I’m a mostly-blind gamer who has too much free time on his hands. A Doomoholic, you can feel free to check out my music wads for said game. I am also a musician, and when my living situation adjusts itself, I will consider providing musical soundtracks of my own for Doom and other games based upon requests. I also have experience in voice acting and story-script writing and editing.. If interested, feel free to send a private message or by requesting me on Skype, see profile for contact details. Otherwise, make sure to keep those walls red with the gore of your foes and thanks for reading.

Comment History  (0 - 30 of 66)
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Other games I've played and beaten, visual impairment aside?

Zelda, Occarina of time/Majora's Mask/Twilight Princess/ a few others.
Legacy of Kain Sieries.
All Mortal Kombat games to date, even won tournaments.
Guitar Hero/Rockband. Again, been in tournaments.
Fable. One of my all-time favorite RPG sieries.
And hundreds of others.

I hate playing higher-end games with others though, cuz they always sit there and go, "No left, the other left! Turn that way, go in there, no, in there!" It's like, dude, I'll figure it out myself, stop distracting me.

Should also mention that I also have a hearing impairment and can only hear from my right ear, which sucks when playing games with surround sound unless the volume is cranked way up.
So yeah, where there's a will, there's definitely a way.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Nemistade is ******* dope. His version of Sean's Got the Shotgun was way better than the one SGT used, no offence to his choices, but the metal was just more, well, brutal. Glad you enjoy it as much as me.

And as far as the blindness goes. Though I do have some vision, it is not enough to see text or read for that matter. If I were to explain my visual acuity, it would be that I can see, but I need to see things up close, I mean real up close, and I can't define detail to save my life. Like I said, the reason I can play doom is because of the 2D graphics. If I was to play COD or something newer, well, not so good, though I have played and beaten other games. Halo, Mass Effect, KOTOR, Alter Echo, and GTA, though my violent nature usualy wins out in that one and I spend more time killing people and running from the cops than anything.
In short, my vision had no play when making this Pwad. I use a text-to-speech screen reader, and with that I'm able to do quite a bit. Not as much as I want, but enough I suppose.

Thanks again for the kind words... Now go kill some more...

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

And the other original music project? Actually, It's almost done really. I forgot about it until I read the thread and saw my promices above. Doom2's music is mostly done, and I got most of Doom1's added in, but there's still more to be done. Hoepfuly, distractions forgiving me, I will have it done in the coming days. Should be a nice tide you over until the next AB2.0 release

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Now, another bit of announcing to be done here.

Along with Aggressive Brutality, I am working on another bit of metaliciousness for your ears. However, unlike Aggressive Brutality, this will be completely new and original music, and will feature my tracks, recorded and edited by me personally. I just moved into my new apartment, and am in the process of writing out my own musical metal scor. I can't promice you a do date, but in the words of ID Software, it will be done when it's done.

I can give you a beta title though, and soon, maybe a sample. Perhaps I'll include it in the next release of Aggressive Brutality. The name I am goin with now is, "Diabolical Discord..." Weak, I know. lmao
It's beta for a reason!!!

Anyways, I'm totally stoked you guys approve of this metal pack as is. Really, I am. I mean. Take that Parents! My gaming habits don't get me no where! Well, look who's got people liking my music mods now, you *******! Nah, JK.
In all seriousness though, thanks a lot, and be sure to check back often. I promice I'm not done with you people yet.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Hey metalheads and Doomers!

So I haven't commented much lately, nore have I stated anything about any new rendissions that I am working on. This is parcially because I'm impulsive, and my addiction to Quaker's latest release has been somewhat an obsession. Nevertheless, I'm still here and still have plans for even better things using the same style of metaltasticness.

Actually, I have a few things in the works, so I haven't been too lazy. First and formost, Aggressive Brutality 2.0 is in the works, it's just that I'm spending more time on choosing what to include. I know there are loads of music wads and addons out there, and that's exactly why I want to take my time with it. I want my addons to stand out, to be something more than just a setlist of music. I want it to fit each level, each body falling to fit with the music, and each launch of the BFG to make you feel empowered as rage cries out from your headset. In short, I want it to fit with the games, and I want you to feel, to believe that it's the perfect music, and the perfect soundtrack that it ultimately should be. So be pacient, for heavy things are a comin...

