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OverDose Design Documentation

Written by Gavin Stevens


Version # 1.00
Saturday, March 07, 2015
All work Copyright 2008 Team Blur - All rights reserved.

All work Copyright 2008 Team Blur - All rights reserved.

Table of Contents
GAME OVERVIEW AND GENERAL INFORMATION_________________________________
THE STORY OF OVERDOSE_____________________________________________________________
WHAT KIND OF GAME IS OVERDOSE?____________________________________________________
WHY CREATE OVERDOSE?_____________________________________________________________
WHEN/WHERE DOES OVERDOSE TAKE PLACE?____________________________________________
WHAT DO I CONTROL?_________________________________________________________________
WHAT'S DIFFERENT ABOUT OVERDOSE?__________________________________________________
ENGINE FEATURES_________________________________________________________________
RENDERER___________________________________________________________________________
SOUND______________________________________________________________________________
COLLISION DETECTION_________________________________________________________________
NETWORKING________________________________________________________________________
INPUT_______________________________________________________________________________
FILE SYSTEM_________________________________________________________________________
EDITING WIKI/SDK__________________________________________________________________
GAME PLAY_______________________________________________________________________
GENERAL GAME PLAY FEATURES_______________________________________________________
AVAILABLE OBJECTIVES ______________________________________________________________
GAME MODES______________________________________________________________________
GUI________________________________________________________________________________
MAIN MENU SYSTEM_________________________________________________________________
IN-GAME LIMBO MENU ______________________________________________________________
HUD______________________________________________________________________________
ORDER MENU_______________________________________________________________________
SCORE BOARD______________________________________________________________________
CMC PLAYER CLASSES___________________________________________________________
GRUNT____________________________________________________________________________
MEDIC_____________________________________________________________________________
ENGINEER__________________________________________________________________________
FIELD OPS_________________________________________________________________________
RECON ____________________________________________________________________________
CMC WEAPONRY__________________________________________________________________
TACTICAL COMBAT KNIFE_____________________________________________________________
PISTOL ____________________________________________________________________________
O37 MACHINE GUN_________________________________________________________________
COMBAT SHOTGUN__________________________________________________________________
MICRO UZI ________________________________________________________________________
MINI GUN__________________________________________________________________________
FLAMER____________________________________________________________________________
ROCKET LAUNCHER _________________________________________________________________
SNIPER RIFLE_______________________________________________________________________
FRAG GRENADES____________________________________________________________________
FLASH GRENADES___________________________________________________________________
INCENDIARY GRENADES_______________________________________________________________
SMOKE GRENADES___________________________________________________________________

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LASER TRIP MINES___________________________________________________________________


CMC ITEMS________________________________________________________________________
DEFIBRILLATORS_____________________________________________________________________
HEATH OVERDOSE CHARGE___________________________________________________________
H.E. CHARGE_______________________________________________________________________
PLIERS ____________________________________________________________________________
AMMO PACK________________________________________________________________________
AIR STRIKE MARKER_________________________________________________________________
CMC ATTACHMENTS AND HOLDABLES__________________________________________
SILENCER__________________________________________________________________________
LASER SIGHT_______________________________________________________________________
REFLEX SIGHT______________________________________________________________________
ZOOM SCOPE_______________________________________________________________________
FLASH LIGHT _______________________________________________________________________
NIGHT VISION GOGGLES______________________________________________________________
THERMAL GOGGLES__________________________________________________________________
MDR PLAYER CLASSES___________________________________________________________
DRONE ____________________________________________________________________________
LOCUM ____________________________________________________________________________
TECHNICIAN ________________________________________________________________________
SCOUT ____________________________________________________________________________
INFILTRATOR ________________________________________________________________________
MDR WEAPONRY_________________________________________________________________
SHIV______________________________________________________________________________
BOLT GUN _________________________________________________________________________
RAPID NAIL GUN____________________________________________________________________
BURST RIFLE_______________________________________________________________________
ENHANCED BOLT GUN________________________________________________________________
HEAVY DUTY BOLT GUN______________________________________________________________
INCINERATOR _______________________________________________________________________
ENCASED PLASMA LAUNCHER _________________________________________________________
HIGH VELOCITY IMPACT RIFLE _________________________________________________________
SHRAPNEL CHARGE _________________________________________________________________
BURST CHARGE_____________________________________________________________________
FUSION GRENADES__________________________________________________________________
COMBUSTIVE SMOKE GRENADE________________________________________________________
LOCATION DEFENSE MECHANISM_______________________________________________________
MDR ITEMS_______________________________________________________________________
RECHARGE SHOCKERS________________________________________________________________
ENERGY OVERDOSE CHARGE__________________________________________________________
CONCUSSION CHARGE________________________________________________________________
WRENCH __________________________________________________________________________
ENERGY PACK ______________________________________________________________________
TARGET DEPLOYMENT BEAM______________________________________________________
MDR ATTACHMENTS AND HOLDABLES__________________________________________
SUPPRESSOR_______________________________________________________________________

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LASER SIGHT_______________________________________________________________________
IRON SIGHT________________________________________________________________________
ZOOM SCOPE_______________________________________________________________________
FLASH LIGHT _______________________________________________________________________
NIGHT VISION GOGGLES______________________________________________________________
THERMAL GOGGLES__________________________________________________________________
MISCELLANEOUS INFORMATION_________________________________________________
SURFACE TYPES AND EFFECTS DOCUMENTATION _________________________________________
PLAYER RANKS _____________________________________________________________________
TARGET PLATFORMS _________________________________________________________________
SYSTEM REQUIREMENTS _____________________________________________________________

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GAME OVERVIEW AND GENERAL INFORMATION


The Story Of OverDose
Mankind has always had an eye for invention, and throughout the years
has come up with so many wonderful and amazing ideas and implementations.
Thomas Edison stood against God and created light with the means of science.
Artificial limbs were created with mechanical parts to give new freedom of
movement to accident victims. New hope was given to people with serious
diseases and ailments. But not everything mankind has created was pure in
design. As a species we have always progressed with our technology and
intelligence, but the instinct to dominate has stuck with us for thousands of years.
Ever since the first cave man killed for his food, man has done whats been
required of him to survive. On December 21st, 2012, mankind was changed
forever. Early in the year tension mounted between the super powers of the world
and before any of us knew it, entire cities were in lock down with no hope of
leaving. Then, as children played in the streets innocently, the first bomb was
dropped. In the space of a few hours, nations pressed the launch buttons without
hesitation to counter strike the attacks. The aftermath was horrendous, the world
was in ruin, and most of the world was covered with radiation Mankind was
pushed to the brink of extinction.
Now, 143 years later, the battle is still strong. The worlds population has
been divided into two factions; Those who hid, and those who were left behind.
The Confederate Marine Corp. does what it can to keep peace and order in the
remaining safe zones. They try to provide order and discipline to the remaining
civilians of the last few safe zones. The outlandish Marauders however are more
machine than man now, using scraps of weaponry and cybernetic implants to
keep them alive longer. Many years of radiation poisoning and complicated
childbirth has left them scared and warped, like the things of nightmares. While
the CMC want only to survive, the MDR relentlessly attack them for fresh supplies
of their ever-growing addictions. Both factions are destined to fight until one falls.
Which one is yet to be seen

What Kind Of Game Is OverDose?


