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?
Contrary to any previous statement issued by the staff of Tango TV aka Doom Radio, the Grand Hiatus™ that long afflicted the community’s favourite podcast did not draw to a timely close by the end of November. In truth*, the latest episode had fallen sloppily into a Development Hellportal in metropolitan Washington, delaying its release by an unprecedented 6 weeks and forcing us to spend some serious cash money to fish it out. Through some tactful negotiations with the resident condo kings (long story), we managed to wrest control of last year’s 2013 Cacowards Post-mortem Podcast and get it back in the saddle in time for
Christmas January February.
Sorry for the inconvenience, and may the Tango Truck roll ever on.
*In double truth, I’m a procrastinating idiot and this was recorded some weeks ago.
This very special and very long episode of Program B is an in-depth study and discussion of 2013′s Cacowards, featuring co-hosts Tarnsman and MTrop (the latter also being the recipient of one of last year’s cacos for his single player map Forsaken Overlook), and dew, whose quickfire handywork in the multiplayer department saved us a lot of trouble at the final hurdle. Standing in at over two hours in length, you might want to put the kettle on for this one, and get yourself acquainted with a nearby chair.
Hello, friends! Alfonzo, our de facto leader, is still absent due to a business trip, but that doesn’t mean that we still can’t interview prominent figures in the Doom community!
For this week’s episode, Doom Radio alumni James Paddock and I interview music composition powerhouses David “Tolwyn” Shaw and Mark Klem! Lots of good stuff in this episode – Tolwyn and Klem talk about their experiences writing music and interacting with the map-making teams of yesteryear, on projects such as Memento Mori 2 and Requiem, as well as their work outside of the Doom Community (joint ventures and work for other games).
Once again on TTV, Doom multiplayer is the main focus, as Tarnsman and dew (mostly dew) have a chat with guest DevastatioN, who reached the final match of the 2013 QuakeCon Doom tournament, only to be defeated by JKist3.
Those who are not immersed in the multiplayer scene will find the discussion enlightening, and I’m guessing those who are deep into the scene will learn something, too.
Hey, everybody. This week, we’ve got a brand new show for you on Doom Radio – Knee-Deep in the Code featuring me, Matt Tropiano, and my co-host, Doom Radio veteran Xaser.
Very first episodes require very special guests, and for this episode, we interview Pascal van der Heiden, or you may know him better as CodeImp, maker of amazing software such as Doom Connector and crowd favorite Doom Builder!
After a criminally prolonged absence of almost 3 weeks, Doom Radio finally splutters to the surface with episode 7 of Doomworld’s favourite podcast review program. Where’s All the Data? features Kama Sutra as the centerpiece for this month’s review.
Next month will feature both Snakes’s recently released (took long enough, Knox!) Unholy Realms and pcorf’s Zone 300, in what promises to be a very in-depth episode. Both Tarnsman and I were itching to play both of these mapsets before we finally got ’round to doing so, so you can bet your bottom dollar we’ll be running riot come crunch time.
Episode 14 of Program B is a discussion on longevity in Doom. Approaching our favourite FPS’s 20th anniversary, it seems appropriate to once again ponder why the game has continued to thrive both within and without the immediate community these last few years. Can we envision this success to continue further down the line? Sideshow Pavera takes part once again in what turns out to be a very thought provoking chat!
> Declares each Where’s All the Data? podcast to feature at the beginning of each month.
> Releases episode 6 on the 22nd of September.
> Has no regrets.
This month sees Sideshow Pavera sitting down with TTV’s two most blathering co-hosts to review BTSX and Favillesco. It’s a damn sight longer than the other episodes in the series at 40 minutes in length, so you can expect some truly impassioned arguments to be made about the projects, with many in response to wider community feedback.
What’s the first thing that comes to mind when the word Rottking appears on screen? Is it the International Doom League, perhaps? Double Impact? Images of a strong and confident mountain lion padding down a luxury sofa? With a voice like freshly squeezed ambrosia crashing through a rugged landscape, one might be forgiven for thinking that the enigmatic King of the Triad is actually the second coming of Christ…
…But this is Tango TV, and we don’t interview frauds.
Click below to hear this exclusive episode!