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| Sigfriedofgaea

Sigfriedofgaea ♂️ [16601972] [2011-02-17 04:51:33 +0000 UTC] "is totally on hiatus." (United States)

# Statistics

Favourites: 7061; Deviations: 516; Watchers: 197

Watching: 150; Pageviews: 47615; Comments Made: 20724; Friends: 150

# Interests

Favorite visual artist: Wholly kau... XD I've too many at the moment... STTSTexture, my brother, Monty Oum... GammaEta... PillowBlaster... so many to choose from!
Favorite movies: SING!, Kubo and the Two Strings, the Despicable Me franchise, Bee Movie, Batman vs. Superman: Dawn Of Justice
Favorite TV shows: Does RWBY count? XD Then there's Young Justice, One Punch Man, and a whole smattering of DC-related stuff... :D
Favorite bands / musical artists: Apocalyptica, Killswitch Engage, I The Breather,
Favorite books: Revelations, several kinds of reference art books, etc.
Favorite writers: No idea.
Favorite games: Doom. With a bit of Killing Floor (2). I don't play much else, admittedly... XD
Favorite gaming platform: PC MASTER RACE, Y'ALL!
Tools of the Trade: Hands, twist-ties, pencil, paper, brain, vivid imagination, computer, etc.
Other Interests: Brain-dumping, reimagining, redesigning, avid girlfriend-searching. XD

# About me

--- ID is done by the great . Check her out!---

You may refer to me as Sigfried. Or Z. Or DoomKrakken. :D

I am a busy college student, avid daydreamer, modder and player of Doom/Doom II, and a proud and devout Catholic Christian. Of course I draw.

As of August 2015, I was diagnosed with Autism Spectrum Level 1.

Many see it as a bad thing. But looking back on it, I like being able to see things in a different light. That's one thing I never want to change.

What's it like having Autism?

Some connections that may be obvious to some aren't to me. Conversely, some connections that may come easily to me might not come so easily to others. Therefore, many times I may word things weirdly, sometimes to the point of saying something that has a connotation opposite of what I may have wanted to convey. As a result, I tend to misunderstand and be misunderstood many times.

Speaking of seeing things in a different light... I absolutely LOVE to do just that! I love to re-imagine and see things re-imagined. I embrace it! This is why I love reboots such as the new Star Trek movies and the Loonatics Unleashed cartoon, why I favor fictions about alternate realities, why I created alternate dimensions to some of my fandoms, and why I like to redesign other people's characters.

Feel free to look in my gallery... I dare ya.

░████░░████░
░█░░█░░█░░█░ Put This
░████░░████░ On Your Signature
░█░█░░░█░░░░ If You Roleplay
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Put this on your
---██--- DeviantArt page
█████ if you're
---██--- not embarrassed
---██--- to tell
---██--- others that
---██--- you're a Christian

Yes, I am Christian. A Catholic Christian.

Please respect the fact that I believe in God and love Him forever.

Thank you.

Current Residence: The U.S. of A.!
Favorite genre of music: Most kinds of modern music (mainly metal)
Favorite photographer: Peter Parker XD
Favorite style of art: Anime, Twist-Ties
Favorite cartoon character: Got too many of them.

Mah bro:

Dudes I know in real life (besides that guy up there...):

Friends, friends, and MOAR friends:

Initial Inspiration:
For getting into art altogether...
For inspiring me to join deviantART and expand my horizons.

