OverDose - Shameless Self Media Pimpage [id tech 2]

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Ok, so as a lot of you may know, I currently co-run an indie team called Team Blur Game and we are hard at work on our post apocalyptic first person shooter “OverDose”. OverDose has a strong team play feel to it, lifting a lot of inspiration from Return To Castle Wolfensteins objective based gameplay, almost to a “homage” level of appreciation. Obviously, we have added our own elements along the way to stand out, such as a more advanced movement system that lets you mount/climb objects, even letting you buddy up with a friend who can help you climb up higher surfaces. The number one point of OverDose was to pretty much bring Wolfensteins objective team play based gameplay screaming into the new era as much as we could.

od_logo.jpg

Obviously as a tiny team, this is bloody hard work. With one coder and one artist, its… Tough. We have had Jamin who did our character models and weapons, but even then we have a single weapon completed and two characters (plus several heads). I’ve had to do everything else, art wise, including UI, effects, textures, models and maps. A massive project… But that’s not for here, because that would be more of a “help wanted” style post, which this isn’t as its more of a pimp (But yeah, if you can help out, give us a PM).

Before I get onto some screenshots of what OverDose looks like in its current state, please be aware of something… OverDose is based on id Tech 2. Two. That’s Quake II.

Anyway, onto some shameless self pimpage. With the renderer being pretty much feature complete now, I figure its time to ramp it up a bit with pimping. Polycount has a boat load of my heroes and people I look up to posting here, and I value you guys more than any other area of the ‘tinternets when it comes to this stuff.

WIP Area screenshot, lacking a lot of Ivy and a few other bits:
od_polycount_0.jpg

Just chilling:
od_polycount_1.jpg

Misc Bits:
od_polycount_2.jpg

Real time light shafts/pom/post process:
od_polycount_3.jpg

Missing all the foliage/ivy:
od_polycount_4.jpg

Shed load of misc objects (of a few hundred I’ve made):
od_polycount_5.jpg

My Marauder hands:
od_polycount_6.jpg

Bens CMC Pistol:
od_polycount_7.jpg

Bends CMC Pisol with CMC Hands:
od_polycount_8.jpg

Field Ops Class:
od_polycount_9.jpg

Field Ops Head Variants:
od_polycount_10.jpg

Infiltrator Head Variant:
od_polycount_11.jpg

And another:
od_polycount_12.jpg

Maybe Music and the like is more your bag? Here are some samples of the music and types we are going for created by the talented Luciano Giacomozzi, so you can experience them for yourself:

[ame=""]OverDose Soundtrack -- "Prepare Yourselves" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "Time Is Running Out" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "Holding Onto Humanity -- Marines Win" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "Mutated Victories - Marauders Win" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "Radiation Killed My Soul" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "The Horrors of Apocalypse" - Luciano Giacomozzi - YouTube[/ame]

[ame=""]OverDose Soundtrack -- "World In Darkness" - Luciano Giacomozzi - YouTube[/ame]


You can find out more on the “About” page of our site: http://team-blur-games.com/overdose/

And even more at the ModDB/IndieDB page: http://www.moddb.com/games/overdose

Replies

  • Tom Pritchard
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    I am blown away simply by the fact that that's running on id Tech 2.
  • schoenrock
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    First things first, screen shots look amazing! Second thing, I think you mean ID Tech 3. On your other shots on your mod page it looks like you are using Return To Castle Wolfenstein as your base, and that uses ID Tech 3, or the quake 3 engine. I'm also pretty sure it's the modified version, as normal maps were added later to it, much later.

    Either way you look at it though, what you are pulling off with it is better than a lot of other dev studios imo. This looks better than some of the ID Tech 4 games out there.

    Can't wait to see some vids.

    Also, what sort of help you looking for?
  • odium
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    Nope, we mean id Tech 2. The screenshots with RtCW are us saying "Hey, heres this area from RtCW, but remade in OverDose to show you what it would be like". OverDose is built on the frameworks of The Quake II Evolved engine, which is our previous engine creation back in the Q2 source port days.

    Everything you see thats in these pics, we added ourselves. That includes per pixel lighting, shadow mapping, sub surface scattering, rim lighting, AO, real time shadowed light shafts, material system, shaders, EAX/Open AL, post processing, colour grading, skeletal animation systems, custom model formats and encoders, brand new tool sets, a level editor, sky portals, terrain systems, folaige systems with wind simulation, GUI scripting, blah blah woop woop dingle berry tech stuffs. Theres a TINY ammount of Quake 2 still in there, the whole thing has been re-written to bring it up to date. It probably shares about as much in common now with Quake 2 as Rage does.

