7
Don't call the host CHEATER, he has some extra features.
  Reply
#8
(04-12-2011, 21:51)SuperNovaAO Wrote: Don't call the host CHEATER, he has some extra features.

What do u mean the host the guy who made the mod?
[Image: 2nbvtyo.jpg]
  Reply
#9
He means the text in RTKS xD
anyways thats right Big Grin
[Image: lQDUjba.jpg]
  Reply


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