# Comments

Comments: 2363

wakaflockaflame1 [2024-01-27 23:08:58 +0000 UTC]

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Liepardmon555 [2023-07-15 06:01:20 +0000 UTC]

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human-groveback [2023-02-13 08:11:40 +0000 UTC]

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human-groveback [2022-10-10 10:34:41 +0000 UTC]

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human-groveback [2021-10-30 01:14:53 +0000 UTC]

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human-groveback [2021-07-26 12:08:05 +0000 UTC]

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Sigfriedofgaea In reply to human-groveback [2021-07-26 16:44:18 +0000 UTC]

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human-groveback In reply to Sigfriedofgaea [2021-07-26 17:06:28 +0000 UTC]

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ZergLord2099 [2021-07-26 09:31:49 +0000 UTC]

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Sigfriedofgaea In reply to ZergLord2099 [2021-07-28 07:26:24 +0000 UTC]

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ZergLord2099 In reply to Sigfriedofgaea [2021-07-28 07:31:03 +0000 UTC]

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human-groveback [2021-06-17 04:35:01 +0000 UTC]

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human-groveback [2020-03-18 17:40:36 +0000 UTC]

With what I said about separate ammo stuff: I handle having multiple ammo types on 1 spawner by using the same system Hexen does for the big mana item. The pickup is handled the same as Brutal Doom.

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human-groveback [2020-01-27 07:54:35 +0000 UTC]

I saw a video recently of Blake Belladonna being unable to get out of a box because her butt was stuck.

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Sigfriedofgaea In reply to human-groveback [2020-02-17 23:49:47 +0000 UTC]

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human-groveback In reply to Sigfriedofgaea [2020-02-18 00:20:27 +0000 UTC]

To be fair, she is a cat. Even lions are lured by boxes.

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human-groveback [2019-10-27 21:15:36 +0000 UTC]

1 Youtuber put it best about The Plutonia Experiment: the map designers knew the strengths & weaknesses of each enemy type when it came to level design, & how to use the strengths to best fuck the player over.

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human-groveback [2019-09-18 00:40:06 +0000 UTC]

I should point out 1 of my characters has her specials based on HXRTC.

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human-groveback [2019-07-09 00:56:54 +0000 UTC]

In that RP I mentioned to you, 1 of the characters had her specials changed to the following:Ammo Satchels: primary throws it straight, secondary makes it arc. Can be detonated manually, regenerates ammo. Can hold up to 5 shots per fire mode.Screaming Bernie: An explosive-bullet revolver with a 600-round primary clip. Secondary throws it as a Tediore Grenade. This mode needs to be reloaded every 120 shots, when dual wielding, clips & reserves for all modes on both guns are separate."Pushka": This handheld 100-millimeter cannon serves as this character's class-specific pump shotgun slot item. She is the tank it was made for. Fires either a mortar (250-round clip) or a repulsion ball (83-round clip), & the balls each start with 250 battery of their own. Can also do 10-round bursts.Matryoshka: A wrist-mounted minigun that can fire either little jet-propelled miniguns that spit bullets, normal exploding bullets, or missiles that make a Revenant scream. All 3 modes use their own ammo & reload every 1,200 rounds.Excalibat: A baseball bat with a creepy eyeball. Can fire either waves of green suns (5 shots on a full primary charge), exploding baseball waves (50 shots on a full secondary charge), or summon the boulder of Sisyphus to crush monsters with (charges after every tertiary shot).Shurricane: Inspired by watching crappy 1980s Ninja movies, this gun can fire either 5-spreads of explosive homing < (300 rounds per clip), a fire mine that lured monsters with a hologram of an imp in a bikini (60 shots per secondary clip), or exploding pickles that are kind of a big dill (15 shots per tertiary clip).Ramjet Mach VII: A sniper rifle that fires bullets of processed dark matter (120 rounds per clip), the secondary is a sniper attack drone.Deathhead: A handheld device designed for when the user absolutely, positively redeem every motherfucker in the room of their sins at once. Primary is a nuke shotgun (50 rounds per clip), secondary fires a giant nuke (10 rounds per clip). When iron sighting, the pellets in the primary become heat-seeking, while the secondary pops open a camera with a nuke's eye view as the giant missile becomes telepathically guided by the wielder, complete with warning siren. An amplifier can apply a spread shot effect to the secondary with no reduction in effectiveness per projectile.Schwarzer Zwerg: A belt-fed twin auto-shotgun that reloads every 200 shots. Secondary charges up a blast (400 backup ammo for charging, 20 in a full charge).In Soviet Russia bird flips them YOU!: Let’s just say she flips people off like a demon-killing Soviet, if you catch my drift.Tiberium Fart: Exactly what it sounds like (these last 2 are her "quick" items)So, what do you think now that it’s fleshed out?

