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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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Praxis

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So in ten years' time he's produced a two-minute trailer. I foresee a Mordeth Award in this man's future.

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ghostNPC

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Edited By ghostNPC

Great writeup Patrick. Shit that game looks scary.

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mrbubbles

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The fact that that's the same engine as Doom II is crazy, I mean it looks nothing like it and there's jumping! and an inventory! I didn't think that game had it in it!

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Fitzgerald

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Bethesda should just hire this guy and call this game Doom 4.

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SeraphSlaughter

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he's 24 and can do stuff like this? ugh im 25 and finally put out something creative this year. WUT M I DOIN

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ultrapeanut

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I love that the grunt at ~50s is the only indication this has anything to do with Doom. Also, that stressful-looking realtime lock/key mechanic is baller.

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JHebbel

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Looks like an impressive resume to me, be surprised if a studio didn't try to contact him.

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fisk0

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Edited By fisk0  Moderator

@lightsoda said:

Wouldn't call it a mod if it's using an evolved engine without any connection to the game.

Not knocking on what he's doing though, looks great.

I guess it still requires the Doom II IWAD and the ZDoom or Zandronum source ports, technically making it a mod rather than a stand alone game based on the source code. But, it's kinda stretching it.

@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

Most of the features this mod/game is using have been independently added to the most popular source ports over the years. Most of the source code probably comes from Hexen rather than Doom, since it added support for polygonal objects, more open level progression through a hub system and the ability to look up and down. Polygonal monster models, originally just (somewhat poor) recreations of the Doom enemies were added to ZDoom, jDoom and Doomsday about ten years ago, as was colored lighting, Duke Nukem 3D style support for "room over room" (like in Duke Nukem it's still faked, with two 2D sectors put on top of each other, so you still can't build tall structures with several floors) and particle effects.

This is the first mod I've seen that makes use of all these features added to the game engine over the years, and using them to create something that does not look like Doom at all.

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Mister_Snig

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Awesome write-up, Scoops! Can't wait to play this thing!

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Baal_Sagoth

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Very interesting! I'd love it if this came out and was actually really fucking good. STALKER is an ambitious goal in my book though. I do like that game quite a bit.

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AMyggen

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Okay, this looks pretty incredible. The amount of great mods that has come out of Doom and Doom II over the years is almost stupid.

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hassun

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Thanks for taking the time to talk to these guys @patrickklepek. I was hoping to see some of this since the splash they made with that video.

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MrMazz

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Wow that's amazing

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Grimpopo

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The one thing I would take exception to though is the lack of available game tools at the time. There were Quake (1&2) tools available in 1997, UnrealEd first appeared in 1998, and by 2005 there were several game engines available (including Unity).

That said, this is all the more impressive if for nothing else than the tenacity to stick with it.

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cloudymusic

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Edited By cloudymusic

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

Cacodad loooooooooves Fridays.

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lightsoda

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Wouldn't call it a mod if it's using an evolved engine without any connection to the game.

Not knocking on what he's doing though, looks great.

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TheHT

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Holy shit! That thing looks nuts coming from Doom 2.

I was big into Half-Life 1 mods. Sven Co-op, Action HL, The Specialists, Brainbread, They Hunger, HL: Gold, Scientist Slaughterhouse, Wanted!, . I guess CS and DoD could technically fit in there. Also loved the "retail mods" i.e expansions or other games with the engine (OpFor, Blue Shift, Gunman Chronicles). Great modding scene.

Doom and Quake I played pretty straight, though with Quake 3 I was all about collecting player models and skins.

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conmulligan

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Edited By conmulligan

Good piece! I think it's a little weird to call it a mod though, even if it started that way. I mean, it would be kind of like calling Thirty Flights of Loving a Quake II mod, which would be a pretty reductive way of looking at that game.

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CaffeineOD

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@cyberfunk: They could always just slap on the "Total Conversion" name and it would be okay i guess.

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cyberfunk

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Edited By cyberfunk

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

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sigspec

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Edited By sigspec

It's incredible how much life people have been able to squeeze out of that engine.

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CaffeineOD

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Edited By CaffeineOD

Some really intense atmosphere going on there, probably one of the most impressive mods i've seen since ICEnhancer.

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AuthenticM

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Looks interesting, but I wonder how much it'll feel like Doom.