OverDose is a Multiplayer team objective based game with online and offline play.
The Confederate Marine Corps. (CMC) and the reckless forgotten Marauders
(MDR), battle for control of locations on Earth. Based in a first person, the two
conflicting teams must battle not only each other, but large open terrain areas.
Every class has his own strong and weak points, but every class is a vital role to
the game.
This isn't Deathmatch. Any man out for himself will only get himself killed.

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Why Create OverDose?


A lot of people have asked me, "Why OverDose?". Well, here's the story. A
little while ago Nicolas and I decided to create a modification for Quake 2 that
would slightly enhance a few areas of the game, like give it a new menu, a few
new effects etc. This turned into a huge project, with a completely new per pixel
rendering system and fragment/vertex program support and all sorts. In short, we
turned the crusty Quake 2 engine into some new kind of beast. We were happy
with what we had done, but we wanted more. We wanted to be able to do this sort
of thing with more freedom. It was very tedious to get a map looking nice, since
you would pretty much have to re-make it thanks to strange lighting positions and
what not. So, in that second, OverDose was born.
Originally planned as a single player advanced expansion pack for Quake 2, me
and other forum members began to jot down ideas here and there, and before we
knew it something big was taking shape. Images flew in left and right thanks to
our amazingly skilled forum members we started to get the basic shape of a game
in our heads. However, OverDose single player was never to appear as such. The
idea slowly started to lose shape; it slowly started to just disappear, as one of
those projects that would never be. Yeah, it died. At the same time Quake II
Evolved started to grind to a halt. Technology wise, Nicholas was at the end of the
road with what could be done to Quake 2 again. What followed were countless
hours of discussion as to what exactly we should do next which ended at the
question: "What if we make our own game?". At that instant we both remembered
OverDose. A lot of love and attention went into the mod from the forum members
and ourselves and it was obviously something they wanted as well, but how
should we handle it? Given the fact OverDose would be a brand new full game we
decided to ditch Quake 2 in the title to avoid any legal issues that could crop up.
So, Quake II Evolved: OverDose was now known as just "OverDose". The "Strogg"
were replaced by an equally evil race known as the "Marauders", and the Marines
were given a complete makeover; But what about the actual game? Well, Starting
and completing a single player game is no main feature. Single player mode
needs some complex AI, well thought scripting system and no end of other
technical issues. It could also take forever to complete, and that's something we
didn't want. So, OverDose Single Player was put on hold, and a new game took
shape. OverDose was now Multiplayer.
The reborn OverDose was to be just multiplayer only. The reasons behind this are
obvious, but its just easier to make a multiplayer game compared to single
player. There are countless balance issues and what not, but those are "issues".
Its like saying "Do we paint this wall black, or white?" It doesn't make a
difference, the walls still need to be made, it can be changed at will. Compare that
with a full single player game and the countless problems are far more obvious.

When/Where Does OverDose Take Place?


OverDose takes place in the near future. After the great war of 2012,
Humanity was split into two halves; those who lived in shelter from the radioactive
fallout, and those who had no choice but to surrender to its devastating effects.
OverDose takes place in the year 2155, when the Earth as we know it is long gone
and replaced by decaying land of filth and depravity. Those that remained
sheltered from the fallout are much like we are today, only with a stronger will to
survive. Those who were left behind are now changed, mutated over years of
radioactive poisoning, some more machine now than man.

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What Do I Control?
Players control various classes from either the Confederate Marine Corps,
or the Marauders, each with different weapon sets and abilities. Each class is vital
to both the completion of mission objectives and the survival of other team
members, making each player important to the game.

Whats Different About OverDose?


OverDose is at its heart a First Person Shooter(FPS), but we have a few key
ideas and different implementations that will make us stand out from the crowd:
Weapon Attachments Most weapons allow a custom attachment that changes the feel and
use of the weapon in hand, and the player can select whichever combination of these he/she
wants. For example, a silencer will reduce the sound level of your shots when used but also
reduces damage slightly, giving it both points for and against its use.
Down But Not Out When a player takes too much damage, he/she will need to call out for a
Medic. At this stage, the player can crawl on his hands and knees in any direction he wants, to
try and get to a safe area.
OverDose Charge - With OverDose being a classed based game where players recharge
health when in cover, the role of a Medic has been changed dramatically compared to other
shooters. To keep the Medic as an important class, we have given the Medic an OverDose
Charge. With this charge a team members stats boosts significantly. This will allow that team
member to survive longer, making it an idea choice for Engineers completing an objective, or
Grunts who need to defend a key area.
World Environmental Interaction The world of OverDose is a dangerous and unpredictable
one that is full of many dangers, freezing cold snow, acid rain and molten lava. Because of
these dangers, we want the player to fully feel like they are part of the game world, and so
have designed various ways in which the world interacts with the players view screen when
playing. For example, rain drops will appear on the screen or blood will cover the screen if you
are too close to an exploding team mate.
Camera Movement That Feels Alive No more basic static camera for your view. Now, the
view will twist, turn and move with your actions, displaying the world how it would be seen if
you were really there.
Breathtaking Graphics With Perfect Shadow OverDose uses per pixel lighting and
shadowing in combination with shadow mapping to provide amazingly perfect shadows and
shading in the game world. Every surface comes alive with its own lighting direction and
surface events.
Extreme Gore Nothing beats the sound of the enemies head exploding after a successful
head shot, or the blood that fills the air when a rocket lands at just the right time. In
OverDose we aim to have some very impressive gore, with head shots resulting in exploding
faces, bodies getting ripped to pieces, and blood that realistically drops down the screen. Im
guessing a Mature rating here?
Im better than you? Lets prove it! OverDose will feature a fully stat driven experience,
with ranks based on how well you are doing and online achievement tracking per person.
While ranks do not award you with anything that would otherwise unbalance game play, we
may use them to unlock special appearances to do with character customisation. Stat
tracking will be a large part of OverDose, allowing the game to be more community focussed.
Timed Reload Boost The TRB system in OverDose adds another dimension of skill to
reloading your weapons. Now, when you reload a weapon, if you press reload again at just the
right time (Indicated by an onscreen prompt), you will get an additional damage bonus to a
certain number of bullets. If you mess this up however, you will take longer to reload the
weapon, so its best to only press reload again if you really think you can pull it off.
First Person Cover System Ducking and diving is one thing, but OverDose will feature a
First Person based cover system that allows the player to stay in cover while attacking, and
even lets you blind fire.

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In-game Surface UIs Using our UI scripting system, its easy to place UIs on game world
objects for controlling things like doors, lights and weapons. This allows us a greater sense of
freedom and detail when it comes to in game UI panels and screens.

Many more features and design choices will come out once further into
development of OverDose that will really make us stand out from other run of the
mill shooters.

Engine Features
Renderer
OverDose uses a very advanced rendering system which allows us to create
highly detailed and incredible looking effects. Listed below are just a few of the
rendering engine capabilities:

Fully dynamic, unified per-pixel lighting and shadowing model


Material system and GLSL shaders
Post-processing effects
Terrain and foliage
Skeletal animation
Sky portal, mirror, portal, and remote camera subviews
Volumetric fog
Decals and particle effects
High definition cinematics and in-game videos
Widescreen support

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(Foliage animation and interaction Just one of the many new features
coded into the OverDose engine.)

