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You've Never Seen a DOOM Mod Like This

There are still designers happily working in John Carmack's DOOM engine. Sam Prebble, developer of the ambitious and impressive Total Chaos, is one of them.

When most people think about DOOM II, here's what comes to mind:

No Caption Provided

DOOM II was released in 1994, but people are still making new content for DOOM II. Total Chaos is one such mod, and 24-year-old Sam Prebble of New Zealand has somehow come up with this:

There's really only one way to respond to that video: holy shit.

Mod, or modification, is the shorthand used to describe alterations of code, assets, and other aspects of an original game. (Remember the Alien TC?) id Software's releases, from DOOM to Quake, have been famous for energizing and embracing community-driven content long before it was popular to do so.

An important reason DOOM II and other id Software titles have maintained relevance long past their shelf life is because the source code was eventually released. Programmer John Carmack, now at Oculus, has long advocated for open source software, even with his own games. It's allowed the community to make significant alterations the original developers either have no interest in or have no time for.

Prebble has been working on Total Chaos since 2005, which means he's been developing this DOOM II mod since he was 15-years-old. These days, Total Chaos is an open world survival game in the vein of S.T.A.L.K.E.R., but it wasn't always that way. Prebble has been kicking Total Chaos around in various forms for years. The original version was simply a series of sprite replacements, but Prebble found the DOOM engine creatively limiting when it came to generating a sense of tension and atmosphere.

Mods kept interest in DOOM alive for years. The Alien total conversion--sprites, sounds, levels--is a perfect example.
Mods kept interest in DOOM alive for years. The Alien total conversion--sprites, sounds, levels--is a perfect example.

But it's the video above, which circulated in late May, that really caught people's attention. When Prebble started making games, there was no Unity or Unreal Engine. Your options were limited.

"So I just stuck to modding DOOM, said Prebble. "I’ve been modding DOOM for longer than I’ve been looking at anything else. I got the game when I was 7, and I’ve just been playing it since."

Who hasn't had their experimental DOOM phase? Even I loaded up a few map editors back in the day, though I distinctly remember having real trouble figuring out how to make doors work.

"A lot of my friends, when I talk to them," he continued, "are all 'why are you modding DOOM? It’s such an old looking game!' It’s nothing really specific. It’s just the appeal of trying to make something old look new, I guess."

But when is a DOOM engine still a DOOM engine? Good question. The community has heavily modified the original DOOM source code that includes support for modern graphics APs like OpenGL, mouse look, and more. These additions have allowed Prebble to build with the ambitions present in Total Chaos.

Nobody, for example, fondly remembers DOOM II because of its open world environments.

"There are many tricks that I have to work around," he said. "Working with the DOOM engine is fun and all, but there are a lot of hacks and tricks you have to do to get around the constraints you are give, [including] working on modding systems to get rid of things that you don’t see. A lot of that stuff has to be done manually."

Prebble isn't a full-time game developer, either. DOOM mods don't exactly pay the bills in 2014. (Did they ever?) By day, Prebble works in television, though he's hoping to make his mark in the games industry. That means about everything in Total Chaos--art, code, design--has been crafted by Prebble.

"A lot of my friends, when I talk to them, are all 'why are you modding DOOM? It’s such an old looking game!' It’s nothing really specific. It’s just the appeal of trying to make something old look new."

"It’s probably why it’s taken so long," he said. " [laughs] Back in 2008, when I put that first video together with the 3D stuff, I don’t know barely any of that. It’s just been seven years of learning this stuff."

A friend has been helping Prebble craft the game's sound effects, though, and in late May, he recruited an artist. The hope is a full-time artist should accelerate development. Right now, Total Chaos has technically been in the works for almost a decade, but it's coming together, partially because people are paying attention.

The plan wasn't to have people start caring about Total Chaos right now. Prebble had hoped that would happen later. But you work with what you have, and he's newly motivated to finish the mod, even if the articles, interviews, and unexpected web traffic has caught him by surprise.

"It’s never happened to me before," he said."[It] was quite scary. I had to go back and make sure the information was accurate on my blog. [...] It is quite ambitious, and I do want it to live up to being something that’s fun, not just a tech demo."

Prebble hopes to have a beta version of Total Chaos available by the end of the year.

Patrick Klepek on Google+

74 Comments

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DarkShroom

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Edited By DarkShroom

@cyberfunk: this reminds me of the triggers broom paradox

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TadThuggish

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This is amazing.

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spctre

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Edited By spctre

@jeff said:

you're a doom wad

I think I just blew mine.

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RipMurdock

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Wow, this mod looks awesome. Can't wait to give it a go.

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Sunjammer

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"You've never seen a Doom mod running on a heavily modded Doom engine like this!"

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RazielCuts

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'You've Never Seen a Doom Mod Like This, You Won't Believe What Happens Next...'

