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OverDose is a class, team& objective based multiplayer game set on a post apocalyptic Earth, were the Confederate Marine Corps and Marauders battle it out for supremacy over the destroyed cities of a war torn world. Using idTech2 as a base, we are writing our engine from the ground up to take advantage of modern day graphical options and details levels to bring you eye popping class based multiplayer mayhem. This isn’t just war... Its an all out apocalypse!

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Iz Dat Sum POM?
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galaxy366 Aug 13 2011 says:


+4 votes     reply to comment
architectts Aug 13 2011 says:

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

+2 votes     reply to comment
Derranged Aug 13 2011 says:

Very good job :D

+3 votes     reply to comment
Argoon Aug 13 2011 says:

Nice :)

+1 vote     reply to comment
Gavavva Author
Gavavva Aug 13 2011 says:

Better pic:


+7 votes   reply to comment
KEEP_IT_UP! Aug 13 2011 replied:

awesome work! :)

+2 votes     reply to comment
WarlockSyno Aug 13 2011 says:

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

+7 votes     reply to comment
Domo01 Aug 13 2011 says:

You say it like its a bad thing D:

+3 votes     reply to comment
xalener Aug 13 2011 says:

I love me some POM.

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

+1 vote     reply to comment
Cahir Aug 13 2011 says:

O.O That looks awesome!

+1 vote     reply to comment
John.d.h Aug 14 2011 says:

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

+1 vote     reply to comment
ikuto Aug 14 2011 says:

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.

+1 vote     reply to comment
GenMoKai Aug 14 2011 says:

If you saw this game...

You will **** bricks!


+2 votes     reply to comment
SneakySoft Aug 14 2011 says:

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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Gavavva Author
Gavavva Aug 14 2011 says:

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.

+1 vote   reply to comment
nopushbutton Aug 14 2011 says:

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

+1 vote     reply to comment
-Artanis- Aug 15 2011 says:

very impressive...

+1 vote     reply to comment
PlayfulDesk Aug 16 2011 says:

Is that just advanced displacement mapping?

+1 vote     reply to comment
Gavavva Author
Gavavva Aug 17 2011 replied:

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).

+1 vote   reply to comment
Capn_Nick Aug 23 2011 says:

Looks awesome. Any plans to implement tesselation?

+1 vote     reply to comment
[Berserk] Aug 23 2011 replied:

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

+1 vote     reply to comment
Aimforthehead Sep 13 2011 says:

Amazing quality. How is this hitting performance?

+1 vote     reply to comment
[Berserk] Sep 13 2011 replied:

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).

+1 vote     reply to comment
shaftling Oct 3 2011 says:

Outstanding job

+1 vote     reply to comment
ken9764 Nov 20 2011 says:


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Been in there ages, but yeah, POM lol.

Aug 13th, 2011
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