[Map] HQ Hitmans
#1

Introduзгo:

Estou a muito tempo ausente aqui do forum, mas hoje venho trazer um dos meus mapas preferidos:
"Galpгo Abandonado", que fiz pensando em uma HQ para mercenбrios, mas pode ser usado como um esconderijo ou um lugar qualquer.

Mapa Galpгo Abandonado:

Iria usar ele em um servidor que eu estava pensando em criar, mas resolvi largar pra trбs, e para nгo ficar atoa aqui no meu PC sem uzб-lo, decidi postб-lo aqui, nгo custa nada, pois jб gente postando algo muito mais difнcil de ser fazer, aqui no forum.

Objetos e Veнculos:

PHP код:
AddStaticVehicle(466,959.66503906,2083.11816406,10.49031258,177.99499512,121,121); //Glendale
AddStaticVehicle(466,965.01953125,2083.12011719,10.49031258,177.99499512,121,121); //Glendale
AddStaticVehicle(418,965.71582031,2057.13671875,11.00326920,0.0000000000); //Moonbeam
AddStaticVehicle(418,971.96582031,2057.09960938,11.00326920,0.0000000000); //Moonbeam
AddStaticVehicle(487,953.19921875,2069.21582031,21.96647263,270.00000000,121,121); //Maverick
CreateObject(8957,977.70001221,2072.89990234,11.19999981,0.00000000,0.00000000,0.00000000); //object(vgsespdr01) (1)
CreateObject(2922,977.40875244,2075.64184570,11.25553799,0.00000000,0.00000000,87.97851562); //object(kmb_keypad) (4)
CreateObject(16773,938.34082031,2060.83984375,13.81952858,0.00000000,0.00000000,273.99353027); //object(door_savhangr1) (1)
CreateObject(16773,937.16992188,2079.80859375,13.81952858,0.00000000,0.00000000,273.99353027); //object(door_savhangr1) (3)
CreateObject(16773,937.14550781,2079.79003906,16.56952858,0.00000000,0.00000000,273.99353027); //object(door_savhangr1) (5)
CreateObject(16773,938.34765625,2060.82812500,16.56952858,0.00000000,0.00000000,273.99353027); //object(door_savhangr1) (6)
CreateObject(5260,956.91223145,2057.70776367,11.53082752,0.00000000,0.00000000,0.00000000); //object(las2dkwar02) (1)
CreateObject(5269,971.11523438,2085.50976562,12.12936020,0.00000000,0.00000000,90.00000000); //object(las2dkwar05) (2)
CreateObject(3800,955.84960938,2059.87011719,9.82031250,0.00000000,0.00000000,0.00000000); //object(acbox4_sfs) (1)
CreateObject(2951,945.89843750,2061.11035156,9.82031250,90.00000000,179.59350586,178.40148926); //object(a51_labdoor) (1)
CreateObject(16782,945.51269531,2053.75390625,13.82718849,0.00000000,0.00000000,87.98950195); //object(a51_radar_scan) (1)
CreateObject(13749,984.22363281,2059.43847656,13.76627350,0.00000000,0.00000000,55.99731445); //object(cunte_curvesteps1) (1)
CreateObject(3928,953.94921875,2069.21582031,20.70147324,0.00000000,0.00000000,0.00000000); //object(helipad) (1)
CreateObject(1736,978.51074219,2072.82519531,14.96159554,0.00000000,0.00000000,85.99548340); //object(cj_stags_head) (1)
CreateObject(1778,933.88085938,2053.23437500,9.82031250,0.00000000,0.00000000,177.99499512); //object(cj_mop_pail) (1)
CreateObject(1808,935.72460938,2053.46679688,9.75175095,0.00000000,0.00000000,179.99450684); //object(cj_watercooler2) (1)
CreateObject(1829,956.14062500,2086.29101562,10.28484154,0.00000000,0.00000000,0.00000000); //object(man_safenew) (1)
CreateObject(2150,930.65917969,2086.91406250,9.98526955,0.00000000,0.00000000,1.99951172); //object(cj_sink1) (1)
CreateObject(2812,931.41015625,2054.45800781,10.59531593,0.00000000,0.00000000,357.98950195); //object(gb_platedirty01) (1)
CreateObject(2820,932.12829590,2054.58300781,10.59531593,0.00000000,0.00000000,0.00000000); //object(gb_kitchdirt01) (1)
CreateObject(2829,930.70343018,2054.43457031,10.60416603,0.00000000,0.00000000,269.99902344); //object(gb_platedirty02) (1)
