Total Chaos is an upcoming total conversion mod for Doom 2 that runs on the source ports GZDoom and Zandronum.
The mod is an open world survival horror where players are dropped on an island with a video camera to explore the deadly surroundings. 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. Total Chaos is a sandbox mod, so the player has freedom of choice of either finding the lost community, surviving on their own against the islands deadly forces, or explore the island to uncover its most hidden secrets.
There are no guns in Total Chaos, instead the players must use their wit and the hazards they find in the environment to defend themselves.
Light fires to destroy those who hunt you down, set traps to take down unsuspected enemies. Blunt weapons can be found on the island, but close combat is not recommended.The mod with the assistance of the source ports introduces many new graphical features, such as 16x motion blur, high resolution textures, 3D models and bloom effects.
Currently there is no set release date for the mod, but I’m hoping to have a Beta available to download sometime near the end of the year. You will need Doom 2 to be able to play the mod and either one of the source ports, GZDoom or Zandronum.

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So due to moving house and relocating office, it seems this is all bad timing. I may have got a bit cocky on the release plans for this. The plan was to due to release the Alpha end of October, but after doing a quick closed alpha test a lot of compatibility problems cropped up.

So, to sadly disappoint a lot of you, we’ve decided to push release back by a week, but we feel this would be better for everyone involved rather than releasing something with a lot of problems (despite it being Alpha).

We’ve set the new date for the 7th of November.

In other news, we’re still looking for somewhere to host this thing! Being just over 1GB in size, our options are narrowed down a little. Any suggestions would be welcome.

Once again, sorry to break this to everyone!

Mod Cast - 25th Oct

Mod Cast - 25th Oct

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Total Chaos Open Alpha 2

Total Chaos Open Alpha 2

Demo 15 comments

Welcome to Fort Oasis, an island filled with mystery and a horrid history waiting to be uncovered. Our 2nd Open Alpha includes 2 of 6 levels that will...

Total Chaos Open Alpha

Total Chaos Open Alpha

Demo 30 comments

Welcome to Fort Oasis, an island filled with mystery and a horrid history waiting to be uncovered. The Open Alpha includes 2 of 6 levels that will feature...

Comments  (0 - 10 of 108)
MisterScienshit
MisterScienshit

Can you add a recommended specs on the description? This mod looks threatening to my laptop, just want to be sure that I've downloaded a mod that would work and not stutter and give 3FPS. Looks promising though, and feels professional.

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UAC_Odine
UAC_Odine

This mod is a stunning piece of art, i cant ever imagine this could be done in doom. Brilliant!

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thok873
thok873

You should get a version of the engine with lua script or mods tools

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Kyle_K_ski
Kyle_K_ski

This mod...

Ohhhhh man, this mod...

Its creepy/crawly skin factor is more intense than Penumbra or Amnesia, so that's saying a LOT and is a well earned compliment!

I've never been more scared looking for keys in my life. I promise to NEVER lose one again!

;-D

It's amazing what was accomplished with the old Doom engine. It's almost beyond belief.

The fine grain film and dust effects that are everywhere add a literally gritty feeling to this game wherever one looks. All of the terrifyingly textured eye candy is made all of the grittier with the perfect sound design. One's footsteps - it sounds like there's a large stone caught in the gap between two grips of the shoes one's wearing. I was dearly hoping to find a stick so that I could finally dislodge the stone that was loudly giving away my position! HEARING the creatures will cause your pulse to race. One's almost left BEGGING to see them just so you know where exactly they are!

The level design thus far is perfect. It is confusing enough that you curse being there, especially if there's a Brute hobbling after you with its grotesque "mannequin on the strings" animation style.

Terrific work. I literally shouted out loud in fear TWICE. I've never had a game do that to me before. TWICE!

My ten year old daughter told me to stop or I'd wake up my sleeping son!

This is VERY well crafted. I can't wait to play some more.

But first I have to buy some diapers...

Bravo!