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Sigfriedofgaea In reply to human-groveback [2019-07-11 09:27:15 +0000 UTC]

A Russian Overkill character, eh?


And of course you kept the farts...

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human-groveback In reply to Sigfriedofgaea [2019-07-11 17:10:08 +0000 UTC]

Like I said: her character-specific items are an homage to that. The all-class Weapons Are based on the Brutal Doom interpretations of the vanilla & alpha weapons, & the uniques are homages to mods.

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wakaflockaflame1 [2019-05-09 03:07:02 +0000 UTC]

Long time no see.

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Sigfriedofgaea In reply to wakaflockaflame1 [2019-06-19 08:23:56 +0000 UTC]

Agreed.  How are you doing?

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human-groveback [2018-09-11 18:45:45 +0000 UTC]

So, I thought of an idea for Embers of Armageddon: give the Chaingun & the Assault rifle separate ammo, thus fixing the discrepancy of the fluff saying they use separate ammo despite the gameplay having them use the same ammo. Ammo pickups would be handled by custom inventory items giving both.

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Sigfriedofgaea In reply to human-groveback [2019-01-24 20:04:13 +0000 UTC]

Not happening.  That's the antithesis of what I'm doing for EOA.  I'm trying to recreate the weapons faithfully.  To give them separate ammo would be to deviate from that original goal.

Not to mention, the reasons it works the way it does are 1) for simplicity's sake and 2) because the Doom Slayer is utilizing multiple forms of Argent Energy.  The type of Argent he's utilizing to make 12.7mm FMJ rounds for the Heavy Assault Rifle is the same amount he uses to make 15mm Tungsten slugs for the Chaingun.  And for Micro Missiles, he also uses 3 (or 2, with the Ammo Efficient upgrade) of these units to make a Micro Missile.  This also explains why the Doom Slayer doesn't even need to reload most of his weapons.  It's a quick energy-to-mass conversion that continues to happen.

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human-groveback In reply to Sigfriedofgaea [2019-01-25 08:42:56 +0000 UTC]

I never said anything about the missiles.

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Sigfriedofgaea In reply to human-groveback [2019-01-25 20:58:41 +0000 UTC]

I know.  I was providing an example.  The point is, it goes to show you that "Bullet Argent" could be used to make different types of projectiles, whether 12.7mm FMJ rounds (even the powerful Devastator Rounds) or 15mm tungsten slugs (even the powerful Incendiary Rounds) or the Micro Missiles... just like how 1 unit of Argent Plasma can make one Plasma Ball, or 15 of them creates a steel flechette AND provides the necessary power to accelerate said flechette to a dangerous velocity.

Therefore, it's completely unnecessary to make a completely different ammo type for a weapon that uses very similar ammo, as Argent Energy is flexible.

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human-groveback In reply to Sigfriedofgaea [2019-01-26 02:29:39 +0000 UTC]

Fair enough. Although, that is why I suggested the “custom inventory” setup for handling it. Basically, use the combination “dummy sprite spawned in a looping blank pickup” method Brutal Doom uses to make a weapon pickup automatically appears as the appropriate weapon to the player class (& only gives the appropriate weapon), but apply it instead so the ammo pickups would give ammo in “categories” (so bullet Argent would give both HAR & Delta-12 ammo, while Cell Argent would give both plasma balls & steel flechettes), while allowing for someone else to get the same pickup later (like the “weapons stay” co-op mechanic). The missiles would still draw from HAR bullets, because making the ammo upgrade mechanic take a separate ammo for that into account would be a nightmare.

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Sigfriedofgaea In reply to human-groveback [2019-02-03 11:57:00 +0000 UTC]

Sounds somewhat like a less efficient version of what I had once planned for EOA - DoomKrakken Edition...

