Loosk pretty decent....you really caught a "suburb" feeling.
Posts by Phlek
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Got Six Flags New England about 2 hours from my house, it's the one with the Superman, where a cripple for some reason got on and fell out of his seat like 100 feet up. It's still open and still fun as hell.
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I think this is what you guys are talking about...
Inside:
Sorry for the lack of dam pictures....
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If you're willing to put some money on the table check this out:
http://www.seamlesstexturegenerator.com/
I found it over at cgtalk.com in this thread:
http://cgtalk.com/showthread.php?t=222747
Apparently people are saying it's pretty damn useful.
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Evil machine = Slot machine
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Haha, I love it! Like the idea with the steel leg too, hahaha. GJ
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...can't be real.
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Here's a sketch of a cap I made a while ago, it was one of my first drawings I ever really tried to "do" with shading and stuff.
[Blocked Image: http://s90567463.onlinehome.us/cap.jpg]
I thought it was good for a first try.
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Is your dog high?
Nice pics.
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Looks like you copied from the sdk_de_cbble map, that said....looks nice.
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Glad you were able to fix it.

Looking forward to the next release BTW.
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Quote from ReNo
I think we should keep in mind that this was a map being made by just one guy (or at least thats how the older update news sounded to me) - there are no custom resources for it by the looks of things (while all other CS:S maps use mostly unique resources), so its really to be expected that its not of the usual Valve quality.
This is Dave Rillers map, same guy who remade de_tides. Definately a difference in quality between the two maps.
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I agree with Bic, must be a compiler problem.
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Awesome, thanks a lot.
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Don't exactly understand why your getting this problem. I started up the old hammer and made a little test map. Compiled it with the latest Zoner's tools with only -nowadtextures. It worked fine for me, the player model stayed there, was lit fine, and all the guns I dropped stayed as well.
[Blocked Image: http://s90567463.onlinehome.us/hi_help.jpg]
I simply made a func_illusionary with a null brush directly on it. For the func_illusionary I used these settings:
Render Mode: Solid
Amount: 255
I then made the same size brush and assigned the null texture to it. I have one light_environment and an info_player start.
.map is here if you want to compile it yourself: http://s90567463.onlinehome.us/test.zip
Hope this helped.