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sixbyseven

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sixbyseven last won the day on October 10 2012

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About sixbyseven

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  1. sixbyseven

    PB_HelipadEscape

    Okay, just updated with: -Fixed collision -Splat-plane to kill player if jumping off building (tsk tsk) -Less obnoxious credits/branding (required for the demo) Webplayer: http://bit.ly/10rJVb9
  2. sixbyseven

    PB_HelipadEscape

    It's a cool little demo and the layout is neat Thanks! but I feel like visually it suffers a little bit if you're looking at it from a functional standpoint. Particularly I'm talking about the crates, they don't make me feel like I'm near a helipad (or a rooftop, for that matter). Ventilation equipment, rails for a window washing platform...surely there are better things which belong on a roof than crates! Unfortunately (as you guessed), those crates are all I had to work with for detail meshes in this map, ha. Various reasons, mainly being it'll be distributed to many in full source (not Source, just source) format, and so I can't include anything special... Perhaps this isn't the sort of feedback you're looking for though (particularly if there aren't so many assets to work with ) Nope, that's good feedback! I'm going to work up a "private" version of the map with full detail meshes, effects, better shaders, etc, to really pop. Knowing that someone agrees the lack of proper machinery/etc is a big deal, is helpful. The layout works, though. Good! That'll be really put to the test later on, when it goes full multiplayer. I'll post a link to that, if I remember, when it happens I kept falling through this small set of stairs and out of the map (but only when I ran up the stairs...not down...) That's very strange- I'll have to check it out, thanks!
  3. sixbyseven