Sound System
Sound is one area we feel many games these days dont put enough focus on.
Sound can make or break a game, even if you dont know it. Many times I hear
stories of people playing games, saying do you remember that bit? I heard the
X and I knew I was gonna die!. We feel sound is just as important as graphics, if
not more so. Here are a few of the features of our sound engine:

3D sound spatialization
Surround sound support
Sound shader system
Environmental reverberation and occlusion effects
Dynamic background music
Hardware acceleration support

Collision Detection
Nobody wants to get stuck on an odd polygon sticking out in a map. Thats
why we have taken the utmost care and attention to detail to bring you the best
possible compromise on detail and speed. Here are a few key features:

Very efficient brush-based BSP trees


Per-polygon collision detection on curved surfaces and models
Per-polygon hit detection on skeletal models

Networking
Because OverDose is focussed on online play, our networking code needs to
be as polished as possible. Nothing hurts more than lagging out at the wrong time
when its not your fault. Here are a few key features:

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Based on the well-proven Quake 3 networking technology


Up to 64 players supported
LAN and Internet play
Voice chat support
Packet compression for reduced bandwidth usage
Demo recording and playback support

Input
A player is only as good as the keys hes tapping on, which is why OverDose
supports a wide range of controllers, mice and keyboards:

International keyboard support


Support for high definition mice and a wide array of game controllers
Full support for the Xbox 360 controller for Windows
Force feedback

File System
Creating a secure online game that still allows a limited degree of
customisation, and also gives the nod to modders and mappers to add extra
content to the game easily and safely, is no easy task. We feel we are more than
up to the challenge:

Add-ons and game modifications support


Auto-downloading support
Pure servers ensure all clients are using the same game assets
Compressed PK3 files allow easier distribution of patches and add-ons

Editing Wiki/SDK
Team Blur is committed to bring the best possible experience and tools to
both the gamers and the staff working on its projects. Thats why every project we
create we develop a full SDK with tutorials and explanations on everything from
audio, texture materials and map compiling. We also provide fully original and
working tools for the artist to create his own media, such as model converters,
map compilers, and font builders. Each of these tools is a perfect way to work with
the engine because it has been designed and created from scratch for work with
OverDose, so you can guarantee 100% compatibility. We have also included a real
time light editor allowing artists to tweak lighting in game in real time, which can
save hours of work.
Integrated light, sound, FX, and reverb editors
Real time in-game editing: what you see/hear is what you get
User-friendly GUIs

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For full access to our editing Wiki, please visit:


http://www.teamblurgames.com/wiki, please note this Wiki is updated on a regular
basis with the latest information and tutorials.

(OverDose Image Compressor Just one of many tools


created for use exclusively with the OverDose engine.)

Game Play
General Game Play Features
The general goal of OverDose is to work as a team closely, protecting each
others back and doing the duty of the role you have selected to play. This means
that you cant just all spawn as Grunts, because there are certain objectives to be
completed. It also means you cant all just spawn as Engineers, because there is
nobody to protect you. OverDose has a strong emphasis on team play, which is
why we are focussing strongly on both communication and balance when it comes
to working together. As this is an objective based game, rounds can last anywhere
from a minute to 20 minutes plus, depending on the skills of the players involved,
the server load, and the map itself. This means we can have a wide variety of

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situations in the game so that the game doesnt feel old the next day, something
which many games struggle with.

Available Objectives
Objectives can be fully scripted in levels depending on what the artist
wants, however we do have a few basic guidelines for which you can change to fit
your needs. You can also mix and match these all together to create one large
objective. They are:
Steal And Capture/Defend And Retrieve For this objective, players must steal an item in a
map and take it to a certain location. Likewise, the other team must defend the item and, if its
stolen, retrieve it. An example of this would be Team A stealing secret plans and getting to an
extraction point.
Destroy/Defend For this objective, players must destroy something in the level, either
geometry or model. Likewise, the other team must defend.
Hack/Defend Players must spend a certain time hacking an objective, while being
defended from his team. Likewise, the other team must kill this person at all costs.

While at first glance there doesnt seem like much, these objectives can be used
in any order, and any number, to create compelling mission scenarios.

Game Modes
OverDose is a team play only game, which means there is no one-on-one
mode available. We feel our game is best suited to working together to defeat the
enemy. As such, we have the following game modes:
Objective Objective mode is the standard game type. Players spawn on each team and
have a series of objectives to complete in the map. Players are scored for each objective they
complete, until the final objective is achieved. At this stage, the round is over.
Timed Objective Timed Objective is the same as Objective, only now teams compete to
win the round the fastest. At the end of the round, the players switch teams, and they have to
beat the previous rounds time. The winner is the fastest team.
Last Man Standing Last Man Standing is essentially Objective mode, however this version
includes player lives. Lives can be set by the server, anything from 1 to 99, and gives a
stronger focus on team play because once youre out Its spectator time.
Conquest Flags are spawned in the map, and the first team to collect all the flags wins.
Realistic Mode Realistic Mode is a hardcore version of Objective mode. All the rules apply,
however now you get no crosshair/Ammo counter and only team speak is displayed. Weapons
do more damage, and each team member is limited to 3 revives. The ultimate hard battle.

Graphical User Interface


Main Menu
The Main Menu/Title Screen is the first thing a player will see upon launching the
game. Its the players own personal hub for everything they could want to
change. Of course for the ultimate experience the user must use the game
console (tilde key, left of 1), however basic users will have no grasp of its use or

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functionality, so its vital we offer as many controls and commands here as


possible that we think are important enough for the user to tweak.
The main menu is split up into various sections for easier navigation. They are:
Play Online, Play On LAN, Game Rankings, Options, Profiles, Update and Quit
Game.

(In-game UIs Built using easy to understand scripting files, these UIs
can be edited at any time rather than being hard coded. This gives the
artist/designer much more freedom.)

In-game limbo menu


The in-game limbo menu is designed for quick access to all the main points
of weapon, item and class selection. It will be designed for streamlined, quick
access use with minimal interferences and using a very easy to understand
layout. This way, when players decide to switch roles and/or weapons/items, they
can be as quick as possible and get right back into the action. The Limbo menu
also displays a full map screen rather than the smaller mini map on the HUD,
which also displays all objectives.

HUD
The HUD is there to give you information about player stats, weapons and
inventory, however should we have to fill the screen up with useless data that you
can get in much more original ways? The HUD in OverDose is designed to display
only what is needed that you cant find at a quick glance. For example, it will
contain team messages, a crosshair, and ammo counter. Other things, such as
objectives, health etc will be displayed in-game via projections, and/or by different
screen effects. The only prominent feature will be the mini-map, which will be
made to be as unobtrusive as possible.

Order Menu
When a player doesnt want to use VoiP or text, he/she can use the Order
Menu. This is designed to give the player quick access to every day commands
quickly and easily, such as I need ammo! and Im taking heavy fire!. The
Order Menu will be bound to a key that must be held in place, then, dragging the

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mouse in the direction of the order and clicking, will yell out the order. This way
player doesnt have to bind numerous keys to simply voice commands.

