In E1M6, we introduce 1C4RU5L1VE5, we talk about Kinsie’s refrigerator, his latent love affairs, our political opinions, a death in the community, Japanese mappers, Nature’s Call winning Best Gameplay Caco, delicious bratwurst, why it’s trendy to follow the crowd, Earth Defense Force, why popularity is the best metric to judge a source port, 3DGE driving people to violence, caving in to peer pressure, mega-p0wnz0rring le Internet memes, more political opinions, why racism is never cool, old men running the world in an electronic new age, whether Halo counts as a retro game now, programming with duct tape, coming to terms with how old we are, self-promotion, recreating Doom 64 in GZDoom, Shivers having a close encounter with an anonymous mod, Hexen 64 being objectively the best version of Hexen, and cutscenes in Doom.
On E1M5, we talk about Xaser coming back for an encore performance, more criticism from the previous podcasts, three years of ramen, why Reddit is a great place to get Doom news, the Playstation 4, paying for Doom mods, artists on Patreon, Brutal Doom, popularity on the internet, Kotaku being a reliable news site, DLC, Xaser forgetting that this is a retro FPS podcast, Hexen’s mechanics, shooting Hitler, why punching the Spider Mastermind is a good idea, half-hour segues, Doom 64 on ZDoom, making multiplayer maps, video games being fun, the Bloodborne expansion for GMOTA, mapping for Heretic, why the Tome of Power is problematic, and opinions on the internet.
In E1M4, we talk about Marty’s lack of fanbase, Xaser’s homeworld rituals, the nominees for this year’s Mordeth award, Intermission’s plans to become a text-based podcast, how jealous we are of Brutal Doom’s staggeringly optimized codebase, professional Doom 64 mapping techniques, Shadow Warrior 2 being our favorite retro FPS, Kinsie’s grudge against Xaser talking, Quake with sprites and furries, more free marketing for Dusk, how much ACS ZDoom can handle at once, the ability to take criticism, Vinesauce’s DUMP, talking shit about projects we’ve done nothing for, how elitist the mapping community is, the beauty of the Egosmasher shotgun, Xaser’s vaporwave wads, Mordeth’s inevitable release, AND WE GO WAY OVER ONE HOUR.
In E1M3, we talk about Jimmy and his long list of accomplishments, how GZDoom is objectively better without netplay, our microphones getting sucked up by tornados mid-speaking, why posting EDuke32 mods on the ZDoom forums is hip and cool, how trucolor is all that’s needed to make a new source port, how high-resolution sprites will never be cool, Jimmy’s unrequited crush on Tormentor, Kinsie’s requited hatecrush on Tormentor, Shivers’ favorite Wolfendoom mods, mappers with foot fetishes, how much I fucking love Black Warrior, Jimmy’s lack of Square progress, Kinsie wasting his life, the Citizen Kane of Doom, and how DUMP III still isn’t released.
September 2016 has been a breakthrough month for Doom Radio. In addition to the release of a brand new podcast by the outspoken Terminus in Intermission, renewed vigour has seen the planned return of some old heads and gigs. This week, Alfonzo puts on the critic’s cap for some quality biff and banter, asking once again the all-important question… Where’s All The Data?
The returning reviews series now rides in tandem with The /newstuff Chronicles, and features this week as part of discussion the 513th article. Ancient Aliens by Skillsaw and Jazzmaster’s Innocence X headline talks as we look to get the ball rolling on matters concerning modern mapsets and level design.
In E1M2, we talk about getting downvoted and how that makes us feel bad, being cool on Doomworld, the unreal strife of the dark forces, twitter being a cool place for self-promotion, Randy Pitchford’s status as the most embarrassing CEO, the data of Day of the Tentacle, speedrunning being passé, beating John Romero’s stepchild, why Duke Nukem 3D’s maps are better than Doom’s, why 3DGE is a useless source port, the release dates of Half-Life and Unreal, Bethesda’s Doom 2016 and its incredible modding, how much people love EWolf32, how much we love Aleph One, and how much we’re anticipating the next Doom Radio podcast.
Note from admin: We’d like to welcome TerminusEst13 and his crew’s new show, tentatively titled “Intermission”, to the Doom Radio family of programs. Let us know if you like it by leaving a comment.
In E1M1, we talk about Doom being popular and how unlikely that is, what happens when you smoosh wads together, Jumpmaze being for casual scum, Requiem for best aesthetics Cacoward, how much I hate Cyriak, Zandronum compatibility, New Zealand internet being inherently superior for GZDoom netplay, me not working on DUMP 3, Kinsie’s love life, why DemonSteele will never have its own mapset, juvenile power fantasies, how much we love a mod with a name we can’t even remember, and 2012 returning for part two.
Today, Tango TV interviews DavidPH, a previously mostly-unknown figure in the Doom community responsible for much of the modernization effort involving ACS (the scripting language introduced by Hexen) and ACC (its compiler). We talk about such subjects as:
- David’s first modifications, and his scripting language for creating Doom maps
- His contributions to ZDoom and the Eternity Engine, plus a failed attempt at writing a Doom clone
- The purpose of ACS, and his efforts to improve it by creating a new compiler, and supporting other languages such as C
- Nitty-gritty details about ACS bytecode and the ACS virtual machine
Though much of the discussion is technical in nature, David makes a sincere effort to explain the concepts in a way most listeners could understand, so there’s no reason to be intimidated by the content of this episode.
2015 was another good year for our favourite FPS, playing host to tons of cool new releases, most of which (we hope!) were covered or otherwise mentioned in the 22nd Annual Cacowards. As a follow-up to the 2013 year-in-review, in which Doom Radio stitched together a two-hour special covering the ins and outs of the selection process, plus extras, we decided to do the same again, taking extra care to be even more self-congratulatory on a job well done.
Sitting down to pick apart the selections and generally big ourselves up are co-hosts Tarnsman and dew, who as many will recognise is the chief writer for the multiplayer section of the Cacowards.
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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