CreateObject(2871,928.52148438,2086.41699219,9.82031250,0.00000000,0.00000000,3.99353027); //object(cj_ss_3_r) (1)
CreateObject(2712,934.90625000,2053.71679688,10.43124104,0.00000000,0.00000000,271.99951172); //object(cj_mop) (1)
CreateObject(1775,925.77935791,2086.54248047,10.94884205,0.00000000,0.00000000,2.00000000); //object(cj_sprunk1) (1)
CreateObject(2922,977.81781006,2075.72192383,11.32919693,0.00000000,0.00000000,269.99951172); //object(kmb_keypad) (8)
CreateObject(2922,937.77551270,2073.41552734,11.35554028,0.00000000,0.00000000,273.48406982); //object(kmb_keypad) (4)
CreateObject(2922,937.47851562,2073.36962891,11.35554028,0.00000000,0.00000000,93.48266602); //object(kmb_keypad) (4)
CreateObject(3055,937.69921875,2070.89941406,12.00000000,0.00000000,270.00000000,93.99359131); //object(kmb_shutter) (1)
CreateObject(3055,937.69921875,2070.89941406,16.70000076,0.00000000,270.00000000,93.98831177); //object(kmb_shutter) (2)
CreateObject(11441,985.37402344,2118.03125000,9.82031250,0.00000000,0.00000000,1.99951172); //object(des_pueblo5) (1)
CreateObject(11441,983.58984375,2114.85839844,9.82031250,0.00000000,0.00000000,185.49316406); //object(des_pueblo5) (2)
CreateObject(960,984.40002441,2116.50000000,10.19999981,0.00000000,0.00000000,3.99902344); //object(cj_arm_crate) (1)
CreateObject(2907,928.15167236,2053.48339844,10.32852554,286.47973633,14.23504639,11.67269897); //object(kmb_deadtorso) (1)
CreateObject(2906,928.32116699,2053.59326172,10.59432983,0.00000000,0.00000000,0.00000000); //object(kmb_deadarm) (1)
CreateObject(2908,928.21777344,2053.39257812,10.84543228,273.99902344,179.99450684,89.99450684); //object(kmb_deadhead) (1)
CreateObject(2906,928.04492188,2053.51416016,10.58088017,0.00000000,182.00000000,352.00000000); //object(kmb_deadarm) (2)
CreateObject(2905,928.25067139,2053.87133789,9.91176128,0.00000000,0.00000000,0.00000000); //object(kmb_deadleg) (1)
CreateObject(2905,928.10046387,2053.86816406,9.91176128,0.00000000,178.00000000,0.00000000); //object(kmb_deadleg) (2)
CreateObject(3092,933.10852051,2086.25537109,10.91290951,0.00000000,0.00000000,178.00000000); //object(dead_tied_cop) (1)
CreateObject(5153,968.78137207,2080.92822266,23.77465057,0.00000000,354.00000000,91.24993896); //object(stuntramp7_las2) (1)
CreateObject(3115,978.28265381,2096.52319336,24.72647476,0.00000000,0.00000000,0.00000000); //object(carrier_lift1_sfse) (1)
CreateObject(5153,968.76464844,2084.92773438,24.79966164,0.00000000,25.99914551,89.24743652); //object(stuntramp7_las2) (1)
CreateObject(5153,968.86718750,2077.26757812,21.67468262,0.00000000,353.99597168,91.24694824); //object(stuntramp7_las2) (1)
CreateObject(3115,978.28222656,2096.52246094,24.22647476,0.00000000,0.00000000,0.00000000); //object(carrier_lift1_sfse) (2)
CreateObject(3115,978.28222656,2096.52246094,23.72647476,0.00000000,0.00000000,0.00000000); //object(carrier_lift1_sfse) (3)
CreateObject(3115,978.28222656,2096.52246094,23.22647476,0.00000000,0.00000000,0.00000000); //object(carrier_lift1_sfse) (4)
CreateObject(14442,966.59472656,2096.34472656,12.49754810,0.00000000,0.00000000,0.00000000); //object(shadow-carter) (1)
CreateObject(1800,933.70196533,2054.10571289,9.82031250,0.00000000,0.00000000,87.25000000); //object(low_bed_1) (1)
CreateObject(1264,984.29998779,2116.50000000,10.10000038,0.00000000,0.00000000,0.00000000); //object(blackbag1) (1)
CreateObject(3524,984.29998779,2116.39990234,7.19999981,0.00000000,0.00000000,0.00000000); //object(skullpillar01_lvs) (1) 
Coloque nos crйditos por favor:
pawn Код:
SendClientMessage(playerid, 0xE80000AA, "Galpгo Abandonado HQ Hitmans [Versгo 2.0] Criado por TinEs");