Score Board
The scoreboard will be a basic screen showing player scores, deaths, ping,
accuracy, stats and ranks. It will also show available objectives and completed
objectives.

CMC Player Classes

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The Confederate Marine Corp. (CMC) is the closest thing to what we know as
humanity left on Planet Earth. After the nuclear wars took place, small groups of
survivors hid underground and out of harms way, or protected the very few
remaining cities that never fell to the ground. Now, they work as protectors,
defending whats theirs from the ravaging Marauders.

(CMC Marines The last stand against the Marauders.)

Grunt
The Grunt is the basic class that has no special ability of any kind. However
what he lacks in skill, he makes up in force, and can use the really big toys. He
can also carry more ammo than any other class. These features make the Grunt
class the one you want to pick if you want to fight at the front line.
Available Inventory:
1) 1x Combat Knife
2) Micro Uzi
3) O37 Assault Rifle/Combat Shotgun/Mini Gun/Flamer/Rocket Launcher
4) 2x Frag Grenades/2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades

Medic
The Medic is a support class. While he doesn't come with a lot of firepower,
he makes up for it in skill. The Medic is the only class that can revive fallen
players with his Defibrillator. When a team-mate goes down, they are in a "bleed
out" period, where they are not dead, but not quite alive either. During this time,
the player can call out for a Medic. When the Medic arrives, they need to select
their Defibrillator, walk up to the fallen player, and "shock them". This will revive
the fallen player with minimal health remaining. The other major ability of the
Medic is his OverDose charge. When the Medic uses this charge on a player, the
player in question will have double health, increased stamina and increased
accuracy. This effect isn't permanent, and will wear off over time. The Medic will
have to wait a certain length of time before he can give another team-mate an
OverDose.

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Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Frag Grenades.
5) OverDose Charge
6) Defibrillator

Engineer
The sole idea of the Engineer is that he is there to complete objectives for
your team, whether they are "destroy", "hack" or "repair" based. With its limited
weaponry, support from other classes is vital to the Engineers survival. The
Engineer comes with a H.E. Charge that is basically an explosive item that can be
placed on any surface. This H.E. Charge must be activated and/or deactivated
with the pliers. While the Engineer has an infinite supply of these charges, he
must wait a short while before he can deploy a new one.
Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Frag Grenades/2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades
5) H.E. Charge
6) Pliers

Recon
The Recon class has one role; Support. Hes there because its the only
class that has access to long-range weapons, which can provide great support
with a much smaller risk of retaliation. The Recon is always on the move scouting
out threats and relaying them to his team. He will also act as a sort of mini radar,
displaying enemies near his position on the main map screen.
Available Inventory:
1) 3x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun/ Sniper Rifle
4) 2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades/2x Laser Tripe Mines

Field Ops
The main role of the Field Ops class is that he provides support for his
teams by handing out ammunition to any team member who requires it. He also
has the special ability of being able to call in an air strike over a certain location,
which can be very effective as it provides massive damage.
Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades
5) Ammo Pack
6) Air Strike Marker

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CMC Weaponry
The CMC marines will use basic weaponry based on what is available today, with a
more sci-fi edge. Rather than sticking to laser guns and other over used sci-fi
weaponry, we are taking a more traditional approach by using bullets. The MDR
however, will use more outlandish weapons.

(CMC Weaponry Based on modern day weapons but with that


extra future edge.)

Tactical Combat Knife


The combat knife is a bare bones last resort weapon to be used when all
ammo is dry. It comes in two flavours; the basic swipe action, in which the player
keeps swiping with the knife when fire is held. Or the secondary fire, which can be
accessed by pressing "reload". This switches the held position of the knife so that
it's held by the blade, and then with a single fire, the knife can be thrown at its
target. The knife when thrown has a limited range and arks down in flight
Class Specific:
Grunt, Medic, Engineer, Recon, Field Ops.
Clip Holds:
Player holds "one" knife, however can collect more if found (max 5)
Alt Fire Key:
Switch between Slash and Throw
Timed Reload Boost Info:
Not available.
Available Attachments:
None available.
Damage:
Weak when slashed, strong when thrown.

Pistol
The Pistol is a basic weapon used only for when your main weapon choice
runs dry. Its range is limited to medium/close encounters and it also has a shallow
clip, making reloading frequent.
Class Specific:
Medic, Engineer, Recon, Field Ops.
Clip Holds:

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10 Bullets, 30 Held.
Alt Fire Key:
Switch between Single Shot and Burst Fire.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 4 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight; Silencer, Nothing (Standard).
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.

O37 Assault Rifle


The most used weapon in the game for the CMC forces, the O37 does
exactly what it says on the tin. Average firepower, average speed, a good all
round weapon to use in a fire fight.
Class Specific:
Grunt, Medic, Engineer, Recon, Field Ops.
Clip Holds:
30 rounds, 150 Held (Grunt), 90 Held (Medic; Engineer; Recon; Field Ops.)
Alt Fire Key:
Switch between single, three round or fully automatic.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight; Silencer; Reflex Sight (Standard), Telescopic Sight.
Damage:
Medium.
Ballistics Distance:
600-800 meters.

Combat Shotgun
The Shotgun really should be kept for close encounters. A great weapon up
close, nothing packs a punch like a shotgun blast to the enemies face. The
shotgun shows its right face on tight maps where the players are close together.
On big open maps the shotgun is still a mighty contender but not nearly as useful
a weapon as the O37.
Class Specific:
Grunt, Medic, Engineer.
Clip Holds:
10 Shells, 40 Held (Grunt), 30 Held (Medic, Engineer).
Alt Fire Key:
Switch between single round or burst mode.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 2 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight.
Damage:
High at close range, weak at mid range, pointless for long distance.
Ballistics Distance:
100 meters with large spread.

Micro Uzi
Think of the Micro Uzi as like a pistol on steroids. Exact same damage and
same damage radius. Only real difference is that the weapon shoots a lot faster,
which also means that the cone of fire will increase quite a lot.

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Class Specific:
Grunt.
Clip Holds:
20 Rounds, 80 Held.
Alt Fire Key:
Switch between three round burst or fully automatic.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight, Silencer.
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.

Mini Gun
The Mini Gun is a fantastic weapon for dealing out damage in large doses.
It comes with a massive 100 round clip, which is fantastic for taking down multiple
enemies. However, with the clip being so large in size, it takes a long time to
reload.
Class Specific:
Grunt.
Clip Holds:
100 Rounds, 300 Held.
Alt Fire Key:
Keeps barrel spinning.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
None.
Damage:
Medium
Ballistics Distance:
600 - 800 meters.

Flamer
The "Flamer" is awesome for blanketing hallways and smaller areas with a
thick layer of fire. Great as a defensive weapon but also a strong attacking
weapon, the flamer in the hands of an expert can deal some serious punishment.
Class Specific:
Grunt.
Clip Holds:
N/A (Percent gauge out of 100%, holds 4 canisters)
Alt Fire Key:
Change between long distance with more fuel used, or short distance and less fuel used.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; Extra flame thrower length. Fail:
Weapon reload speed decreased "one" time.
Available Attachments:
None.
Damage:
High
Ballistics Distance:
10 meters.