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human-groveback In reply to Sigfriedofgaea [2019-02-03 17:44:47 +0000 UTC]

Oh? That’s a weird coincidence.

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human-groveback [2018-06-06 19:34:53 +0000 UTC]

Something that might interest you: you know the HMG/Grenade Launcher combo thing in version 21 of Brutal Doom?

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Sigfriedofgaea In reply to human-groveback [2018-06-12 08:12:55 +0000 UTC]

I remember it.

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human-groveback In reply to Sigfriedofgaea [2018-06-12 23:37:34 +0000 UTC]

That’s actually a brutalized version of the beta LMG that ended up becoming the retail Gatling.

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Sigfriedofgaea In reply to human-groveback [2018-06-16 10:39:20 +0000 UTC]

I know.  I saw that Dev Diary.

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human-groveback In reply to Sigfriedofgaea [2018-06-18 00:48:19 +0000 UTC]

That means between the vanilla alpha & retail stuff, the only things missing from Brutal Doom are the Probjectile & the Dark Claw.

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human-groveback [2018-01-22 17:25:56 +0000 UTC]

Hey. I was wondering if you can you help me with some minor sprite edits? I would like to add a cocking animation to the “reload when empty” state of the Tactical Class Rifle in my Brutal Doom 64 sub-mod.

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Sigfriedofgaea In reply to human-groveback [2018-04-03 18:51:29 +0000 UTC]

Sorry, I'm really busy with my own project right now.  Can't really help anyone with graphics at this point.

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human-groveback In reply to Sigfriedofgaea [2018-04-05 01:44:37 +0000 UTC]

Okay. What project might that be?

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Sigfriedofgaea In reply to human-groveback [2018-04-05 03:36:54 +0000 UTC]

Embers Of Armageddon.  A Doom mod that aims to faithfully bring the weapons, items, and upgrade systems of DOOM to the Doom Engine.

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human-groveback In reply to Sigfriedofgaea [2018-04-05 11:38:02 +0000 UTC]

I think a lot of the issues with that is that we really have no idea about the singleplayer weapon stats. Although, an idea: for the Assault Rifle & Gauss Cannon, make it so you can have both of their respective mods & all of said mod's upgrades active at once (so the Assault Rifle can have both Micro Missiles & the scope, while the Gauss Cannon can have both the precision bolt & the Siege Rail) instead of switching between mods, with the zoom-in mode done via "weapon zoom" key & the siege rail/missiles done via secondary fire. Also, the SSG's choke system from multiplayer should be available in singleplayer alongside the improvements.

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Sigfriedofgaea In reply to human-groveback [2018-04-05 17:56:55 +0000 UTC]

I'm not taking ideas for weapon behavior.  I'm modelling them strictly after the behaviors they have in DOOM.  If it doesn't happen in DOOM, it doesn't happen in Doom.  I have recreated the weapons to behave just like their singleplayer counterparts, to the best of my ability, even though I haven't played the game myself.  I've watched countless hours of DOOM gameplay over the past two years, timing every weapon, and estimating damage output.

Also, it doesn't make sense to have both mods for the Gauss Cannon equipped at the same time.  Remember there's a tube attached to the end of the Gauss Cannon when the Precision Bolt is equipped, and both rails of the Gauss Cannon are replaced when Siege Mode is equipped.  In order for Siege Mode to work, the rails open up.  First off, the improved rails were not meant to have anything attached between them.  Second, even if they were, what would happen if Siege Mode were to be activated?  The tube attachment in the middle would fall out.  Third, how would I handle having two mods equipped at the same time?  I have primary fire and secondary fire.  No, I wouldn't use the mod switch button, unless it actually held the mod in a ready position until I press it again.  But that's not at all how mods work in DOOM.  You have to continuously hold down the button in order to have the mod active.  This is the same problem I have with having both mods equipped simultaneously on the Heavy Assault Rifle... as well as on any other gun, for that matter.  Fourth, imagine it in real life.  How do I operate two mods at the same time?  The Heavy Assault Rifle is likely the only one that's understandable, but it makes absolutely no sense whatsoever for any other weapon.

