OK people, here is a screenshot:

Here is one of the guns:

And here is a car(I'm not really sure how we are going to use it, though):

And last but not least, here is the code:
;PLANS FOR THE GAME - RIGHT HERE:
;The three guns can be found around the level:
;-The Six-Shooters. Double the ammo, less accuracy. TWO GUNS
;-The Sniper. Supreme accuracy, little ammo
;-The Machine Gun. Lots of ammo, fairly good accuracy
;You start out with the Six-Shooters, and work your way around the level.
;You find other guns by picking them up on the floor.
;Sometimes there will be storage cabinets, where lots o stuff can be found.
;The controls are:
;W,A,D,S - Walk
;LMB - Shoot
;RMB - Shoot (only six-shooters)
;Spacebar - Pick up stuff
;H - Help
;ESC - Quit the game
;O - Options
;P - Pause
;STARTUP
Graphics3D 1280,1024,16,2
SetBuffer BackBuffer()
AppTitle "First Cylinder Shooter"
SeedRnd MilliSecs()
AutoMidHandle True
;GLOBALS
; Camera position, angle values
Global cam_x#,cam_z#,cam_pitch#,cam_yaw# ; Current
Global dest_cam_x#,dest_cam_z#,dest_cam_pitch#,dest_cam_yaw# ; Destination
Global numberofenemies = 10
Const PLAYER_COL= 1
Const LEVEL_COL = 2
Const ENEMY_COL = 3
Const BULLET_COL= 4
;TYPES
;The bullet type
Type bullettype
Field entityhandle
End Type
;The enemy type
Type badguytype
Field entityhandle
Field state
End Type
;SET-UP
;Lights, camera, and player...
Global light = CreateLight()
Global player = CreatePivot()
Global camera = CreateCamera(player)
;CameraRange camera, .01, 250
;Meshes
;use your own meshes....
Global level1 = LoadMesh("level1.x")
Global weapon1 = LoadMesh("six.3ds", camera)
Global weapon2 = LoadMesh("six.3ds", camera)
;bulletmesh = LoadMesh("bullet.x")
badguymesh = LoadMesh("enemy.3ds") : ScaleEntity badguymesh, .0001,0,.0001
Global bulletmesh = CreateSphere() : RotateMesh bulletmesh, 90, 0, 0 : ScaleEntity bulletmesh, .1, .1, .1
ScaleEntity badguymesh, 1, 4, 1
ScaleEntity level1, .05, .05, .05
ScaleEntity weapon1, .3, .3, .3
PositionEntity weapon1, .1, 0, .1
PositionEntity weapon2, .1, 0, .1
ScaleEntity weapon2, .3, .3, .3
TranslateEntity weapon2, .999, -1.4, .9999
TranslateEntity weapon1, -1.99999, -1.64, 1.22
;EntityAlpha bulletmesh, 0.0
;RotateEntity weapon2, 0,180,0
HideEntity bulletmesh
HideEntity badguymesh
EntityType camera, PLAYER_COL
EntityType level1, LEVEL_COL
EntityType badguymesh, ENEMY_COL
EntityType bulletmesh, BULLET_COL
;Sounds & 2D Graphics
;replace with own..."hairs" is the crosshairs
music = PlayMusic("Metal Keys.wav")
Global shoot = LoadSound("shoot.wav")
Global hairs = LoadImage("hairs.bmp")
timer = MilliSecs()
time = 60
;Create Enemies
For iter = 1 To numberofenemies
badguy.badguytype = New badguytype
badguy\entityhandle = CopyEntity(badguymesh)
PositionEntity badguy\entityhandle, Rnd(50,100), 1, Rnd(50,100)
badguy\state = Rnd(1,2)
EntityType badguy\entityhandle, 3
EntityRadius badguy\entityhandle, .7
Next
badguy.badguytype = New badguytype
badguy\entityhandle = CopyEntity(badguymesh)
PositionEntity badguy\entityhandle, 0,1,0
badguy2.badguytype = New badguytype
badguy2\entityhandle = CopyEntity(badguymesh)
PositionEntity badguy\entityhandle, 10,1,10
;Place player, weapon, and enemies
MoveEntity camera, 0, 8, 0
MoveEntity weapon1, .1, 0, .1
;RotateEntity weapon1, 0, 0, 0
MoveEntity player, 20, 1, -20
For bgiter.badguytype = Each badguytype
PositionEntity bgiter\entityhandle, Rnd(100)-50, 1, Rnd(100)=50
Next
;Collisions! Everybody likes collisions!
Collisions PLAYER_COL, LEVEL_COL, 2, 2 ;player to level
Collisions ENEMY_COL, LEVEL_COL, 2, 2 ;badguy to level
Collisions BULLET_COL, LEVEL_COL, 2, 2 ;bullet to level
Collisions BULLET_COL, ENEMY_COL, 2, 1 ;bullet to badguy
ammo = 6
reloads = 6
ammo2 = 6
reloads2 = 6
;MAIN LOOP
While Not KeyHit(1) Or Collisions
; Mouse look
;-----------
; Mouse x and y speed