Rocket Launcher

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Come on... just point at what you want gone and pull the trigger. The
rocket will spiral slightly in flight instead of being straight. It will also ark towards
the ground, and have a limited supply of fuel.
Class Specific:
Grunt.
Clip Holds:
1 Rocket, 10 Held.
Alt Fire Key:
Switch between straight shot or guided.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
None.
Damage:
Explosive damage, anything in the blast radius has instant death and instant gibbage. It has a
large blast radius which falls of quite quickly into lower damage.
Ballistics Distance:
200 meters.

Sniper Rifle
The sniper rifle is very nearly an instant death weapon. If used correctly
and you hit the enemy in the head, then the head explodes and will result in
instant death. It comes with a zoom mode, which replaces iron sights. Weapon
zooming is controlled by weapon switch binds for zoom in and zoom out. Available
Zoom Levels: Variable.
Class Specific:
Recon
Clip Holds:
10 Rounds, 30 Held.
Alt Fire Key:
Zooms in/out.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
Laser Sight; Silencer.
Damage:
High.
Ballistics Distance:
1500 - 2000 meters.

Frag Grenades
Press, cook, and throw. Repeat. If you want more, you really need to see a
doctor.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.

Flashbangs

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Flashbangs are none damage weapons used for distraction. Throw one into
a room and anybody looking in the direction of the explosion is instantly blinded
for a few seconds, with blurry vision for a few seconds more afterwards.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.

Incendiary Grenades
While they may not have as large a blast radius as normal grenades, they
cover a larger area, and with pure fire. Fire lasts for a few seconds and damages
anything they come in contact with, making them great for blocking off rooms.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.

Smoke Grenades
Smoke grenades are another distraction weapon. Throw one of these
puppies into an area and watch as the surroundings become blanketed with
smoke, making it impossible to see. The only way to see through the smoke is to
either use some thermal goggles or wait for the smoke to disperse.
Class Specific:
Grunt, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.

Laser Tripe Mines


Same as a normal landmine, only they have a laser, and anything that passes
through the laser causes the mine to explode.
Class Specific:
Recon

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Clip Holds:
3 Held.
Alt Fire Key:
Turns into proximity mine.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
Explosive radius. Instant death/gib from origin, reduced in damage as it gets further away.

CMC Items
Defibrillators
When a team-mate falls down in battle, providing he hasn't bled out or
been gibbed, you can revive him using the Defibrillators. When a player is revived,
he will come back to life with the same inventory as before, and at a very low
health, meaning he still has to find cover to recover. While the Defibrillators are
not supposed to be used as a weapon, you can "shock" the enemy if you use it on
them. It's not exactly powerful, but it's better than being caught with your pants
down.
Class Specific:
Medic.
Damage:
Low shock charge for the enemy.

OverDose Health Injection


With players having rechargeable health instead of health bars, the Medic
class needed a vital change to what most games have. To make the Medic a great
class that's needed in every game, we gave him the OverDose Charge, which is
essentially a needle that he can inject into a team mate to give him increased
health and accuracy. However, this can only be used once every so often, and the
charge will dissipate over time on the infected player. Once the player loses his
charge, the Medic can use it again on another player. It's used this way so that the
Medic is once again a great support class for attacking waves and important class
roles that attack the objective.
Class Specific:
Medic.
Damage:
Instant death for the enemy.

Pliers
The Pliers are an Engineers best friend. They are used to arm/disarm
explosives, mines, and objectives. Keep handy at all times.

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Class Specific:
Engineer.
Damage:
None.

Ammo Pack
Drop one of these in front of a team-mate and if he collects it, he will have
one clip for every weapon he is currently carrying.
Class Specific:
Recon
Damage:
None.

Air Strike Marker


Simply throw into a crowd of enemy and watch the madness. Green smoke
will come from the marker allowing friendly players to move away, and the
immediate area will be blanketed with an air strike from above. Of course it won't
work indoors, so watch where it's used.
Class Specific:
Recon
Damage:
Stupidly high.

CMC Attachments And Holdables


Silencer
The Silencer muzzles the sound of weapon fire limiting the range in which
it can be heard, as well as covering the muzzle flash effect. While the firing sound
is much quieter and it won't give your position away quite as easy, it does come
at the cost of reduced damage.
Weapon Specific:
Pistol, O37, Micro Uzi, Sniper Rifle

Laser Sight
The Laser Sight is there for accuracy. Simply look at where the red dot is
pointing, and that's exactly where your bullets will hit. It also improves accuracy
slightly. However, when using the Laser Sight, you will become a target more
easily yourself, thanks to the glowing red dots floating around.
Weapon Specific:
Pistol, O37, Shotgun, Micro Uzi, Sniper Rifle

Reflex Sight
This is the standard scope attached to the O37. Great for close to mid
range battle, it works best with Iron Sights enabled.
Weapon Specific:
O37

Telescopic Sight

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If the player wishes, he can swap out his Iron Sight style Reflex Scope and
replace them for a Telescopic Sight. The range is more limited than a Sniper
Scope, but it does come with a three round burst when in scoped mode. However,
you do lose the ability to go into iron sights, so you either shoot from the hip or
down the scope. Available Zoom Levels: 6x
Weapon Specific:
O37.

Flash Light
The flashlight can be used with any weapon, because it's not mounted on
the weapon. Instead, it's helmet based. A simple flashlight, use it to light your
way; But don't be surprised if people see where you are. Luckily though you can
turn it on and off.
Weapon Specific:
Offhand

Night Vision Goggles


Night Vision goggles are simply there for dark areas of the level where you
can see well. Giving the screen a green tint, they also bump up the lighting and
allow you to see pretty much everything in the dark. They can also be turned on
and off any time.
Weapon Specific:
Offhand

Thermal Goggles
Thermal Goggles display your surroundings based on heat. While the level
will mostly be cold and blue, maybe even hard to see and quite blurred, anything
warm will glow white hot, making them easy to pick out. These can also be turned
on and off.
Weapon Specific:
Offhand

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MDR Player Classes


After the nuclear wars, those who were unfortunate enough to not find shelter or
hide were left to die in the now barren wastelands of Earth. There, they
tried to live life as best as possible, but untimeley deaths during child birth
and constant mutations has left them warped and twisted in both body and
mind. Now, many years later, they are more machine than man,
scavengers, constantly looking for the next upgrade or modification to give
them a little more life.

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(MDR More machine now than man, more warped than you
can possibly imagine.)