Vнdeo:

http://www.youtube.com/watch?v=mACjz...ature=*********

Espero que gostem! Fiquem livres para darem sugestхes, crнticas construtivas, elogiar, comentar...
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#2

Bom, bom bom... Vocк й capaz de fazer melhor.
Ficou legal pakas o interior, o exterior que ficou meio estranho =/

Recomendo o mapa para RPG, porйm nгo digo o mesmo para RP.
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#3

Quote:
Originally Posted by dMagnus
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Bom, bom bom... Vocк й capaz de fazer melhor.
Sйrio mesmo? Ah... depois vou tentar fazer outro mapa de HQ e mostro aqui de novo.

Quote:
Originally Posted by dMagnus
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Ficou legal pakas o interior, o exterior que ficou meio estranho =/
Quando vocк dis que o exterior ficou meio estranho, й em que sentido, ficou muito a vista de todos, ou por ter muitos casas e lugares em volta? O que quis dizer com isso?
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#4

Quote:
Originally Posted by Jason_King
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Quando vocк dis que o exterior ficou meio estranho, й em que sentido, ficou muito a vista de todos, ou por ter muitos casas e lugares em volta? O que quis dizer com isso?
Sim, ficou a vista, era pra ser algo escondido nй, por ser hitmans.

Aquela escada que leva pra cima do bangulho ficou gritante.

Aquele monte de destroзos poderiam ser retirados, o interior ficou estranho tambйm, mas ficou menos.

O que estragou esse mapa, foi o exagero de objetos para algo tгo simples.

O lugar ficou legal.
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#5

Quote:
Originally Posted by dMagnus
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Sim, ficou a vista, era pra ser algo escondido nй, por ser hitmans.

Aquela escada que leva pra cima do bangulho ficou gritante.

Aquele monte de destroзos poderiam ser retirados, o interior ficou estranho tambйm, mas ficou menos.

O que estragou esse mapa, foi o exagero de objetos para algo tгo simples.

O lugar ficou legal.
Soh... Valeu pelas dicas, vou tentar caprichar na prуxima, como vocк й um grande mapper, vou ouvir suas dicas. Й como meu pai dis: Ouзa a voz da experiкncia!
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#6

Gostei do map mais nao da localizaзao eu preferiria o map em uma parte isolada no meio do mato e talz
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#7

Quote:
Originally Posted by BrunoBSF
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Gostei do map mais nao da localizaзao eu preferiria o map em uma parte isolada no meio do mato e talz
Vou tentar fazer isso na prуxima.
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#8

Fico legal parabйns.
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#9

Gostei
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#10

Quote:
Originally Posted by Leo_Lost
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Fico legal parabйns.
Quote:
Originally Posted by TiTaNic
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Gostei
Valeu! Fico feliz com isso.
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