
The plan wasn't to have people start caring about Total Chaos right now. 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 hope is a full-time artist should accelerate development. It’s just been seven years of learning this stuff."Ī friend has been helping Prebble craft the game's sound effects, though, and in late May, he recruited an artist. " Back in 2008, when I put that first video together with the 3D stuff, I don’t know barely any of that. "It’s probably why it’s taken so long," he said. It’s just the appeal of trying to make something old look new." "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. That means about everything in Total Chaos-art, code, design-has been crafted by Prebble. (Did they ever?) By day, Prebble works in television, though he's hoping to make his mark in the games industry.
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DOOM mods don't exactly pay the bills in 2014. Prebble isn't a full-time game developer, either. A lot of that stuff has to be done manually." "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, working on modding systems to get rid of things that you don’t see. "There are many tricks that I have to work around," he said. Nobody, for example, fondly remembers DOOM II because of its open world environments. These additions have allowed Prebble to build with the ambitions present in Total Chaos. The community has heavily modified the original DOOM source code that includes support for modern graphics APs like OpenGL, mouse look, and more. It’s just the appeal of trying to make something old look new, I guess."īut when is a DOOM engine still a DOOM engine? Good question. "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.
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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. I got the game when I was 7, and I’ve just been playing it since." "I’ve been modding DOOM for longer than I’ve been looking at anything else. "So I just stuck to modding DOOM, said Prebble. When Prebble started making games, there was no Unity or Unreal Engine. The Alien total conversion-sprites, sounds, levels-is a perfect example.īut it's the video above, which circulated in late May, that really caught people's attention.


Mods kept interest in DOOM alive 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. Prebble has been kicking Total Chaos around in various forms for years. 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.
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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. It's allowed the community to make significant alterations the original developers either have no interest in or have no time for. Programmer John Carmack, now at Oculus, has long advocated for open source software, even with his own games.
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(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.Īn 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. Mod, or modification, is the shorthand used to describe alterations of code, assets, and other aspects of an original game. There's really only one way to respond to that video: holy shit.