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TinyGrasshopper

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deactivated-64b71541ba2cd

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Hearing the grunt was was like 'whoa'.

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kalos

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Edited By kalos

@vuud: I'd agree with you that when you have full access to source and creating all new assets, you're using an engine and not making a mod. Total Chaos still requires doom2.wad (don't know what for -- placeholders?), so that puts it in a grey area. See the creator's comments on the about page. You can even spawn Doom monsters (for now). I guess he's building it as a mod until he's ready to call it finished (the final release won't require doom assets.

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Supa_Kappa

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It's always cool seeing fellow kiwi's making headway in game dev. Dean 'Rocket' Hall, creator of DayZ is also from Godzone.

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kindgineer

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Incredible tale of determination and use of old tools, but sadly it feels just like that. Almost like a person who can't let go of the past, so even if his current route is harder than what we have now, they won't leave it.

He obviously knows how to tinker with things, so why doesn't he put all that energy and intellect towards a modern engine and make something truly wonderful? If the guy who made "braid" had stuck to a SNES style emulation, I doubt it would have made the same impact it has now.

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dorkymohr

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BUH NUAW BUH NAUH BUH NA NA NA NAA NAAAUWW

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Novocaine

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Bro, do you even DeHackEd?

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unsolvedparadox

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This may be the first DOOM article I've read since the PlanetDOOM/PlanetQuake days from the GameSpy Network, well done!

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Chris2KLee

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Cool article, always like it when people make old tech do stuff it was never meant to.

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Vuud

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@cyberfunk: I think you're getting a little too abstract and philosophical for the subject of coding. What do you mean remove stuff from COD? Just revert all the changes Infinity Ward made to the Quake 3 engine? Call of Duty was never a mod, so you can't turn it back into a mod. They had access to the source code, changed things, improved it, added features and changed the name to the IW engine. Actually I just saw a quote from Mark Rubin claiming there is nothing of the old Quake code left in the IW engine any more.

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cyberfunk

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Edited By cyberfunk

@jouhn: The Assasins Creed Paradox

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cyberfunk

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@vuud: Ok now If, you work backwards, removing stuff from COD, when does it turn back to a mod?

If you remove a grain of sand from a pile of sand, does it stop becoming a pile? two grains? etc.. then it becomes the Sorites paradox http://en.wikipedia.org/wiki/Sorites_paradox

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scottygrayskull

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Edited By scottygrayskull

Oh maaaaaaaaan. Doom. Fucking... Boom... ZDoom... All the TeamTNT stuff including Final Doom and Eternal Doom... BATMAN DOOM!!!... Skulltag... Cyberdreams... Some mod based on Jupiter that you bought in a bookstore because it was taped into the strategy guide for the mod. God dammit, I probably put more time into that game than anything else.

Shame a lot of the really good WADs won't work with the newer source ports, and getting the original to run last time I tried was a bit of a chore.

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MichiganJack

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Edited By MichiganJack

Well tickle me pink! My jaw dropped and remained dropped for one minute and fifty four seconds.

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ch3burashka

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Interesting. I wonder how much of the original DOOM 2 code is left. This raises another question: How much does a mod need to change the original game before it stops being a mod and is now a new game? It reminds me of the Theseus' Ship paradox http://en.wikipedia.org/wiki/Ship_of_Theseus

Silicon Knights are(were) kicking themselves for not citing the paradox in their case for their use of the Unreal Engine.

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BeachThunder

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@patrickklepek "modern graphics APs" should be changed to "modern graphics APIs".

Also, maybe you should change the way you word the thing about there being no Unreal Engine available; there have been versions of the Unreal Engine available since the 90s...

Anyway, this looks amazing, I can't wait to try this out myself.

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touchfluffytail

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Edited By touchfluffytail

I really like the look of this; the camera view is something I've always loved.

My only concern is the ability for him to make good monster animations and AI in that engine. I'm sure it's doable, but what kills the preview video for me is the obviously low frame animation (or possibly low interp) on the walk cycles of the monsters, as well as the goofy animation itself. Bad animation/AI really kills a horror game. For example: Dreadout was only effective for about 5 minutes because of this; the AI on the big guy was so atrocious he lost all impact after the first major encounter, which subsequently killed the game.

This is early and mostly made by one guy though so, I have hope!

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vampire_chibi

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i really like the time he has on screen

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Vuud

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Edited By Vuud

@cyberfunk said:

Interesting. I wonder how much of the original DOOM 2 code is left. This raises another question: How much does a mod need to change the original game before it stops being a mod and is now a new game? It reminds me of the Theseus' Ship paradox http://en.wikipedia.org/wiki/Ship_of_Theseus

The way I see it, as soon as you start making changes to the source code, it's not Doom or the Doom engine any more, it becomes a fork. This would be the latest in a long line of source ports and forks designed to run Doom an modern hardware and add features to the engine, which was necessary before Dosbox came along (thank God). That's been my response to stuff like Brutal Doom; it's not really Doom, they're doing a lot more than compiling some PWAD's. And when I want to play some Doom, I fire up Dosbox and play some DOOM ASSED DOOM. None of your bells and whistles can beat the original.

