Overview
Why just add a level when you could make a new game? Total conversions went beyond modding to replace every asset—textures, models, sounds, and gameplay—creating complete games that merely borrowed an engine. Some achieved commercial quality; a few became commercial products. They represented modding’s highest ambition.
Fast facts
- Definition: Complete game replacement.
- Scope: All assets replaced.
- Engine: Only shared element.
- Quality: Sometimes commercial-grade.
Defining characteristics
| Element | Replaced |
|---|
| Graphics | All textures, models |
| Audio | Music, sound effects |
| Gameplay | Mechanics, rules |
| Story | Setting, narrative |
Notable examples
| TC | Base game | Result |
|---|
| Counter-Strike | Half-Life | Commercial release |
| Team Fortress | Quake | Genre creation |
| Aliens TC | Doom | Licensed quality |
| They Hunger | Half-Life | Horror experience |
Development challenges
| Challenge | Scale |
|---|
| Asset creation | Hundreds of items |
| Team coordination | Multiple disciplines |
| Quality consistency | Professional standards |
| Time investment | Years of work |
Engine selection
| Consideration | Factor |
|---|
| Tool availability | SDK quality |
| Documentation | Learning resources |
| Community | Support network |
| Capabilities | Technical fit |
Legal considerations
| Issue | Concern |
|---|
| Engine licensing | Distribution rights |
| IP usage | Avoiding infringement |
| Commercial release | Permission needed |
Commercial transitions
| Path | Example |
|---|
| Hired by developer | Counter-Strike team |
| Standalone release | Red Orchestra |
| Portfolio piece | Industry employment |
| Award | Significance |
|---|
| Mod of the Year | ModDB recognition |
| Community acclaim | Player adoption |
| Developer notice | Professional interest |
See also