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The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!

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Iz Dat Sum POM?
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galaxy366
galaxy366 - - 655 comments

Sick!

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architectts
architectts - - 790 comments

I thought I was going to see the model of a bottle of the POM that keeps you regular.

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Derranged
Derranged - - 730 comments

Very good job :D

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Argoon
Argoon - - 1,077 comments

Nice :)

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GavinStevens Author
GavinStevens - - 620 comments

Better pic:

Team-blur-games.com

Reply Good karma+7 votes
KEEP_IT_UP!
KEEP_IT_UP! - - 1,444 comments

awesome work! :)

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WarlockSyno
WarlockSyno - - 226 comments

You guys like to squeeze all that you can out of that poor engine, don't you?

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Domo01
Domo01 - - 450 comments

You say it like its a bad thing D:

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xalener
xalener - - 1,605 comments

I love me some POM.

Does it cast and receive shadows too like the pack in Doom 3?

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Cahir
Cahir - - 186 comments

O.O That looks awesome!

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John.d.h
John.d.h - - 37 comments

Is that a flat surface with just some amazing normal mapping?

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ikuto
ikuto - - 52 comments

Bloody hell, big company spends millions on new engines when group of people can make something so perfect on old one.
Modders i im not disapoint.

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GenMoKai
GenMoKai - - 309 comments

If you saw this game...

You will **** bricks!

Awesome!

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SneakySoft
SneakySoft - - 340 comments

It's not just normal mapping, it's also parallax occlusion mapping. Normal mapping puts a shadow on the surface based on the position of the lights & normal map. With parallax mapping, the surface gets duplicated a number of times and are cut off based on a height map.

You can see this really well in the picture Gavavva posted in the comment. The side of the bricks look stretched because it are duplicated pixels.

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GavinStevens Author
GavinStevens - - 620 comments

Yeah, its just a fancy shader, and you can see a lot of flaws with it when you don't use it correctly. That second pic I posted is chock full of them, but thats because of the settings I was using at the time, which is sorted now.

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nopushbutton
nopushbutton - - 719 comments

This looks really nice, however it also appears to be the work of a very inept bricklayer!

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-Artanis-
-Artanis- - - 114 comments

very impressive...

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PlayfulDesk
PlayfulDesk - - 2 comments

Is that just advanced displacement mapping?

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GavinStevens Author
GavinStevens - - 620 comments

Displacement mapping uses actual geo to deform the surface, meaning that you end up with a sub-devisied mesh rather than a flat surface, which while nice, is a) slow and b) creates under certain circumstances odd colision if not handled in the right way. This always remains a simple flat surface, 2 polygons in this case, no matter what.

As for the fall back to lower quality options question, yes, we fall back to lower qualitity options like Penumbra, including of course "off". As we always say, everything in OD has various graphical qualaity settings, which means you can run the game in its highest or with everything disabled (To a certain point... Cheating etc comes into play here).

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Capn_Nick
Capn_Nick - - 53 comments

Looks awesome. Any plans to implement tesselation?

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[Berserk]
[Berserk] - - 84 comments

No. We don't consider it to be worth the effort.

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Aimforthehead
Aimforthehead - - 274 comments

Amazing quality. How is this hitting performance?

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[Berserk]
[Berserk] - - 84 comments

Depends on number of samples taken (which vary for each surface material AND viewing angle too). Generally speaking, yes, it's expensive, but it's not that big a deal. In any case, it can be disabled (it is by default).

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shaftling
shaftling - - 54 comments

Outstanding job

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ken9764
ken9764 - - 484 comments

wow

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Been in there ages, but yeah, POM lol.