Drone
Drones are the ugliest of a bad bunch of apples. While they dont have the
worlds greatest IQ, they can march into battle without fear. As such, Drones are
given the best weapons that can be created with the Marauders limited
technology.
Available Inventory:
1) 1x Shiv
2) Enhanced Bolt Gun
3) Rapid Nail Gun/Burst Rifle/Heavy Duty Bolt Gun/Incinerator/ Encased Plasma Launcher
4) 2x Shrapnel Charge/2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade

Locum
While the Medics main goal is to keep players alive, the Locum is only
interested in one thing; Parts. The locum keeps other team members alive which
mean that more Originator Humans can be killed and so more parts for the colony.
Equipped with an electric charge that shocks fallen squad members back to life,
the Locum can create pain and suffering for a small unprepared CMC group.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Burst Rifle
4) 2x Shrapnel Charge
5) Energy OverDose Charge
6) Recharge Shockers

Technician

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Think of the Technician as the spoilt brat in school who got everything you
wanted just because he could. Thats the Technician. Sporting the best
advancements in technology the Marauders, the Technician is more advanced
than your average Joe Locum. Dont expect these guys to be dumb however; they
are highly trained and ruthless.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle
4) 2x Shrapnel Charge/2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade
5) Concussion Charge
6) Wrench

Scout
If the Technician got everything he wanted, think of the Scout as the
unfortunate brother who never got a sausage. Sporting minimal, well, everything,
the Scout has been streamlined to be as fast as possible so that he can find
enemy strong holds and retreat. He will also act as a sort of mini radar, displaying
enemies near his position on the main map screen.
Available Inventory:
1) 3x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle/High Velocity Impact Rifle
4) 2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade /2x Location Defence
Mechanism

Infiltrator
While the CMC use bullet and projectile based weaponry, the MDR use
more energy based attacks. But that energy has to come from somewhere right?
Infiltrators contain a self-sustaining energy source that will power up his squads
weapons. These guys are the best there is when it comes to attack. Built from
fallen CMC marines Yes, BUILT These guys look evil in ways no other Marauder
can match. Nothing will make your heart stop more than seeing parts of your
fallen brothers moulded into one hideous creation.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle
4) 2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade
5) Energy Pack
6) Target Deployment Beam

MDR Weaponry
The MDR use whatever they can find, and if they have to rip something apart to
get it, they will. This means that the MDR can have weapons that are firmly based

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in reality, but look different to anything we have seen before. These guys are
scavengers, hunters, and will use whatever they can find.

Shiv
The Shiv is the exactly why you never leave a knife out in the rain. Rusty,
old, damaged, covered in god knows what The kind of thing that if you cut
yourself on chances are you would die of infection but you even bleed to death.
Which means its a great tool for an ugly Marauder to have close by his side.
Class Specific:
Drone, Locum, Technician, Scout, Infiltrator.
Clip Holds:
Player holds "one" shiv, however can collect more if found (max 5)
Alt Fire Key:
Switch between Slash and Throw
Timed Reload Boost Info:
Not available.
Available Attachments:
None available.
Damage:
Weak when slashed, strong when thrown.

Bolt Gun
The Bolt Gun is a good all round weapon if you really must use it, but I
wouldnt run into a fire fight with one unless I really had to. Its got a decent
enough range, decent enough damage, but dont bet on it saving your life.
Class Specific:
Locum, Technician, Scout, Infiltrator.
Clip Holds:
10 Bullets, 30 Held.
Alt Fire Key:
Switch between Single Shot and Burst Fire.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 4 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight; Suppressor, Nothing (Standard).
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.

Rapid Nail Gun


This is more like it. Using a homegrown propulsion system this weapon is
capable of firing out nails at high speeds, making it a lethal weapon in the right
hands. A good reload speed and decent clip size makes this a good weapon to
have by your side.
Class Specific:
Drone, Locum, Technician, Scout, Infiltrator.
Clip Holds:
30 rounds, 150 Held (Drone), 90 Held (Locum; Technician; Scout; Infiltrator)
Alt Fire Key:
Switch between single, three round or fully automatic.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:

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Laser Sight; Suppressor; Iron Sight (Standard), Telescopic Sight.


Damage:
Medium.
Ballistics Distance:
600 - 800 meters.

Burst Rifle
The Burst Rifle uses the same technology as the Bolt gun to fire large
numbers of shrapnel at its target. Lethal if you stand in the way of this up close.
Class Specific:
Drone, Locum, Technician.
Clip Holds:
10 Shells, 40 Held (Drone), 30 Held (Locum, Technician).
Alt Fire Key:
Switch between single round or burst mode.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 2 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight.
Damage:
High at close range, weak at mid range, pointless for long distance.
Ballistics Distance:
100 meters with large spread.

Enhanced Bolt Gun


The Enhanced Bolt Gun is essentially a Bolt Gun on drugs. It can empty its
larger clip much faster as is capable of tearing through flesh in seconds.
Class Specific:
Drone.
Clip Holds:
20 Rounds, 80 Held.
Alt Fire Key:
Switch between three round burst or fully automatic.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight, Suppressor.
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.

Heavy Duty Bolt Gun


Packing a massive clip and increased damage, the Heavy Duty Bolt Gun is
an ideal choice for when you want to rip through the enemy. Its rotating barrel
constantly throws out shrapnel until the target is gone.
Class Specific:
Drone.
Clip Holds:
100 Rounds, 300 Held.
Alt Fire Key:
Keeps barrel spinning.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
None.

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Damage:
Medium
Ballistics Distance:
600 - 800 meters.

Incinerator
Using scavenged gas tanks, the Incinerator is capable of burning down the
house Seriously. Fantastic length and awesome damage radius, this is a must for
clearing out rooms and tunnels.
Class Specific:
Drone.
Clip Holds:
N/A (Percent gauge out of 100%, holds 4 canisters)
Alt Fire Key:
Change between long distance with more fuel used, or short distance and less fuel used.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; Extra flame thrower length. Fail:
Weapon reload speed decreased "one" time.
Available Attachments:
None.
Damage:
High
Ballistics Distance:
10 meters.

Encased Plasma Launcher


This weapon fires high energy canisters at its target which explode on
impact, burning the flesh straight from the bone. A slow reload rate means that its
not an ideal choice to use in a busy area, but if you want to just sit back and
watch the gibs fly there is nothing finer.
Class Specific:
Drone.
Clip Holds:
1 Rocket, 10 Held.
Alt Fire Key:
Switch between straight shot or guided.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
None.
Damage:
Explosive damage, anything in the blast radius has instant death and instant gibbage. Quite a
large over all blast radius which falls of quite quickly into lower damage.
Ballistics Distance:
200 meters.

High Velocity Impact Rifle


Using advanced technology, the High Velocity Impact Rifle is essentially a
Railgun, capable of cutting through multiple opponents in one shot. However,
while its damage is amazing, it does leave a rather large trail, so dont stay still
with it for too long. Available Zoom Levels: Variable.
Class Specific:
Scout.

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Clip Holds:
10 Rounds, 30 Held.
Alt Fire Key:
Zooms in/out.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
Laser Sight; Suppressor.
Damage:
High.
Ballistics Distance:
1500 - 2000 meters.

Shrapnel Charge
Similar to a normal grenade, a Shrapnel Charge has a delayed explosion,
which sends out hundreds of razor sharp pieces of metal. Can cut through bone
like a knife through butter.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.

Burst Charge
Burst Charges use a chemical which, when mixed, produces a blinding
bright light from its core. Use in a room full of enemy, stand back, and watch them
stumble about like idiots.
Class Specific:
Drone, Technician, Scout, Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.

Fusion Grenades
Throw this baby into a room and watch the fireworks. Uses amazingly hot
metal to essentially burn a target to death. Those Marauders just love to see the
enemy die in the most painful way.
Class Specific:
Drone, Technician, Scout, Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:

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Not Available.
Available Attachments:
None Available.
Damage:
High.