    PB_HelipadEscape

    (okay, so I made up the "PB" prefix, but it feels necessary in this forum ...) Hi folks! I'd like to share my first finished map in a loooong time. Amazingly had the willpower to stick with it and go all the way! That doesn't happen often. Probably only because I absolutely had to finish this for a multiplayer demo map (UFPS and Photon Networking). Also, the simple, old-school geo was a lot of fun to build. Stickin' to that grid, only 90 and 45 degree angles, really satisfies my OCD needs, ha. The entire map took about...5 total days, 8-12 hours a day, I think. Over about a month of on/off work. Looking forward to thoughts, critique, feedback, etc. Still time to edit some things if need be, before this is officially "done". In a hurry right now, but I'll try to post more info later, including a gigantic step-by-step document time lapse of the level construction! Thanks for looking! Webplayer- http://bit.ly/1uDwK3F Windows .exe build (much better!)- http://bit.ly/1u6A2Ll Special thanks to UFPS (www.visionpunk.com) and Game Textures (www.gametextures.com) Screenshots:
  4. Just the environment, and then build out a webplayer so others can give it a try. If anyone needs help on that, just let me know!
  5. Hi again Mapcore-ians! I'd love to catch your creative interest in a new "Mapping Contest" I am holding, once again. The theme this time is "Classic Horror" and ought to be lots of fun! Don't Panic! If you are used to mapping with Hammer, Quake or Unreal, using ProBuilder/Prototype in Unity will feel right at home, I promise. I know many users here are not Unity users, but I would love to see your awesome-laser focused on this contest. Having lurked about these forums for a long time now, and constantly being impressed by what everyone is creating, I would be honored to have you give this a try! Also: you can pick up Prototype for free (http://bit.ly/10l171V), give it a go and I think you will be mightily happy with it's simplicity and speed for level design. Dare I say even better than Hammer, Unreal, and Quake? Thanks everyone, details below! (ps: the "official" thread will be the Unity Forum version, at http://bit.ly/1qSSdxH) --- "The Mappening" Halloween Mapping Contest is LIVE! ... (live, I tell you!) We are long overdue for another Mapping Contest, and Halloween is always a great theme- perfect timing, and we hope to see many people participate this month! The theme for this contest, naturally, will be "Horror", with an emphasis on old-fashioned, classic style (but not required). Cabins in woods, dark catacombs, haunted cathedrals, and sinister, gloomy mansions, or anything else you can imagine that might terrify easily-spooked children and questionably-grown adults. Moving on to the specifics: Timeline: October 1st through November 3rd (that's right- I'm giving you time to push through that Halloween-hangover, and finish up by Monday night!) Prize: Fame and Glory! Also, the following: 1st: ProCore Complete Bundle 2nd: ProBuilder 3rd: Any other single tool we offer! WIP Prizes will also be given out every week, for the best WIP images! Rules are fairly simple: 1) DO talk about The Mappening 2) Honestly, please do talk about The Mappening, and spread the word! ...ahem. 1) Your map must be primarily made with Prototype or ProBuilder. You can download Prototype for free, just for the contest! Here's the link: http://bit.ly/10l171V 2) Any detail meshes you use, must be your own, or available for free. 3) You may use purchased textures, image effects, etc Submitting Your Map: Please submit: 1) Webplayer running at 1280x720 2) At least 5 screenshots, at 1280x720 or 1920x1080 3) A list of all purchased items used in your scene 4) Your Forum name Send these items to "[email protected]" with "The Mappening" in the subject. Judging: Maps will be judged based on adherence to the theme, look and design, as well as involvement with the WIP thread here- please post WIP shots, offer critique, and help encourage others! Questions? Ask 'em here! Good Luck Everyone, and Have Fun!
  6. Oh, I see! Hmm, I'll try to find time for that, sorry about that- I should have added a GUI for customizing the controls. Well, as just an early demo, not much time for that sort of thing
  7. Hi everyone! Recently, I asked the PB community "What would make a good tutorial series?" Re-creating the iconic "E1M1" level from DOOM was top of the list, and hadn't been done yet (in Unity), so I dived in and started working! Building up the level was a great experience for me, learned quite a bit myself and had a fun time. I really hope the end result is something everyone can enjoy- especially those with the same nostalgia Building and playing this brought back great memories of sitting at the old "486" with that clunky keyboard, and no mouse... Webplayer: HD or Pixel-icious! "Slap a few shells into your shotgun", and give the webplayer a try! There are two versions, one that uses the cool "Pixellator" image effect, and the other in full HD glory: Play the "HD" Version or Play the "Pixelicious" Version Screenshots Video Tutorial Series Now, the part that REALLY took time, effort, and far more work than expected, was the complete, start-to-finish, 10-part video tutorial series that details the entire process! Through this series, I go over everything from building and texturing, to lighting and optimizing, and even how to setup doors, elevators, triggers, slime pit damage, and more. I sincerely hope this will be a big help to anyone looking for an all-inclusive, detailed, in-depth level design and construction tutorial series. Directly below is the "Intro" video, and I have linked to each of the 10 other videos just below that. Enjoy, and please let me know if you have any thoughts, comments, or suggestions! EDIT: The darn videos wouldn't show as just a link- so I've removed them and added a single link to the playlist: https://www.youtube.com/playlist?list=PLrJfHfcFkLM9dWnj31b8XTdePDLIOWk7e This was my first full-length tutorial series, learning as I go, there will certainly be more to come ~ Thanks for viewing, looking forward to feedback on the tutorials and level!
