Interview with Impie

On February 5, 2018, in , by alfonzo

Hello and welcome to 2018 aka not another barren wilderness of Doom Radio/TangoTV content as we embark for the umpteenth time on a mission to improve the frequency of everyone’s favorite double-barreled podcast. I didn’t surgically replace my face with a microphone for the looks, you know. Together we’re going to make this thing work!

This interview with author/level designer Mike “@Impie” MacDee explores the creative process from a different perspective. Impie’s Winter Agent Juno tie-in series of WADs, including Project Einherjar and Midgard Outlaw, is a rare example of cross-platform world-building with Doom at its center. It allows for a fascinating insight into how an understanding of level design can help empower the development of a seemingly unrelated practice. We talk about managing creative commitments, the importance of limitation in making good games, the indie game movement, Heretic and Hacx (and how neither are much good), Matthew Costello, the repeat ignorance displayed by game and film studios, the death of the splatterhouse genre, the marketing skills required of self-publishing writers, similarities between the structuring of good levels and good stories; and all of it is complimented by someone with a remarkable breadth of knowledge in film, books, and video games (no, really—his name-dropping game is off the charts).

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Intermission – E2M9: How the Hamburglar Stole Christmas

On December 24, 2017, in , by TerminusEst13

In E2M9, we talk about our schedule, the holiday season, the new members of the Anime Girl Appreciation Club, the pillars of the Doom community, drinks to share, the problems of too much choice, addressing the rumors that I only awarded Lilith.pk3 out of spite (spoiler alert: I didn’t and you’re an idiot), what makes GZDoom mapsets so cool, the difference in perspective between 2D gameplay and 3D gameplay, releases from nowhere, the passing of the Mockaward, gameplay mods for hipsters, gameplay mods with DRM, and what to look forward to 2018.

Intermission – E2M8: The Tower of Babble

On August 21, 2017, in , by TerminusEst13

On E2M8, we talk about different kinds of beer to drink, MTrop’s creepypasta trauma, our process for awarding Cacos based purely upon spite, what’s killing Zandronum, Kinsie’s fantasies, how Dusk’s success can benefit us, Strife mods, finishing projects, gameplay mods with feature bloat, dimsims, Heretic’s texture limits, the Great Bay Temple, little known facts about Doom and Heretic, female characters in mods, special shout-outs to Slax and Captain J, self-produced rule-34, and assholes.

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Interview with Linguica

On August 2, 2017, in , by alfonzo

In a move that experts around the interwebs are describing as “about fucking time,” Doom Radio has finally decided to get its act together and produce an interview with Andrew “Linguica” Stine. Yes, the guy who made InstaDoom. During the podcast you will be treated to a great unfurling of interesting facts and anecdotes surrounding Linguica’s return to prominence in 2014. We discuss the events leading up to Doomworld’s near-death experience in 2015, the forum software update, Brutal Doom, the rationale behind Post Hell’s (sort of) removal, Ling as a mastermind publicist, not playing the game, April Agitation, Linguortals* and more. There’s also a Tarnsman.

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Intermission – E2M7: Delayed by Pixels

On July 27, 2017, in , by TerminusEst13

In the very late E2M7, we talk about what it takes to be an American, gangsta style shooting, female protagonists as a selling point, roguelike mechanics, Minecraft’s status as a retro FPS, the status of Half Life 3, making Doom modding history, the gap between Zandronum and GZDoom, happiness being mandatory, egg on my face as I talk about developing High Noon Drifter after it’s been released, Wartorn’s favorite retro FPS Persona 3, Cage’s favorite retro FPS Chrono Trigger, Pillowblaster’s favorite retro FPS Borderlands, and banging Nazis.

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Interview with Altazimuth

On July 25, 2017, in , by alfonzo

This episode’s hour-plus interview features a different breed of nerd in Max “Altazimuth” Waine, who is the latest member of Team Eternity and one of its chief contributors. Attempting to bridge The Chasm between my knowledge in this area and source port enlightenment is an easy task for Altaz, who has a natural way with words, but all the same; this is very much a conversation for the uninformed. In addition to talk about the Eternity Engine’s goals and how they relate to neighboring ports we discuss the accessibility of programming, innovation, Patreon, promoting the engine, the relationship between developers and their player base, the significance of mods versus level design, and more!

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Intermission – E2M6: Dancing With Dinosaurs

On June 19, 2017, in , by TerminusEst13

In E2M6, we talk about netcode, Wolfenstein’s legacy, dynamic strings, old fashioned music formats, the best thing about cassette tapes, Kegan’s superior modding ability, animation interpolation, skeleton guns, streaming from N64 carts, the Turok anime, onii-chan’s packets, spiders, the fun of programming, the advantages of the Unity engine, Sonic’s status as the best retro FPS, the Wonder Boy Dragon Trap, and the final boss of real life.

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Intermission – E2M5: TNT 2: Dynamite

On June 5, 2017, in , by TerminusEst13

On E2M5, we discuss my stiffy for verticality in level design, marketing a retro FPS, playing Doom on your phone, what’s popular on Zandronum, dew’s status as a heretic, Dead or Alive, wet dreams, the importance of Minecraft modders, the going price for the Blood IP, how many actors the engine can handle at once, the confirmation of BTSX E3, the Spiderdemon, the identifying marks of a Kinsie mod, how a shitposter is born, intergenerational modding, international mapping, smacking people with newspapers, shittalking, and F-List OCs.

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Intermission – E2M4: The Longest Yard

On May 20, 2017, in , by TerminusEst13

On E2M4, I nearly kill myself editing a podcast that went over two hours of recording. I’m not writing up a summary after that.

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Interview with NaturalTvventy

On May 8, 2017, in , by alfonzo

The interview with Linguica hit a bump after a server fell through on Discord at the inopportune moment, but don’t worry; I had a backup plan! In this 60-minute podcast for Doom Radio, Emil “NaturalTvventy” Brundage takes to the hot-seat to talk about the development behind his best-known work and collaboration, his return from obscurity in 2009, the evils of the super shotgun, his involvement with the Chaos Crew and Caverns of Darkness, the attraction of designing levels for Doom 1 over Doom 2, playing with the music turned off (unless it’s Metallica), and denying the ever-present/alternative reality of how the community sees his work.

NaturalTvventy is a celebrated level designer who is best known as one of the two major leads behind No End in Sight—a 38-map megawad that was inspired by the Doom The Way id Did project of 2010—and for his ‘Ultimate’ affinity. He has a history with creating content for the game dating as far back as the late ’90s, with his cult offerings in The Beginning of the End and its sequel, both for Doom 1, and his contributions to other well-known releases such as Caverns of Darkness. With an outspoken and inspirational figure who is well-worth his weight in maps, this is a conversation for every member of the mapping community, prospective and established alike!

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