Combustive Smoke Grenade


Essentially the same as the CMC Smoke Grenade, these grenades will
generate dirty smoke, to keep visibility at a low. Use when you want to hide your
escape.
Class Specific:
Drone, Scout, Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.

Location Defence Mechanism (LDM)


Using an onboard proximity sensor, anything that passes through its beam will
trigger the charge inside, resulting in death. Use in cramped hallways and places
where the enemy is bound to travel through.
Class Specific:
Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Turns into proximity mine.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
Explosive radius. Instant death/gib from origin, reduced in damage as it gets further away.

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MDR Items
Reshock Chargers
If a team-mate sustains too much damage he will fall down and need to be
revived. At this stage, a quick electrical shock can be administered to the fallen
friend to bring him back into the battle.
Class Specific:
Locum.
Damage:
Low shock charge for the enemy.

Energy OverDose Charge


Its one thing to bring a team-mate back to full health... Its another to bring
him up to 200% and let the chaos unfold. This will crease damage, accuracy and
speed. Stay out of the way of this guy.
Class Specific:
Locum.
Damage:
Instant death for the enemy.

Wrench
Use to arm/disarm/construct/deconstruct objectives. Or just whack
somebody with it.
Class Specific:
Technician.
Damage:
None.

Energy Pack
This will create a small charge in all available weapons of the team mate
you give this too, which will re-supply a small amount of ammo.
Class Specific:
Infiltrator.
Damage:
None.

Target Deployment Beam


Easy to use, just stand in one stop long enough with a big red beam
sticking out of you until the fireworks happen. Im sure you can do that?
Class Specific:
Infiltrator.

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Damage:
Stupidly high.

MDR Attachments And Holdables


Suppressor
Same as the standard CMC Silencer.
Weapon Specific:
Bolt Gun, Rapid Nail Gun, Enhanced Bolt Gun, High Velocity Impact Rifle.

Laser Sight
The Laser Sight is there for accuracy. Simply look at where the red dot is
pointing, and that's exactly where your bullets will hit. It also improves accuracy
slightly. However, when using the Laser Sight, you will become a target more
easily yourself, thanks to the glowing red dots floating around.
Weapon Specific:
Bolt Gun, Rapid Nail Gun, Burst Rifle, Enhanced Bolt Gun, High Velocity Impact Rifle.

Iron Sight
Simple to mount Iron Sight, just stick on the top and shoot.
Weapon Specific:
Rapid Nail Gun

Telescopic Sight
If the player wishes, he can swap out his Iron Sight style Reflex Scope and
replace them for a Telescopic Sight. The range is more limited than a Sniper
Scope, but it does come with a three round burst when in scoped mode. However,
you do lose the ability to go into iron sights, so you either shoot from the hip or
down the scope. Available Zoom Levels: 6x
Weapon Specific:
Rapid Nail Gun

Flash Light
The flashlight can be used with any weapon, because it's not mounted on
the weapon. Instead, its helmet based. A simple flashlight, use it to light your
way; But don't be surprised if people see where you are. Luckily though you can
turn it on and off.

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Weapon Specific:
Offhand

Night Vision Goggles


Night Vision goggles are simply there for dark areas of the level where you
can see well. Giving the screen a green tint, they also bump up the lighting and
allow you to see pretty much everything in the dark. They can also be turned on
and off any time.
Weapon Specific:
Offhand

Thermal Goggles
Thermal Goggles display your surroundings based on heat. While the level
will mostly be cold and blue, maybe even hard to see and quite blurred, anything
warm will glow white hot, making them easy to pick out. These can also be turned
on and off.
Weapon Specific:
Offhand

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Miscellaneous Information
Surface Types And Effects Documentation
OverDose has the ability for various scripts particle effects on different
surface types to give the game much more depth and a higher graphical fidelity.
Below we will discuss the various surface types along with the effect that will be
assigned and the situation needed for the effect to be generated. Surface types
include: grass, moss, rock, gravel, dirt, mud, sand, snow, ice, liquid, flesh, metal,
concrete, brick, plaster, clay, marble, ceramic, asphalt, wood, cork, glass, plastic,
rubber, foam, paper, cardboard, carpet, fabric, electronic, or forceField.
Grass Impact Dirt/Grass particles should spawn from the impact location.
Grass Decal Grass mostly covers up impacts quite well. A decal would be very small and
hard to see. A standard clipped decal with possible parallax to fake depth.
Grass Footstep Effects When the player walks on the grass, randomly, small particles of
grass will be thrown up from the players origin to suggest force against the surface.
Moss Impact Moss would generally be the same effect as grass, however rather than
smaller grass strands, we would use slightly more clumpy moss style particles.
Moss Decal Same as grass.
Moss Footstep Effects None.
Rock Impact Rock will produce several heavy smoke particles that rise from the impact
zone and increase in size to a much larger size than the grass particles. The smoke would last
slightly longer in the air, and also more slightly slower. To compliment the effect, small shards
of rock would be generated from the impact origin much like the grass shards, only with more
weight and possible clipped physics so they land on the ground.
Rock Decal Because rock chips away very easily, parallax is a must with regards to decals
on rock. The actual decal would be a standard clipped decal, with quite a bit of depth and chip
work.
Rock Footstep Effects Small, very light smoke puffs, nothing much because its rock.
Gravel Impact Gravel again is a very simple effect, much the same as the previous effects.
Much like Rock, gravel will create larger and more smoke particles when shot and the
particles will last longer than grass impacts. To compliment the effect, several large particles
will be drawn with the same physics as the rock debris, only with no clipping. This texture
should have various dotted fine gravel features, to give the illusion of spray. The colour of the

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smoke would be more of a finer grey than the previous examples, where as the gravel would
be a static grey.
Gravel Decal Gravel when shot carves out a small mound in the surface, so again parallax
could come in handy to finish the effect. A standard clipped decal otherwise.
Gravel Footstep Effects When walking on gravel, smoke should be kicked up, more so than
rock. Also, smaller finer particles of gravel should be shot upwards and away from the players
origin. Using a parallax shader we should also look into footstep effects to fake the illusion
that a person has stepped onto the surface.
Dirt Impact Dirt is very much the same effect as gravel, only with finer texture work on the
debris texture. Obviously the smoke particles would take on more of a brown colour tint, as
well as the dirt debris.
Dirt Decal Must the same type of feature as gravel; the decal would be a mound shape in
appearance and make use of parallax.
Dirt Footstep Effects Slight smoke; more akin to that of the rocks footsteps smoke would
be used here. Also make use of parallax on slight footstep decals.
Mud Impact Mud is a copy of Dirt, however the mud debris texture would be much more
heavy and clumpy. The mud debris would also have its own decal generating system so that
when the mud debris hits a surface, it stains it with its own decal. This suggests that the mud
itself is alive and wet, and is producing feedback when shot.
Mud Decal Very close to that of Dirt only much larger.
Mud Footstep Effects Mud splat would come directly from the players feet, but because of
the high frequency of these they would not generate decals upon impact of be clipped. Of
course deeper footsteps would be needed.
Sand Impact Sand is a copy of Mud, however the smoke colour will be much more
orange/yellow tinted, and the debris will be more fine, but still create its own decals upon
impact.
Sand Decal More of a mound like effect to suggest the bullet tunnelling into the surface
using parallax.
Sand Footstep Effects Kicking up a lot of smoke and sand particles while walking over the
surface is a must, as well as a deep footprint.
Snow Impact Snow will not contain any smoke, however quite a lot of snow itself will be
thrown up. Very close to how liquid would behave, but more solid and clumped together. As
with mud, the snow particles would be generate decals upon impact.
Snow Decal More of a mound like effect to suggest the bullet tunnelling into the surface,
using parallax.
Snow Footstep Effects Just like mud, the effect would be more clumped together, however
again no decals or collision. Footsteps are 100% a must here just like sand.
Ice Impact When Ice is shot, it will act like glass, cracking, and throwing ice shards into the
air. The ice shards will have physics so they land on the ground near the impact area.
Ice Decal More of a cracked effect. Maybe we can experiment with parallax here too so
that the ice really does look damaged?
Ice Footstep Effects Nothing at all, no footprints.
Liquid Impact Water is obviously going to crate a small plume shooting upwards, with a
few water droplets coming off it.
Liquid Decal Liquid isnt solid, so will not feature decals as such. Instead we will create a
small wake at the impact origin, and using fragment and vertex programs, make it look like
the water is wavey.
Liquid Footstep Effects A small wake following the players origin to make it look like they
are wading through water, as well as a few splash effects too.