    As for what we need help with... Well, take your pick :( We badly need help with weapon models, animations as well. We have two character models, but of course need the full set done (concepts below, colour available) but at least we have two that will work "for now".

    cmc_team_large.jpg

    marauders_team_large.jpg

    *NEW REVISED TECHNICIAN CONCEPT (Second from right)*
    http://www.team-blur-games.com/forums/download/file.php?id=153
    http://imageshack.us/f/831/mdrtechniciancolour.png

    Marauder Custom Head Designs
    http://www.team-blur-games.com/forums/download/file.php?id=133&mode=view
  • marq4porsche
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    That is an insane amount of work you guys have done with so little people. I'm amazed looking at these screens.
  • odium
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    Its not really fair to say its just Nicolas and I. Bitterman did our fantastic concepts, and we have of course our music composers who did things I couldn't even begin to do. But when it comes to art... It was pretty much Ben doing the two characters/heads, pistol and human hands, and me doing everything else... And while I don't want to brag because I still feel theres nothing to brag about (I'm a shit artist, I just do what I can), I've created over 16,000 files for OverDose at around 6gig's worth of content. It does help when you just love the project you work on, and OD's become a huge part of my relaxing routine :)
  • schoenrock
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    Damn! well congrats on the overhaul. so how does the level editor work? any comparison to the UDK? Id love to work on environment stuff, I'm not much of a character artist, mainly a hard surface and environments artist.


    I just can't get over how amazing these shots look, and even more amazing considering the fact that you guys completely redesigned ID Tech 2.
  • ericdigital
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    Everything looks really great! It's awesome what so few people are able to do!

    Why did you guys decide to do an overhaul to such an old engine rather than just choosing something more recent? Or has this been a passion project of your guys for years?
  • Habboi
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    I really like the style and atmoshpere you have created in those first few screenshots.

    If you were looking for a level designer or heck if I had any experience with ID tech I'd probably help you out cause the amount of work you've done with such a small group deserves some support.

    Regardless I wish you luck.
  • odium
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    schoenrock wrote: »
    so how does the level editor work? any comparison to the UDK?

    We use a modified version of Radiant, so anybody with knowledge of building Quake maps will know right away. That includes COD games.
    Why did you guys decide to do an overhaul to such an old engine rather than just choosing something more recent? Or has this been a passion project of your guys for years?

    Well when we started all this, we were working on Quake II Evolved and there was only the faint glimmer of a possible Quake 3 source release in the future. So UDK, Doom 3, Cry engine etc... They didn't really exist in the way they do now. Obviously down the line, you get used to working with your own baby, and OverDose really did (parden the pun) evolve over the years into our own engine of sorts.

    Thanks for the kind words guys, means a lot to us.
  • Justin Meisse
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    This is looking great, you guys have to be commended for sticking with it so long.

    Everyone who thinks they can make an indie-mmo should come here to see how much work it takes to make an "easy" game like a FPS.
  • Joseph Silverman
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    It is really starting to look great, man. You guys are doing very cool work. Visually it looks nearly good enough to not need that 'all of this was based on id tech 2' disclaimer. That room scene is excellent -- most of the assets look aweosme, and those that are a little weaker are used very well in context. Maybe it's not up to triple a art team quality, but it's certainly competitive with some big budget titles out there.

    The weakest bit to me is the bathroom scene, just because the floor tiles and locker doors' materials are not being communicated at all. Is there no shader support for cubemaps or anything that could achieve a similar effect?
  • ae.
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    great job man always blown away by your posts!
  • SuPa-
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    This is looking sweet! I'm a huge fan of Quake and what you're doing with the engine is pretty impressive. I'm a bit of a noob, but I would be willing to help out some with modeling character models/props. I love the concepts.
  • odium
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    This is looking great, you guys have to be commended for sticking with it so long.

    Everyone who thinks they can make an indie-mmo should come here to see how much work it takes to make an "easy" game like a FPS.

    This is a simple FPS, its not even Single Player (but if we ever got to a serious position, we have a LOT of plans for a nice team based coop single player story game). It’s a lot of bloody work, but its also crazy fun. The daft thing is, after years of doing “next gen” style art, I find it REALLY tough to go back to doing diffuse only textures… Very strange…

    The weakest bit to me is the bathroom scene, just because the floor tiles and locker doors' materials are not being communicated at all. Is there no shader support for cubemaps or anything that could achieve a similar effect?

    Amazingly, that floor AND locker surface has cube maps on it. Its just in past screenshots I was met with “woa, tone that shit right down, its supposed to be old and dirty not ultra shiney”. It actually does use a cube map there. Maybe I can try again and find a happy medium between the two…
    ae. wrote: »
    great job man always blown away by your posts!

