The most recent Tango TV interview is with a veteran of the Doom community, James Haley, more often known as Quasar. Join us as we discuss a veritable cornucopia of topics, including:
- The Eternity TC and the Eternity Engine
- His contributions to the source port scene in general, such as UDMF
- The Genealogy of Source Ports article written for 10 Years of Doom
- His work with Kaiser on Strife: Veteran Edition
- Recent history of the Doom Wiki and his efforts to improve it
…And just like Jason Voorhees at the beginning of every Friday the 13th, the battered cadaver of Doom Radio aka Tango TV comes lumbering back to life… or unlife, if you’re a glass-half-empty kinda guy. What invaluable opinions will we thrust into the face of the unsuspecting community today?
No points for guessing that this week’s (month’s? year’s?) Program B discussion is about the Doom 4 reveal from Sunday June 14th’s Bethesda E3 press conference. Host regulars Alfonzo and Matt Tropiano sit down with The Mionic Donut and Sideshow Pavera to blab out the beast at large; our expectations, first impressions, and wildest speculations. Listen to the 1 hour special!
As you may have noticed, there’s been something of a setback on the Anders interview. Tough gig, that. He was all primed and ready to rumble after dew managed to snare a timeslot, but alas! don’t worry too much, though; if you’ve been tearing your hair out over the last few months for lack of Doom Radio material (such a dedicated listenership!), here’s a little something to cheer you up (it won’t help with the hair loss though):
An interview with mouldy!! Yes, that guy with the videos.
Retrieved from the depths of the vault, join Xaser and company as he launches the newest Doom Radio series, Post Mordeth. Focusing on post-mortem-style discussions about already-released projects, the topic of the first episode is the Plutonia: Revisited Community Project released in April of 2011. Join host Xaser, contributors Mtrop and dew, and project leader Joshy as they talk about the project’s development process, including playtesting, vanilla limits, maps cut from the project, and other topics that I have forgotten by now.
For this week’s episode of Program B, host regular Matt Tropiano and Doom superstar Rottking sit down to talk about recent events in the world of our favourite FPS. Actually, it might be truer to say that I hold them hostage with a bunch of questions for an hour, but who’s to know? Featuring as part of this week’s discussion:
- Gotta go fast: The speedmapping process and tips for folks who struggle to make levels within an alotted time. Having participated in tens of different speedmapping events, I’ve not once managed to make a map within 100 minutes, or even 2 hours! What do, captain?
- Fringe world IWADs. Which games would we really like to see more maps for, and why? Which IWADs have the most promise, given a range of unique gameplay mechanics or resources that might have not seen their full potential realised in the stock levels?
- Multiplayer Insularity Part III: Rottking offers his own two cents on the matter of bridging the gap between the multiplayer scene and the wider community.
What’s this I hear, a Doom Radio aka TTV Program B episode recorded one week after the previous one? Is a schedule finally emerging? Have the skies opened up to reveal the eschatological end-times of the universe? Whatever, there’s still plenty of Doom afoot and we’re back to chime in on some of last week’s more interesting events. Joined by Tarnsman and MionicDonut, this week features as its chief points of discussion:
- The camping outfit. No, not the marshmallows and spooky stories kind… unless you find the prospect of a player propped up in the doorway to be a scary disassembly of your carefully orchestrated encounter.
- The merits and pitfalls of Memfis’s proposed tagging system. How useful is it? Is it worth the trouble?
- Multiplayer insularity redux: getting people to play more multiplayer, and getting feedback to be properly registered. TMD proposes an interesting duel tournament setup and discusses the viability of a deathmatch equivalent for the doomworld megawad club.
- Planning another Map07, Map30 or Knee-deep In The Dead remake? KNOCK IT OFF!
I should probably think about reserving all my resurrection and forum-digging jokes for a later date or something; at this rate we’ll be using one for every damn episode. Anyway, yes, we’re back again (again (again)), only this time we swear we’ll be sticking around for real. We’ve got a plan and everything!
The reinvigorated Program B setup ditches the monotopical discussion in favour of a more “current affairs” approach, with the hosts and guests winging it off the back of… well, whatever Doom-related idea comes to mind! This should help us with the rate of output and hopefully toward a more thriving thread. Feedback is as always encouraged, and folks are more than welcome to spin me a PM to take part in one of the future episodes. In this week’s episode, co-host Tarnsman and guest TMD (MionicDonut) discuss:
- Doom MIDIs, and what’s considered appropriate for the game by members of the community. Caleb’s remarks on BTSX’s “gay” music might appear radical, but it’s an opinion that seems to be echoed at least in part by other members of the community, who have called certain tracks inappropriately “happy” or “like feudal farmer music”.
- The insularity of the multiplayer community. Tarnsman highlights the lack of feedback received by Doomworld designers of deathmatch, CTF and other multiplayer maps from the player base they’re targeted at.
- Handegg / Australian Barbarism.
- Limitation projects (1024, 100 lines, 10 sectors, 5 rooms etc.); what level designers get out of it, how they tend to approach it when compared with other community projects, which of them work best, and the general question of their worth.
Ladies and men of the gentle disposition: a review of Epic 2! Once again I had to tow the damned thread up from the bowels of Doom General – a stark reminder of just how offensively slow this project is in 2014 – but it warms the cockles of my broadcaster heart to know that so many of our ravenous fans will once again be satisfied after a prolonged absence of Doomworld’s favourite podcast. Tune in to this month’s mock-professional dissection of eternal’s 32 map megawad for your chance to be considered an upstanding member of the community!
Hailing all the way from page 3 of Doomworld’s General subforum is the oft-neglected thread for Doom Radio aka Tango TV, featuring this week for your listening pleasure a discussion on weapon modifications. No topless glamour models to ogle at here though, I’m afraid (although we were engaged in talks with Fredrik a little earlier in the year), just plain old Doom stuff! Guest regular Xaser is joined by ClonedPickle and Minigunner as we talk about what we’d like to see more of (or less of!) in the modding community, how weapon mods like Russian Overkill or Project MSX might somehow help in increasing the accessibility of genres or games, and whether they might be in dire need of their own mapsets to fully realise their potential.
It may be some time before the hosts of Doom Radio start beating each other up over trivial matters like level design, but episode 16 of Program B sees an interesting topic fuel some fundamental disagreements. The discussion? Objectively wrong decisions in traditional level design, and whether there is merit to the assertion that some choices are simply wrong to make. I maintain that there are indeed right and wrong ways to go about maximizing enjoyment in level design (not to say that there is only one method), and that such choices are not entirely relative to the player’s preferences… but what about my peers? And what say you, dear listener?