mxs=MouseXSpeed()
mys=MouseYSpeed()
; Mouse shake (total mouse movement)
mouse_shake=Abs(((mxs+mys)/2)/1000.0)
; Destination camera angle x and y values
dest_cam_yaw#=dest_cam_yaw#-mxs
dest_cam_pitch#=dest_cam_pitch#+mys
; Current camera angle x and y values
cam_yaw=cam_yaw+((dest_cam_yaw-cam_yaw)/5)
cam_pitch=cam_pitch+((dest_cam_pitch-cam_pitch)/5)
RotateEntity camera,cam_pitch#,cam_yaw#,0
; Rest mouse position to centre of screen
MoveMouse 640,512
;Draw Crosshairs
DrawImage hairs, 640, 472
; Camera move
; -----------
; Forward/backwards - destination camera move z values
If KeyDown(17)=True Then dest_cam_z=.4
If KeyDown(31)=True Then dest_cam_z#=-.4
; Strafe - destination camera move x values
If KeyDown(30)=True Then dest_cam_x=-.4
If KeyDown(32)=True Then dest_cam_x=.4
If ammo <= 1
If KeyHit(19)= True Then
ammo = ammo + 6
Text 640,512, "RELOADED!"
Delay 300
reloads = reloads - 1
EndIf
EndIf
If ammo2 <= 1
If KeyHit(20)= True Then
ammo2 = ammo2 + 6
Text 640,512, "RELOADED!"
Delay 300
reloads2 = reloads2 - 1
EndIf
EndIf
; Current camera move x and z values
cam_z=cam_z+((dest_cam_z-cam_z)/5)
cam_x=cam_x+((dest_cam_x-cam_x)/5)
; Move camera
MoveEntity camera,cam_x,0,cam_z
dest_cam_x=0 : dest_cam_z=0
; Gravity
TranslateEntity camera,0,-1,0
;Update Bullets
For biter.bullettype = Each bullettype
MoveEntity biter\entityhandle, 0, 0, .5
If Abs(EntityX(biter\entityhandle, 1)) > 10000
FreeEntity biter\entityhandle
Delete biter
ElseIf Abs(EntityY(biter\entityhandle)) > 10000
FreeEntity biter\entityhandle
Delete biter
ElseIf Abs(EntityZ(biter\entityhandle)) > 10000
FreeEntity biter\entityhandle
Delete biter
EndIf
Next
;Shoot
;-----
If ammo >= 1
If MouseHit(1)
;PlaySound shoot
bullet.bullettype = New bullettype
bullet\entityhandle = CopyEntity(bulletmesh)
PositionEntity bullet\entityhandle, EntityX(weapon1, 1), EntityY(weapon1, 1), EntityZ(weapon1, 1)
RotateEntity bullet\entityhandle, EntityPitch(weapon1, 1), EntityYaw(weapon1, 1), EntityRoll(weapon1, 1)
EntityType bullet\entityhandle, 4
EntityRadius bullet\entityhandle, .01
ammo = ammo - 1
EndIf
EndIf
;Shoot
;-----
If ammo2 >= 1
If MouseHit(2)
;PlaySound shoot
bullet.bullettype = New bullettype
bullet\entityhandle = CopyEntity(bulletmesh)
PositionEntity bullet\entityhandle, EntityX(weapon2, 1), EntityY(weapon2, 1), EntityZ(weapon2, 1)
RotateEntity bullet\entityhandle, EntityPitch(weapon2, 1), EntityYaw(weapon2, 1), EntityRoll(weapon2, 1)
EntityType bullet\entityhandle, 4
EntityRadius bullet\entityhandle, .01
ammo2 = ammo2 - 1
EndIf
EndIf
;We all know what this does
UpdateWorld
;Kill the badguy if shot
For biter.bullettype = Each bullettype
If CountCollisions(biter\entityhandle) > 0
badguyhit = EntityCollided(biter\entityhandle, 3)
For badguysearch.badguytype = Each badguytype
If badguyhit = badguysearch\entityhandle
If badguysearch\state <> 5
badguysearch\state = 5
RotateEntity badguysearch\entityhandle, 0, 0, 90
kills = kills + 1
TranslateEntity badguysearch\entityhandle, 0, -1, 0
Exit
EndIf
EndIf
Next
FreeEntity biter\entityhandle
Delete biter
EndIf
Next
If kills >= numberofenemies
Cls
Text 640,512, "YOU WIN!!!!"
WaitMouse
End
EndIf
;Let's hope we all know what this does
RenderWorld
;Quit If ammo is out
If ammo <= -1 And reloads <= -1
Cls
Text 640, 512, "YOU LOSE!!!!"
WaitMouse
End
EndIf
;Update timer
If timer = timer + 1000
time = time - 1
timer = MilliSecs()
EndIf
;Quit if timer is out
If timer <= 0
Cls
Text 640, 512, "YOU LOSE!!!!"
WaitMouse
End
EndIf
;Write ammo count and time remaining
Color 0, 255, 0
Text 10, 10, "Ammo of Left-Hand Gun: " + ammo + " / " + reloads
Text 300, 10, "Ammo of Right-Hand Gun: " + ammo2 + " / " + reloads2
Text 900, 20, "Time Remaining: " + time
DrawImage hairs, MouseX(), MouseY()
;Flip the screen into view
Flip
;end of main loop
Wend
;End the game
End