    Thank you :)
    SuPa- wrote: »
    This is looking sweet! I'm a huge fan of Quake and what you're doing with the engine is pretty impressive. I'm a bit of a noob, but I would be willing to help out some with modeling character models/props. I love the concepts.
    Everybody is a “newb”. Theres always somebody that does it better, or has been doing it longer… That’s the whole point of art. A real artist doesn’t look at his work and know its perfect, a real artist looks at his work and knows what could be achieved better/differently next time. The guys at Blur, myself included, we get this, that’s why we work close with everybody and offer as much or as little feedback as needed. Send me some previous examples, and I’ll take a peak? :p
  • tyddynroger
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    wow! this is impressive!
  • Joseph Silverman
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    odium wrote: »
    Amazingly, that floor AND locker surface has cube maps on it. Its just in past screenshots I was met with “woa, tone that shit right down, its supposed to be old and dirty not ultra shiney”. It actually does use a cube map there. Maybe I can try again and find a happy medium between the two…

    Ah! Always tough to find that happy medium. Can you mask the reflection with a greyscale map? I really dont know how that shader stuff works in engine.

    Btw, I don't have a ton of productive time laying around, but I may be able to make some props or draw some concepts for you if you'd like. Huge respect for humble, serious indie projects.
  • odium
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    Yup, the engine can either:

    a) slap a cube map over the surface with no bump interaction.
    2) slap a cube map over the surface with bump map interacion.
    d) slap a cube map over the surface with bump map interaction and use a greyscaled mask.

    The specular stage also allows us to control power/scale of the highlight per surface.
  • SuPa-
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    Good point! And I shot over an email. I figured that I'd make it somewhat official.
  • ez_jamin
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    Good progress on your map there Gav :D Thanks for pimping my stuff as well! :)
  • odium
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    You made the best bits Ben, obviously I'm gonna pimp the hell out of them :p
  • Beanwright
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    Wow! This is looking amazing! Must watch this post for updates :D
  • schoenrock
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    PM sent your way. I still can't get over the high details! I think John would be proud!
  • Sam Hatami
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  • BARDLER
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    looks awesome, but why did you put all that time into adding that stuff into that old engine? Why not use something like UDK, CryEngine 3, or Unity? Just wondering the thought process behind it :p

    Good luck with everything! Hope to see this released some day :D
  • odium
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    BARDLER wrote: »
    looks awesome, but why did you put all that time into adding that stuff into that old engine? Why not use something like UDK, CryEngine 3, or Unity? Just wondering the thought process behind it :p

    Good luck with everything! Hope to see this released some day :D

    We get asked this a lot. Honestly...? We were the first engine to add per pixel lighting, before it had that huge buzz of everybody adding it. We actually had a PPL tech demo out for Quake II Evolved... Before Doom 3 hit retail.

    So, seeing as its pretty much that engine that started it all, we have stuck by it since. We just have a lot of knowledge and experience with it. We started all this (Maybe not OverDose in its current form, but this type of work) when UDK didn't exist. When Unity was just a fart in a bath tub. When the Quake 2 Source release was, well, something unheard of before. You stick to what you know, and it was much easier to add new things and stuffs to an engine we knew that was as open as we wanted it to be, than it would be to make a "mod" for another game.

    For example, with OverDose, we have access to EVERYTHING. Not just a few things, but EVERYTHING. Netcode, physics, master server stuff, everything. We can change as much or as little as we want, any time we want to. It just made sense back then.

    Its the same thing with Rage... why didn't they just use a pre-existing engine rather than tweaking Doom 3? Because is a base, its what they knew. Same can even be said for COD, but then IMO COD needs a good kick up the arse in a LOT of ways...
  • odium
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    Forgot to post this:

    [ame=""]OverDose - Sky Portal Test - YouTube[/ame]

    I've since flattened the cloud sphere a tad so it doesn't look so odd.
  • Pedro Amorim
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    Nice hand animation lol
  • EiGHT
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    This is blowing my mind.
    You guy's deserve more support!
  • odium
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    Thanks guys, means a lot to us, really do. We have kinda been in the background a lot, people mostly pass us over becaue they just see "Oh... Brown FPS... Thats original", but we really are pushing the whole team play objective based game style with some really cool movement so that its original (Can your team mate lean over an edge, grab your hand and pull you up in COD? No :p ).

    Its hard with so few people, but we've had a few really good guys contact us thanks to this post so it was defo worth it.

    The question is this: Given that God is infinite, and that the universe is also infinite... would you like a toasted teacake?
  • odium
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    Gonna have to take a look at the SSS and Rim Lighting, it doesn't look quite right...

    od_feb_08.png

    WIP - Missing weapons, ivy, foliage, dust particles, cobwebs, tits, shoes, several small ferrets and a trombone.
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