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Flesh Impact The same effect that happens when you shoot a player. Various blood
particles are spawned from the origin with a slight blood puff as well. Each blood decal that
impacts a surface creates a new decal.
Flesh Decal Small wound, no parallax.
Flesh Footstep Effects Nothing. I think the squelching sound will be more than enough.
Metal Impact Slight smoke effect, however the effect will come from its sparks. Two types
are spawn, one type is the classic streaky spark, and the other is smaller, round sparks which
have physics and collision.
Metal Decal Using parallax we can create the illusion the metal has been dented in slightly.
Also, for around a second, a bright glow will appear at the impact origin.
Metal Footstep Effects None.
Concrete Impact Much the same as mud again, however with concrete instead. Larger,
more visible smoke particles.
Concrete Decal Larger crack and hole decal using parallax.
Concrete Footstep Effects None, maybe slight random smoke puffs like rock.
Brick Impact Same as Concrete, only with less pronounced smoke particles.
Brick Decal Large chipped decal.
Brick Footstep Effects None, possibly smaller smoke particles every so often.
Plaster Impact Same as concrete, but with larger particles.
Plaster Decal Larger plaster holes with larger chunks of the wall chipped away, using
parallax to add some depth.
Plaster Footstep Effects Same as concrete.
Clay Impact As mud, only grey, with a clay theme.
Clay Decal As mud, only grey, with a clay theme.
Clay Footstep Effects As mud, only grey, with a clay theme.
Marble Impact Same as glass.
Marble Decal Same as glass.
Marble Footstep Effects None.
Ceramic Impact Redder smoke particles, lots of ceramic chippings.
Ceramic Decal Average size holes and cracks.
Ceramic Footstep Effects Same as concrete.
Asphalt Impact Same as concrete only with an Asphalt theme to the particles.
Asphalt Decal Again, same as concrete, but with Asphalt textures.
Asphalt Footstep Effects Smaller smoke particles every so often maybe.
Wood Impact Same as grass, only replace the grass particles with wood chippings.
Wood Decal a wooden hole with possible wood splinters sticking up from it.
Wood Footstep Effects Very slight smoke randomly.
Cork Impact Same as wood, only with a cork texture.
Cork Decal Same as wood, only with a cork texture.

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Cork Footstep Effects None.


Glass Impact Same as Ice, only with glass textures.
Glass Decal Same as Ice, only with glass textures.
Glass Footstep Effects Same as Ice, only with glass textures.
Plastic Impact Simple smoke particles.
Plastic Decal Burnt plastic looking hole.
Plastic Footstep Effects None.
Rubber Impact Very simple smoke particle.
Rubber Decal Simple hole, nothing more.
Rubber Footstep Effects None.
Foam Impact Frothy looking particles.
Foam Decal None.
Foam Footstep Effects Frothy looking particles spawned at players feet.
Paper Impact Very simple smoke particle with slight paper debris.
Paper Decal Simple hole, nothing more.
Paper Footstep Effects None
Cardboard Impact Very simple smoke particle.
Cardboard Decal Simple hole, nothing more.
Cardboard Footstep Effects None.
Carpet Impact Same as grass, only replace the grass with smaller carpet style fabric.
Carpet Decal Smaller hole using parallax.
Carpet Footstep Effects Random smoke particle every so often, other than that, nothing.
Fabric Impact More like wood than carpet only with fabric strands.
Fabric Decal Again like wood, but with a hole, and fabric strands sticking out.
Fabric Footstep Effects None.
Electronic Impact Smoke particles, with various lightning streaks around the impact origin.
Electronic Decal Small generic Q3 style dark decal.
Electronic Footstep Effects None.
Forcefield Impact Small glow with a fragment program style deform wave.
Forcefield Decal A small glow that disappears into nothing quickly.
Forcefield Footstep Effects Same as water only without the water particles, just the deform
waves.

Player Ranks
As players shoot, kill and complete objectives, they gain additional points
that will increase his/her rank. These ranks are reflected on both the scoreboard

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in-game, and on his profile screen. Ranks wont award you with any new ability, as
we deem that to be unfair, but could award the player with additional
appearances. At the end of the day, Ranks are included for bragging rights. The
available ranks are: Private, Lance Corporal, Sergeant, Staff Sergeant, Gunnery
Sergeant, Master Sergeant, First Sergeant, Master Gunnery Sergeant, Sergeant
Major, 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel, Colonel,
Brigadier General, Major General, Lieutenant General and General.

Target Platforms
OverDose has been created for next generation systems only, meaning
that we are targeting high-end PCs and xbox 360/PS3. While the PS3 isnt on our
list of options, the xbox 360 is due to it being much easier to port to. Of course, as
more options become available, we will decide then if its financially viable.
Currently OverDose only works on Windows XP/Vista.

System Requirements
Minimum:
CPU: AMD Athlon 64 3000+ or Intel Pentium 4 3.0 GHz
RAM: 512 MB (1 GB for Windows Vista)
Video: ATI Radeon X800 Pro or NVIDIA GeForce 6800 GT with 256 MB of onboard memory
and full OpenGL 2.1 support
Sound: Windows compatible sound card with full OpenAL 1.1 support
Network: broadband connection for Internet play and network interface card for LAN play
Storage: To be determined
OS: Windows XP or Windows Vista
DirectX: DX8 for mouse and game controller input

Recommended:
CPU: AMD Athlon 64 X2 or Intel Core 2 Duo
RAM: 1 GB (1.5 GB for Windows Vista)
Video: ATI Radeon HD 3870 X2 or NVIDIA GeForce 8800 Ultra with 512 MB of onboard
memory
Sound: Creative Sound Blaster X-Fi and surround speaker set-up

OverDose provides full support for the "Xbox 360 Controller for Windows" under
Windows XP with Service Pack 1 or later and DirectX 9.0c or later.

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