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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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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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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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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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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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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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cyberfunk

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Edited By cyberfunk

@jouhn: The Assasins Creed Paradox

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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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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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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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Novocaine

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Bro, do you even DeHackEd?

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dorkymohr

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BUH NUAW BUH NAUH BUH NA NA NA NAA NAAAUWW

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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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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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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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deactivated-64b71541ba2cd

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Hearing the grunt was was like 'whoa'.

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TinyGrasshopper

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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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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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RipMurdock

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

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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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TadThuggish

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This is amazing.

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DarkShroom

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Edited By DarkShroom

@cyberfunk: this reminds me of the triggers broom paradox