My only advice: please oh PLEASE include some firearms. The whole "can never find a gun" thing has become a cliche for more than a few games now. It's time to try something BRAVE and DIFFERENT.

One might think, "Well, one CAN be braver if one has a gun, so..." But NOT in the way that I'm proposing.

What if the player's avatar starts out with an ordinary pistol that he owns? We're shown it right away, perhaps on a table, or he checks it out just as he enters the first facility, but shortly after we arrive at the site, our avatar falls into some kind of vat or container of a nasty and extremely sticky fluid, and basically makes the weapon unusable!

SO frustrating, right? Yeah - that's the point! But it also tips the player off that weapons COULD be used in the game, so that gives them HOPE. Only we're NOT going to give them TOO MUCH hope. Heh-heh-heh!

Weapon parts could be found, and then cobbled together to make a barely functional firearm. Intact, but barely functional firearms could also be found on the corpses of long deceased police officers or other security personnel. Ammunition, while scarce, would still be found at BELIEVABLE junctures (this heightens the sense of immersion), such as searching the corpses.

And more importantly - the greater one's level of fear, the WORSE ONE WILL FIRE THEIR BARELY WORKING WEAPON WITH ONLY A SMALL AMOUNT OF AMMUNITION!

In other words, firing that gun will be just as stressful as not having it! lol Can you imagine? A player finally gets a barely working gun, loads it up, and if his fear level is too high, his shaking body will make it hard to aim and hit the target. Have to reload while monsters are very close nearby? Good luck getting the bullets or the shells into the magazine or chamber! Oh yeah! NO Rambo's in this awful neighborhood!

Seriously - I think that this would be a GREAT game mechanic and it would really heighten the experience. I can't think of another title that did that.

I wouldn't go crazy with the number of firearms. There would be the initial pistol that's gummed up and can be made temporarily workable by spraying in lubricants like WD40 whenever they happen to be found. One could also locate an old firearm common to police officers. A generic shotgun that any homeowner could own, and MAYBE one piece of serious hardware, some kind of SMG or carbine. If the SMG or carbine is "tactical," some of the fancy gear is damaged, such as that the flashlight flickers horribly, and has a dying battery. Batteries could be found for it, but they're already halfway dead, and switching them out would take a half minute's time. The holosight is cracked or has an unreachable dirty spot that takes up 30% of the lense and can't be cleaned. If one finds a universal tool, one may very well be tempted to remove it and just go with the ironsights. Aiming would be realistic, with no artificial magnification. Ballistics should be realistic too, thus if one finds a heavier round, it could possibly shoot through materials, or hit more than one creature's body. This level of realism would help to keep the player feeling human and vulnerable - a BIG win in keeping them SCARED.

Think about it!

Best of luck to you. I love this mod!

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wadaholic Creator
wadaholic

This post has stuck in my head for a while, and the more I think about it the more I want to do it.

We'll see what happens in the next couple of months ;)

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Kyle_K_ski
Kyle_K_ski

.
Hey!

I'm VERY happy to read this! Needless to say, I'll be eagerly anticipating how you're going to implement the suggestions.

Basically, what I'm suggesting is a well known phenomenon of real life combat, which is TERRIFYING to even HIGHLY TRAINED PROFESSIONAL SOLDIERS who have had a LOT of physical practice through drilling.

Let's think CRITICALLY about that.

What do 99.9% of video games do? They automatically make the harming and killing of others an EASY thing to do, when it's NOT. Especially if one is also being HUNTED.

wadaholic, you could TURN the gaming world upside-down by approaching the topic of *committing violence* and making it, rightfully, a HARD thing to do. You could depict the unthinkable - the TRUTH!

And you know what? That truth is GENUINELY scary!

I strongly encourage you to do your utmost to try and make the player FEEL that.

