Total Chaos Released!

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I just wanted to thank you all for following the project. You have all been very patient, and I hope it was worth the wait!

 

Download at ModDB

Standalone version (comes bundled with GZDoom and Freedoom, does not require the doom2.wad file!)
https://www.moddb.com/mods/total-chaos/downloads/total-chaos-standalone-full-version

Standard version (PK3 files only)
https://www.moddb.com/mods/total-chaos/downloads/total-chaos-full-release

Warning: Not recommended for anyone with a heart condition or who are prone to seizures.

 

Install Instructions

To play this build of Total Chaos, you will need:

  • Doom 2 (and the doom2.wad file that comes with it)
  • The latest version of GZDoom (which can be downloaded here: https://zdoom.org/downloads)

To play, after you have installed GZDOOM and dragged the DOOM2.WAD file into the same directory, simply drag totalchaos.pk3 onto the GZDoom.exe.

Don’t drag all the PK3 files onto GZDoom, as there is a custom load order that is needed…

Performance Tips

Got stutters? It is HIGHLY recommended you enable Precaching.
This will front load the assets when you load a level, which will increase load times, but ultimately is a better experience.

This can be done by enabling Precache GL Textures under Texture Options, or by using the console command gl_precache 1.

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Total Chaos – Releasing Halloween 2018!

A date has finally been set!

What is Total Chaos?

Total Chaos is a total conversion mod for Doom 2 that runs on the GZDoom source port. The mod is a survival horror set on a remote island known as Fort Oasis.

The island was once run by a community of coal miners which one day suddenly disappeared, leaving behind the abandoned concrete jungle to waste away.

Something, clearly, has gone very wrong with this place. Upon your arrival at Fort Oasis, you receive a strange radio transmission. Someone wants to he found.

The mod with the assistance of the source ports introduces many new graphical features, including 3D models and high resolution textures.

You will need Doom 2 to be able to play the mod, along with the latest version of GZDoom.

Status Update #21 – Hello again!

Been quite some time since the last update, but a lot has happened since then.

I took a few weeks off the project and reflected on the big picture. I saw a few pacing problems and the story I had attached to the mod wasn’t really working out as well as I thought it would.

Some of the new stuff:

Back to open world!

I saw a lot of people enjoyed the shortcuts that were in map 2, so I decided to connect (almost) the entire island up with interconnected passages. This wasn’t as hard as I thought it would be. It was done by taking advantage of ZDoom’s hub system.

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This gave me the opportunity to add a central safe house like area. Somewhere to store excess in inventory and it even has a machine that can cure you of radiation exposure.

Speaking of radiation.

Sanity mechanics

 

These didn’t turn out too great…

There was going to be a proximity based sanity system where standing near some objects would cause the player to gradually go insane. Instead of removing this, I decided to add a radiation stat (which also ties in to some elements of the story).

Sanity still remains, however this is a more passive gameplay element. As you progress through the mod, old level layouts you thought you once knew will change on you. Some hallways will open, and close, and even bend in on themselves.

It is a bit hard to explain, but if you’ve ever seen the latest portal tech in newer ZDoom/GZDoom versions, you’ll know what I mean.

Weapon overhaul

A lot of the weapons have been completely reanimated from the ground up to allow support for multiple FOV settings.

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There have also been a few extra weapons added to the roster.

There is also a shotgun now, an extremely limited use item that can only be found once. There are also a limited amount of shells for it.

Release!?

I said earlier that I was aiming for a September release, however its more looking like end of October as a full open beta. I don’t expect there to be much difference between the beta and final release other than any glaring bugs that need to be resolved, so I’m happy to say it will be the full release.

All I can say is thanks for sticking with this. It has been a long haul but we’re almost there!

Status Update #20 – Not Quite Done

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I was hoping to be posting this update saying the mod is released, hurrah! Here is the download link….. however after doing a few play-tests, I feel we’re not quite there here.

Several problems arose after playing the mod from start to finish. A few mechanics, did not gel together as well as I was hoping, and I feel releasing the mod now with these half baked mechanics would only do harm to it.

I’ve decided to put a few more months work into the mod to get it up to a higher standard. Although it may be a slow burn.

All I can say, it will release this year, but with RL getting in the way of progress, I cannot put a proper release month on this yet. Could be next week, next month, August… I can’t quite say.

It is not all doom and gloom however. Soon, we will be doing some closed beta testing. I still need to figure out how we’re going to distribute this to you guys, so until then, stay tuned.

Status Update #19: The Final Stretch

This time next week, Total Chaos will be complete.

It is a strange feeling getting to this point, after 10 years on and off, it has been a big part of my life. Everything I’ve learnt about making games came from this project, and it is hard to let it go into the wild.

There was a lot I wanted to do with this beast, quite a bit of content that didn’t end up making it into the last iteration, but if I tried to accommodate everything, then the mod will never get done.

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After the mod is complete, I’ll be starting the closed-beta process, and if all goes well there, then the mod will be released in its entirety!

I think its safe to say that this will be the last blog post until then.

A few things I should mention:

  • Duration is roughly 2-3 hours, depending on your play style
  • Will require DOOM2.WAD to play in the meantime, will try and make it standalone in future updates
  • About 1.5-2GB in size, I am yet to create the final PK3 file so I am unsure of how large it will be
  • No official system requirements as of yet. It is safe to say if you can run the latest Alpha, then you should be able to run this
  • Currently only compatible with GZDoom

See you at the finish line!