GZDoom's Zoom Key is being used for performing melee attacks, so that button would not be used for anything else.

Of course, some liberties will have to be taken, considering the fact that some things in DOOM don't exist in Doom, such as Elite Guard Corpses, Field Drones, Argent Cells, and Rune Trial Stones... and some things in Doom don't exist in DOOM, such as Radsuits, Infrared Goggles, Backpacks, and weapons dropped by monsters.  I'm open to suggestions for item placement.

The SSG's choke system is actually available to use in DOOM, from the get-go.  All you need to do is hold down the Weapon Mod Button (secondary fire), like you would in multiplayer.

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human-groveback In reply to Sigfriedofgaea [2018-04-06 00:05:17 +0000 UTC]

To answer your issues regarding the Gauss Cannon mod suggestion:
•I checked the view model. They wouldn’t contradict their placement. As to how to handle the firing, make precision bolt an “iron sight gimmick” exclusive to the primary fire: since primary when unscoped is the unmodded firing, primary when scoped in would be the precision bolt blast. The secondary would be the Siege mode blast (aiming would have no effect on the secondary fire aside from centering the siege rail beam’s spawn point). If you look closely, the tube sits in the part of the rails that isn’t replaced when you have the siege attachment on it. Plus, I’m pretty sure the precision bolt tube can handle something like the siege rail if it was made for a bloody railgun.
•Why not use “weapon state 1” for the melee? Also, you can make it so the melee automatically activates when a target is within melee range.
•I heard that the SSG’s alt-fire wasn’t available in single-player if you do the regular campaign. Did they fix that in a recent update?
•I’ll have to get back to you on the item replacements.

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Sigfriedofgaea In reply to human-groveback [2018-04-06 01:33:50 +0000 UTC]

- Show me the model then.  Show me that the Precision Bolt's tube actually was designed to fit inside of the Siege Mode rails.  My issue was not that the Precision Bolt tube couldn't handle the Siege blast, but that the Siege Mode rails were not made to have the tube attached to it.  That does bring up another interesting point, though... the Siege blast has a larger radius than the standard precision bolt.  Which means that the Siege blast would totally obliterate the tube there.  So I don't think that the Precision Bolt tube would be able to handle the Siege blast.  And you still haven't countered the point that the tube would merely fall off of the gun if the Siege rails opened up while charging a Siege blast.  Oh, and also, blasts fired while zoomed with the Precision Bolt don't explode and deal radius damage (or if they do, the radius is a lot smaller).  Standard shots with the Gauss Cannon and Siege Mode do explode and deal radius damage.  The Precision Bolt can be mastered to make monsters killed by the Precision Bolt release a damaging blast wave... but that's from the monster, so the Precision Bolt's bolts are still not as explosive, if they're explosive at all.  Keep in mind that if you are in fact able to prove any of your points here, and convince me that any of this is actually feasible and could actually work, it will not change anything in my mod.  That's final.
- I use the Zoom button to perform melee attacks because I want to.  And I'm not the only one who uses it.  D4T uses it.  D4D uses it.  Guncaster uses it.  Trailblazer uses it.  All for melee.  And auto melee?  Hell no!  I like to punch when I want to punch!  I don't let the mod tell me what to do! 
- I thought the adjustable choke was there to begin with.  There are plenty videos showing footage of the SSG using the adjustable choke in Singleplayer.  As a matter of fact, there's one video that shows gameplay using only the SSG, throughout an entire Nightmare campaign.
- That's fine.

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human-groveback In reply to Sigfriedofgaea [2018-04-06 03:58:47 +0000 UTC]

•I checked the bodygroups. If you look closely where the precision bolt tube attaches, that part of the rail is still there in Siege mode (the tube attaches to the base of the rail set). Look closely at the swap animations in the actual game & you’ll see what I mean. & what I was suggesting with the scope was when the Precision Bolt scope is being used, primary fire fires the precision bolt. Hip-fire primary would be the un-modded primary.
•I just never understood the logic behind “zoom melee” in a day & age where we have the weapon state number commands. I get that it’s a holdover from when we didn’t, but still.
•How about both auto-melee & a melee button? All you really need to do for auto-melee is add A_JumpIfCloser(meleerange,”meleestate”) to the fire state.