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I noticed the same with the shotgun. If I remember right, you lowered the shotgun's view before, perhaps when you did that you forgot to make the changes in the gun's properties? I honestly don't know.
When I play, I tend to use the croutch feature quite obsessively. It makes you a smaller target, and sence I hardly if ever use the mouse, it helps with weapons with lots of recoyal such as the chaingun and many of the guns in Justingo99's mod.
Things will be different though, when I finally figure out how to use my ******* wired-360 controller. Then my friends, bodies are gonna stop, drop and roll. And I don't just mean when they are on fire neither. Maybe under fire, but well... lol

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

That's fine. No big deal. I really didn't think it was doable, not unless we were to rebuild a bunch of code and what not. I'm just happy I can still see well enough to play myself.

Don't beat yourself over it. I really didn't expect nothing of it, so it's really no big deal at all. I, as well as everyone else appreciates the work you put in up to this so kep up what you do.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

If you'd like, I could draft up a basic templit of some things that may be usable and pm it along to you. Again, I don't know how feaseable all of this would be, but it wouldn't hurt to at least give it a shot.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I think this would be a major success in not only blind audio/video gaming, but also in bringing the sighted players face-to-face with the blind players in a setting that grants everyone near equality in chances for victory and enjoyment.
Adding to this, there is no really good FPSs for the blind, and the ones that are out there are weak as hell when it comes to even the oldest of sighted FPSs. If I knew what I was doing, I'd undertake this project on my own, and I know I have hundreds of people I could turn to for beta testing and what not, but I haven't a fricken clew where to begin.

There are some games I envite you to check out to see how sound can be used. Road to Rage is probably the most popular multiplayer based one at the moment, with Swamp being another but is centered on single player. Neither of these games feature visual elaments and require the player to rely strictly on sound, but the afor-mentioned Audio Quake does support glitchy but some-what functionable graphical rendering. This one is not a single player game, but focuses primarily on multiplayer gameplay.
About the most annoying thing about that port is the controls and the fact that you automatically start off with every weapon from the first Quake game, pluss some Star Wars themed weapons such as the Thurmal Detenator, Lightsabor and Blaster. It does have some interesting features that could be used for base ideas for other projects such as the Audio Crosshairs, Sights for the Sniper Rifle and alarm sounds for when you are being targeted by another player.
I still advise you to look into it if for nothing else than to apeas your curiosities.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Well, I assume mutaters could do it. I honestly don't know much about coding, scripting etc, but I do have some ideas that would take advantage of the surroundsound functions.

First off, doors, walls and virtually every physical thing would need it's own sound texturing. For example, when you near a wall or a door, but for simplicity's sake, let's just say a wall. As you near it, there would be tell-tell beeps or some noise that would indocate your proximity to said wall. As you near it, the beep or sound intencifies in pitch, frequency or ticks. Same with monsters. An audio crosshair would be called in to play here so that the player can tell when they are aiming at a enemy vs a wall/door/what ever.
Pretty much the same thing would apply with ammo pick ups, power ups, and other items. Each would have it's own distinct effective noise as you near it, telling the player what item they are seaking. An invisibility spheer would have a different sound than a medkit for example.
The only thing that I think would actually cause any issues is switches. Like, when you flip a time-sensitive switch for a door, how would the user know it's for a door that's on the other side of the room, unless there was a corresponding beep or noise that matched that door when the switch was flipped.
I advise you to look into Agrip's Audio Quake for some idea as to what I speak of in regards to all the basic things.
Of course, that heavily modified game is pretty much well, you'll see, but it has all the right ideas.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Brutal Doom v19 Derp Edition (On hold+ MUSIC WAD?)

I beg to differ on the excess of weapons. When you play without cheats, you are more likely to grab a gun that is unique as they randomize. Yes, there are like, a **** tun of weapons, but it is called Derp for a reason. This mod isn't made for the tactical player in mind, it's ment to appeal to the sadistic, brutal, blood craving, violent ****** types. lol

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

You know, the more I play this, the more I realize that, I don't know? It's ******* awesome? lol

I actually got another friend of mine who's totally blind into it. He's been giving me ideas on how we can make this more blind friendly, most of which I've already come up with myself, but he did contribute some new ones that I never thought of. The beauties of surround sound, I tell ya.