  8. Hi everyone! Thanks to the recent holiday rush on ProBuilder, I'm finally in a position to throw the dice and hire on some dedicated part-time help! Coming straight to the MapCore community, since I've seen so much talent and (more importantly) self-motivation here. To pre-summarize, I need someone to create fun, exciting, inspiring visuals, anything you like at all, using my tool "ProBuilder". Then, use the awesome content you create to spread the word and build awareness of what is possible with the tool, how easy/fun/powerful it is, etc. (If you don't already know ProBuilder- it's dead-simple and you'll learn it in no time, especially if you are a Hammer user) This is a Paid Position- no "for experience" BS! Title: Creative Content & Social Media Pay: $20/hour, + 5% Commission Job Summery: Create visually exciting and appealing content that showcases what can be created with ProBuilder for Unity 3D. Then, use this content to market ProBuilder via forums, social media, and other online methods. Work Location: Working remotely is just fine, although if you are in the LA, USA area and able to meet occasionally, that's a big plus! I will need you to be available for Skype conversations, as well. In Detail: I believe what ProBuilder needs, is someone to consistently create great looking visuals and show them to the world. You will have nearly complete artistic freedom, and exploring many different styles, genres, inspirations, etc, is encouraged required! The goal is to have a constant stream of media showing that virtually anything is possible with ProBuilder, and how easy/fast/fun it is to use. The second part of this effort is simply getting the content "out there", via as many channels as possible, for example: Posting daily updates via our official social media channels (Twitter, Facebook, possibly Google+) Posting tutorial and/or timelapse videos on our Youtube channel Posting to the Unity forums, and elsewhere online Currently, I am only hiring on for about an hour of work each day- this means jumping into Unity, have a good time working on some content for about 45 minutes, then post some screenshots/news/info/etc. Technically, you can split up the time however you like, with at least a quick post to Twitter/Facebook each day. As more funds become available (thanks to your efforts!), I do hope to hire on full-time, including work for a major game we are currently developing! Regarding the 5% Commission- since (currently) I can only pay directly for 10 hours/week, this 5% is intended to encourage a bit of overtime, for those motivated to do so. Commission would be calculated on gross sales income. For example, that would have been about $1500 for December! To Apply: Please submit via email a paragraph or so about yourself, and links to your website, portfolio, etc. Past experience is great but not required- just skill and self-motivation. ~ Thanks for looking, and if you are interested, please don't hesitate to email me with questions, or post here. I think this will make a very rewarding and enjoyable side-job for the right person, and will almost certainly grow into much more. Best! Gabriel W
  9. (I don't want to be spammy so keeping it short- just so excited to have this finally out there, can't hold it back!) ProBuilder v2.2 has been a MAJOR project, but we are super, SUPER excited to finally announce it is now LIVE and ready for all! Perfect timing, as the Unity Asset Store is featuring it at 50% off in today’s 24 Hour Sale! (http://bit.ly/10TBjYR) ProBuilder v2.2 includes Full Source, the Extrude function, Edges, Bridging, Collapse Verts, and so much more, it’s become an incredibly more powerful tool. Check out the (sorry, rather lengthy) “Intro Video” at the link below- I’m off to real sleep for the first time in 3 days! http://www.youtube.com/watch?v=IpQelCVPPZg
  10. Should it be of interest, allow me to froodulate your frontal lobes with this fine funky tank: http://www.youtube.com/watch?v=8bf_BMGveGI
  11. Yep, no worries- Prototype is just a "stepping stone" to ProBuilder. In fact, ProBuilder is about to get extremely awesome...more on that soon!
  12. Thanks iwxanthi! I really hope this new tool at $15 (vs $100 for PB) will open up good 'ol level design to everyone in Unity. Super fun to use, I find myself just buildiing away, and colorizing is great
  13. Hi again all! It's been a long time since I last posted here, very excited to show my newly-launched, Hammer-inspired, level design tool "Prototype". We've added some fancy new items like Extrusion and Face/Vertex coloring, edge selection, and other nifty bits (if you've been following Prototype's big brother, "ProBuilder"). But mostly, the workflow has been streamlined, simplified, and geared toward building test levels, prototypes (see that?), and even game props/etc. Oh, and it's dirt cheap, so everyone can use it! I've pasted the text from the Unity Forum post here, and now I need to go sleep a LONG time, it's been quite a week, big thanks to everyone who can take a look, and pass it on if you like what you see. Looking forward to feedback, comments, and awesome new creations from yall! ----- Full information and details available at "www.protoolsforunity3d.com/prototytpe". Currently awaiting Asset Store link, meanwhile you can purchase directly via the above link. We are very, very excited to finally announce "Prototype"! Prototype enables you to build entire game levels (or objects) with speed and simplicity, then test instantly and tweak immediately- there is zero lag in the creative process. This is the powerful core of ProBuilder, but stripped of specialized functions and focused on speed, available for just $15 for the first few days. Check out the video below for a quick overview, including a demonstration of the new Extrude feature! Prototype is the core of our powerful mesh-building tool, ProBuilder, stripped for speed and simplicity. Prototype is built specifically for “prototyping” a level- building up the basic structure and flow of your game without wasting a single second, and enabling true speed-of-your-mind game creation. With the ability to build, test, then instantly tweak, test again, etc, your workflow becomes incredibly fast, efficient, and truly fun. Using Prototype, you can quickly build great looking early-stage structures, props, walls, bunkers, vehicles, virtually anything at all. Test and tweak instantly, then replace with final models once your artists catch up- if they can! Prototype also includes ProBuilder’s ability to quickly colorize faces without adding a single draw call, so you can designateteam areas, or just get creative with colorful dev textures. Lastly, Prototype includes support for the Detail, Mover, Collider, and Trigger types from ProBuilder, so you can even use Prototype with dynamic doors, lifts, spawns, barriers, player clip, and much more. Whatever your project, Prototype can accelerate it’s development, ease your stress, and ultimately allow you to ship abetter finished project. Give it a try, you’ll wonder how you ever worked without it! Full information and details available at "www.protoolsforunity3d.com/prototype". Looking forward to any questions, comments, and feedback! We honestly can't wait to see what everyone creates with this new and super-accessible tool
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