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Sigfriedofgaea In reply to human-groveback [2018-04-06 05:24:13 +0000 UTC]

To me, it looked like it was attached to the very end of the gun.  And I've seen the animation over and over and over and over again.  Two years of studying footage has its advantages.  And I did tell you to show me.  You'd need to pull something up, like an image, and show me that the Siege rails and Precision tube can fit on the gun at the same time.

Well, the thing is... the Zoom button, just like the Reload and User buttons, actually does absolutely nothing.  They just happen to be buttons that can be programmed to do anything.  They're just named more as a suggestion.  So, the Zoom button doesn't need to zoom, and the Reload button doesn't need to reload.  In my personal setup, the User buttons are lined up in a row, not all over the keyboard.  That's why I don't use the User buttons for mod-switching and stuff like that.  Everyone's usage of the User buttons in their own mods varies so much, so it wouldn't be a good idea to use those anyway, other than for minor things such as Guncaster's quick library, where you can use the buttons as hotkeys to access a different ability, instead of having to flip through your book.

How about no auto-melee at all?  Because...
1) I want to punch when I want to punch.
2) What if I want to shoot instead of punch?
2.5) What if I can't give myself enough room to shoot, so I'm forced to punch?
3) It's a dumb idea, given the three things I just said above.  I sincerely apologize for being so brutishly frank, but I gotta say it like it is...
4) DOOM offers extensive control over its weapon systems.  This is why you have a melee button and an attack button.  I'm not going to take that flexibility away to make room for a mechanic that makes less than no sense.  I've already sacrificed so much time and patience to enable more extensive freedom of choice in the mod, because it's so hard to do that as it is.  That's why no one up to this point has even bothered to go through the lengths that I have of recreating the different upgrade menu systems that were present in DOOM.
5) It doesn't exist in DOOM, so it won't exist in Doom.
5.5) There's a good reason it doesn't exist in DOOM.  That's the ultimate upgrade for the Dexterity upgrades for the Praetor Suit, because it's going to be the most useful weapon action to speed up in general, second only to augmenting the actual firing speed of the weapon (which is done whenever Haste is picked up).  Take that away, even for two weapons, and it's going to be less worth it.  That's the reason why the Hot Swap upgrade is there!  If you're not satisfied with having to wait for a weapon mod to be attached, then just buy the upgrade!  That'll speed things up so very much, so you won't have to wait around for very long! 
6) This suggestion spits in the face of the hard work I put into creating the Gauss Cannon's mod-switching animations... because with the sprites I used (which were sourced from D4T), they were non-existent.  So I had to edit them myself, because no one else would.

I know fully well how to program this "auto-melee" system.  The biggest reason I'm not going to implement it is merely because I don't want to.  Plain and simple.  My justification as to why is listed above.

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human-groveback In reply to Sigfriedofgaea [2018-04-06 13:39:23 +0000 UTC]

I checked the animations again. How did I not notice that the tube attaches at the end?

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Sigfriedofgaea In reply to human-groveback [2018-04-06 16:27:15 +0000 UTC]


Like I said... two years of watching DOOM gameplay footage has its perks.

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human-groveback In reply to Sigfriedofgaea [2018-04-06 17:36:51 +0000 UTC]

I’ve watched a lot of let’s plays, yet I never noticed that.

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Sigfriedofgaea In reply to human-groveback [2018-04-08 06:56:26 +0000 UTC]

I'm still catching stuff, which is why I continue to watch gameplay footage even to this day.

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human-groveback In reply to Sigfriedofgaea [2018-04-08 18:16:13 +0000 UTC]

Is your mod gonna include the multiplayer weapons?

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