So Quaker, my good friend of is epic at epic things, not to sound rushy or ungreatful, but, when shall we see mutators? I understand you are without lappy, and man do I empathize with you, but I am still a creature of curiosities.

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

So, I downloaded it, played it, played it some more, came a half-dozen times, played some more then passed out from sheer orgasmic excitement! This mod was everything you said it would be and more. I can't wait to see what the mutators do, but this is ******* badassory as is.

The sound effects are top-notch, the visuals crispand clear, and the feeling you get when running around with the shotgun is so much like it used to be way back when.

As a sound cridic, I godda say this is pure excellence at it's greatest. The sounds of Gibs dropping to the floor, the explosives of rockets, grenades and enemy projectiles are all good. The only sound I am not pleased with is the sound of walking in water, I.E. D2M2. It's too, drippy. but it's definitely an improvement.

All in all, I give your mod a 5 out of 5 for presentation and overall feel.

Wish I knew how to take other weapons and monsters from other mods and add it into this one, for this is a great templit for many other projects that are out ther.

Nice job Quaker, and I can't wait to see what you do next...

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

My apologies for jumping you like that. Like I said, long day. But I noticed that it was in this thread, not a new post, so my apologies. I guess I should learn to look, uh, no puns intended, before I start ranting... :P

Forgive me?

And, I downloaded it regardless. Can't wait to start the slaughter again! The test versions up to this point have been great. Though, if this is mostly bug free, I wonder, what's so different between this "test version," and the finished bit?

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

ExplosiveDiahorrea:

The standard with Quakers mods is that you don't need the V19 file. Just drag and drop onto your GZDoom Executable and it should work.

Now? Dude, did you upload it to FB, cause I looked here and didn't see anything. And, is this another faulse alarm? Did you finish it or not. I'm confused. One minute you say it's done, the next you are saying it's a test version. So, what is it then?

Sorry if I sound snappy, I've had a very long day and don't mean to take thing out on you.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Hey Quaker...

I read your message about maybe, possibly, leaving us? Well, if you do, I'll locate you, shove a SSG up your *** and pull that ******* trigger twice! lol jk

Om a;; seropismess, [;ease dpm't stop doing what you do. The main reason I haven't posted is do to life concerns, but I'm moving in the next day or two and will not have net, so please upload before I translocate... Please?

Can't wait man!

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I don't know why this is funny, but it's raining outside and I get really abstract and hyper when it rains. I got an image of the Doomguy in my head, using a guitar-shaped-chainsaw on an imp, cutting him vertically in half and going into the first shred solo from Metallica's 'One, crimson splendor dripping freely from his chainsaw-like frets. Take that Guitar Hero! I'm going to hell!!!
Don't know why, but I figured I'd share that image and pass the sadistic morbidity along.

lmao

Otherwise, Sorry for the Spam post bro.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Brutal Doom v19 Derp Edition (On hold+ MUSIC WAD?)

Palanduss:
Love the way you find all these things. I've noticed a few things, but when I go to give feedback, I end up forgetting what they were. lol

Question:
How would I merge this mod with another, say Quaker's Sub Mod? I like a lot of the things he has and it would be cool to blend the two together. Is this possible? Or, perhaps you intend on merging elements of his into yours in the next release?

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

I've always been a fan of the chainsaw. That being said, I can understand your reservations on adding the V20 chainsaw in your mod. However, perhaps a happy mediam can be met? Mutators?
This would work for many of the features that fans are calling for but you don't want in the final product. As always, I understand the additional work that would have to go into this, but it's merely a suggestion.

Played with the latest download by the way, and as for the blood being too much from the chainguns and such, I haven't noticed it. Sometimes when there's bookoo enemies everywhere, flying projectiles galore and bodies a plenty, things get laggish, but over all I haven't seen anything like what the poster above mentioned.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Hmm. well, in that case, I'll give it another shot. Replacing is kinda a bitch, and I do tend to get somewhat confused from time-to-time in regards as to what tracks I've already replaced.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Don't feel bad. We're all waiting.

Hurry!!!
lol jk

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

I've actually tried that and it doesn't seem to work as well. I could be making a mistake somewhere along the lines, but the steps are arbitrarily simple, so I doubt it.