So, let's just imagine that our avatar is NOT highly trained by professional killers. Let's imagine that our avatar DOES have access to WEAPONS. Everyone automatically assumes that having a weapon will make things easier, and thus less scary. But, if, in REALITY, trying to kill a normal human being who is also trying to harm you is a terrifying event, then how much MORE horrific must it be to try to stay calm enough to kill dread-inducing MONSTERS. These things aren't just going to kill you (that's already REALLY bad to think about), but they're going to try and rip you limb from limb while you're likely still alive, and then try to devour you.

That - is - some - HEAVY - duty - dread!

One has to think about horrors like that while trying to handle a machine that *could* save you if you don't drop the magazine while reloading it, or by accidentally slipping a shotgun shell so that it spins into the air to noisily clank off of a wall and then clatter onto the ground as you're trying to feed it into a chamber.

The closer the monster gets the blurrier and shakier one's vision becomes because one can see the SALIVA falling from its ravenous maw and one can smell its filthy and never washed hide...! Thus even having a shooting weapon is far from being a "sure" thing in surviving the environment.

So, shooting a creature would be easier to do the further away it is at the time that you aim at it. The closer it gets, the harder it is to see; ironsights and the such would become almost useless if the beast was a couple of meters away from the avatar's trembling body. And this makes sense.

Darker environments make reloading harder. The odds increase that an accidental drop is going to occur.

Again, to increase immersion, I wouldn't have dropped items magically *disappear* in the environment. Give the player the opportunity to desperately hunt for what was dropped. This will increase their sense of hope, but that also increases the stakes and it also increases the TENSION.

The closer the monster's proximity is to the player, the harder EVERYTHING becomes.

It'd be AWESOME if there was some way you could tie in an mechanic where the player could try to minimize accidents even during desperate times. Imagine that the player is in a dim corridor, and there's a monster on the other side of the wall. It wouldn't be enough to hit "R" to Reload. They'd also have to rhythmically press their left mouse button during the entire reloading animation to keep it working, to keep an accident from occurring. If the proper rhythm isn't maintained, an accident will occur.

And since the monster is closer, the sound of the flying/dropped item will be more detectable.

The irony of this mechanic, is that in order to avoid an accident caused by panic, you force the player into a tense-filled mechanic in order to (hopefully) avoid an awful fate.

I also encourage the rare encounter with another human NPC. Such an encounter would always be bad, because they're just as desperate to survive as you (or they're simply evil to the bone), and they want your equipment just as dearly as you want their's. It would break up the melee encounters with occasional gun combat and add some tactical variety.

Feel free to PM me if you'd like a tester. I have a looooong history of contributing to mods and building positive relationships.

Good luck!

.
.

I almost forgot...! Try to make the firearms' sound effects have reverb and/or echoing. Virtually every game has guns that make a VERY "clean" shooting sound, when in reality, such sounds produce a lot of reverb and echoing.

There are a few GREAT sound mods for Arma III that you could check out for inspiration. That modding community is STRONGLY devoted to capturing realism as much as possible.

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SteamFox
SteamFox

GZDoom supports sector-specific reverb and audio effects.

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MisterScienshit
MisterScienshit

I feel like I'm being spoiled if what your discussing here will be implemented in the game. I think it would be better if both of you talk about it privately? and surprise us to what ever is to come

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Pkresurrection5
Pkresurrection5

Will it have ranged weapons?

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wadaholic Creator
wadaholic

Bricks and bottles are the main ranged weapons, but you can throw any one handed weapon too.

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Another #totalchaos lets play by _Krush Youtube.com

3hours ago

Alpha2 is released and also available on ModDB #totalchaos Moddb.com

Feb 20 2017

GO GO GO Wadaholic.wordpress.com

Feb 20 2017

Alpha 2 release delayed another day unfortunately. Some really big last minute bugs have crept their way in. #totalchaos #suffering

Feb 19 2017

When you break the SBARINFO lump T.co

Feb 19 2017

Alpha is almost ready to deploy. All of this is new. T.co

Feb 19 2017

Nope... T.co

Feb 17 2017

Overhauling some areas #totalchaos T.co

Feb 17 2017

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