A good example is Call of Duty. Would you call CoD a Quake mod? They have used a heavily modified version of the Quake 3 engine (idTech) since the beginning and have been changing it ever since. There is probably still some very basic Quake code left in CoD, like the some of the netcode, getting the main menu to display text, or the code to draw textures on polygons, that sort of thing. So this thing in the article is really like a whole new game based on a chopped up and tricked out source port of the Doom engine.

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Pudge

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He turned Doom into a survival horror game with Zombies. Because that's what we need more of! ZOMBIES!

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Zelyre

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Edited By Zelyre

Angled ceilings in your Doom Engine? It may be more likely than you think!

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jouhn

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@cyberfunk: When it is called a new game instead of a mod. Same with the ship. Whatever they call the Ship of Theseus is the Ship of Theseus. It's really that simple. Same thing with defining a new species. When did we stop being apes? Why aren't we just another sub species of apes?

There are many examples of modded games being released as new full priced games, most notoriously from a really big publisher with yearly releases of a series: (Name of big publisher with a game series with an annual release).

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Rotnac

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That looks incredible. It's basically a completely different game. Was hoping to see a shotgun and Imp throw a fireball but Total Chaos looks to be more survival horror than DOOM platforming/shooting.

Still impressive though! Can't wait to see more.

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WrathOfGod

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@jeff said:

you're a doom wad

Ugh what a lame joke go awayyyyyyyy someone ban this man

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ripelivejam

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@jeff said:

you're a doom wad

zing!

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Tolkienfanatic

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You've never seen a DOOM mod like this because it isn't a DOOM mod... even if it did start out as one.

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telecommand

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Thank you for reminding me I am inadequate as fuck :(

P.S. This looks amazing. Can't wait to check it out.

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chilipeppersman

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@authenticm: wow this looks amazing given what he had to work with! pretty creepy too

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Rebel_Scum

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Edited By Rebel_Scum

@barleyscotch

What the heck is a Doom WAD?

This looks pretty good. @patrickklepek is this meant to be a survival horror like game? I honestly was waiting for this dude to pull out the shotgun from his backpack and just starting firing at these ghoulies.

EDIT: Crap I re-read the article and answered my own question. Sorry.

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Death_Unicorn

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The fact that you had to define mod is hilarious to me.

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fisk0

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fisk0  Moderator

@bcc said:

@barleyscotch: While I think this is a pretty cool project from a technical standpoint and it's still worth covering, I would also love to see more about the Doom modding community, including all the great megawads throughout the years that don't require source ports. It's kind of a niche area of PC gaming though. I'd be willing to put together a forum post with a list of noteworthy wads and a quick start guide but I'm not sure how much interest there would be.

Yeah, there was a pretty good article linked by John Romero a while back talking a bit about the mod community, the cacowards etc. available here: http://blog.danbo.vg/post/50094276897/the-most-misunderstood-game-of-all-time

Worth Playing should probably have a weekly Doom WAD.

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jiggajoe14

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Holy hell that looks intense and terrifying. And it's amazing to hear how much work the creator is putting into this. Good work Scoops.

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StingingVelvet

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Man I love PC gaming.

I still play Doom/Quake/Heretic and the rest to this day, using source port mods that make them feel more modern (WASD, high-res, etc.). Still so fun, better than singleplayer Call of Duty for sure.

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artofwar420

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Would love to play it.

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bcc

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Edited By bcc

@barleyscotch: While I think this is a pretty cool project from a technical standpoint and it's still worth covering, I would also love to see more about the Doom modding community, including all the great megawads throughout the years that don't require source ports. It's kind of a niche area of PC gaming though. I'd be willing to put together a forum post with a list of noteworthy wads and a quick start guide but I'm not sure how much interest there would be.

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CairnsyTheBeard

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Cool......but 16x Motion Blur? I think not!

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jeff

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you're a doom wad

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barleyscotch

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hi, hey there, please write something about all the awesome Doom WADs that are notable for being awesome Doom WADs rather than Doom WADs that only run in source port and are trying to pretend they aren't Doom WADs

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zig

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Yeah it's kinda neat that this is (sorta) based on Doom code, but other than the novelty I'm not sure what it brings to the table that other options in 2005 were doing better.

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Murdoc_

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There was very little chaos for a game called Total Chaos. Aside from that, looks neat, the fov and head bob looks pretty natural, especially for something in Doom 3, but I'm not sure if I dig the whole scan line effect.

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csl316

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Interesting stuff.

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Grondoth

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One Weird Trick That ID Software Doesn't Want You To Know!