After I finish up with this progect, which is also a lesson in editing wad files, I will start work on a new progect that I've managed to get some intrest built in. I'm not going to say much cuz I don't want to say something's going to happen and it doesn't work out, but it's something that will afford more competition for even more Doomers, even to those, believe it
or not, who have never had the chance to play the games. Enough said at this point.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Nikulas:

I see. Well, I use XWE, as slade doesn't seem to work with my computer. Wads are easy to make and alter, so I just stick with what is accessible with my screen reader.
However, for my next wad release, I'll include an MP3 zip file that includes MP3 or OGG copies of the tracks used, so people can listen to the tracks without playing the game and pack them into what ever format they prefer.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

It would be like remaking Final Fantacy VII, only taking Materia and summonings out, best RPG ever, aside from Ocarina of time that is.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Quaker540:

I know I'm freaking awesome. loljk
Conceded much?
Hehehehe...

TOO MUCH COFFEE!

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Nikulas:

I fail to understand your question. Are you asking why one makes music mods when you can just play a random collection of music or whatever that may already exist on one's hardrive? If so, my kind response to this would be; why put music in games to begin with then? If people just played whatever they wanted all the time, then wouldn't that put game-score composers out of work?
Call me old school, but, I am of a mind that music helps to set the atmosphere and vibe of a game. You don't play Doom to the Care Bears soundtrack; that's not nearly hardcore enough, nore does that get your bloodlust and murderous tendancies pumping.

Now, I am not saying that I myself don't just turn the music tracks all the way down from time-to-time and get a Winamp playlist going, but an actual hardcore soundtrack does help establish some form of vibe or mood. Furthermore, I think soundtracks also help reflect the personality and character of a developer, or in this case, a modder. It's kind of like, opening the courtain and letting the audience see what makes the conductor tick. But hey, that's just my opinion. If you like the music wads, cool, thanks for the appreciation. If not, well, that's cool too. Thanks for downloading and checking it out anyways.

I could have your question completely misinterpreted also, so if I do, please feel free to correct me. XD

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Okay, just a few things:

I don't find it "harsh" or "disagreeable" that you take such a hard stance toward the realism in Doom. Actually, I more than agree with you. Doom is about just that, doom. You kill ****, blow **** up, and paint the walls with more blood from one demon than one has in three actual bodies combind, so yeah, realism definitely takes a back seat here. I mean, monsters from hell? Need anything else be said?
With that being said, I only mention my ideas as just that, ideas that could add more of a challenge and complexity to what is already the best game out there, and the best, moddable fps to play or tinker with. I don't mean to spam suggestions that otherwise detract from your own concepts and ideas, however, I only mean to provide my own concepts that others or yourself may find fun or applicable.
Again, all that being said, no offence taken. If these ideas aren't useable, that's fine. I've played Doom for 20+ years without them thus far, playing without them longer isn't really that big of a deal. It won't stop me from playing the game, or playing your mod for that matter.
However, yay for shootable projectiles. That's totally badass. Will this also work on Cyber Demons? Mind you, I intend to download the latest test version, so I guess I will find out soon, so I guess that is a pointless question.

As always, great work. Can't wait for the finished product.

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ Aggressive Brutality Volume1.0

Understood. And for your privacy's sake, I removed the files from my computer as well out of respect.

Good karma+1 vote
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

How's this? Would it be possible to use one projectile to hit another? Like, using your rockets to blast a Revenant's rockets before they reach you?

I honestly don't know about that one. It just randomally hit me.
Could be something for the Plasma Blade I been trying to get people to build. Deflection maybe? lol

Good karma+2 votes
diabolicaAnimalis
diabolicaAnimalis - - 66 comments @ [WIP] Quaker540's Sub-Mod V14B - G/ZDoom-Only

Actually, the solid body/corpses was a nice touch, just a pain in the *** when yu got hundreds of ******* piled up in front of you. Like I said, keep their solidity, as they do make for good cover, just make it to where you can still pass through or over them. Would it be possible to, like I said, make it to where you slow down when passing over/through them. It would still make the solid bodies useable, but also add an editional challenge to having to navigate firefights while stumbeling over bodies. Realism at it's finest.
Barring that, what if you slide or something? Like, if you step on a dead bloody imp, you slide forward, spin a direction or something similar?

Good karma+1 vote