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?
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.
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!
Guess who’s back. Back again.
Tell all of your friends.
Episode 13 of Program B is a discussion on storytelling in Doom, featuring Xaser Acheron (of Yor) in addition to your regular co-hosts Tarnsman and Alfonzo. What is the importance of storytelling in a game like Doom, and what are the different ways in which you can employ a narrative or sense of progression? Does the use of source ports allow for story to be used convincingly as the central focus of a mapset? Does Alfonzo really have no idea what anime is, or is he just pulling your leg? All this and more!
Cavort! Your traditionally post-fortnight Program B episode has finally arrived, and this week we take a look at the hidden world of speedrunning! Together with Tarnsman and myself to discuss the topic are The Green Herring, dew, and Dime, who is prolific in the realm of RTS and formerly of Team Liquid. With this diverse and capable party of speedrunners, we move beyond the brass tacs to discuss some of the less immediate questions surrounding the subject. How does speedrunning impact the way you value a mapset? What’s the deal with void glides? How best do we reinvigorate the public interest in this speciality?
It’s all here in one 70 minute podcast. Don’t miss out!
Good tidings I bring from Doomradio.org! TangoTV’s Program B episode 11 is now in a state of existence and tearing up the airwaves to the tune of screaming fanatics! Join me and co-commentators Tarnsman and MTrop as we chat about receiving feedback with Capellan of Doomworld. What do you value most in feedback? Does it matter who it comes from? This is one of the most comprehensive episodes to date, and we wring the topic for all it’s worth.
Episode 10 is the first arbitrary milestone episode for Program B, and we celebrate with a discussion on project leadership and management with The Green Herring (CC4, CC3) and Esselfortium (That terrible mapset. Oh you know, the one that’s about going backwards in an X shaped Saturn or something). Although the episode is cut short due to Tarnsman unexpectedly being recruited to haul a TV through a building, some great measure of discussion is had on the merits of being a project leader, and all that comes with it. There’s also quite a bit of drama and shit-flinging.
Enjoy! And remember: “It just isn’t the same without Glaber Base 6.”
Episode 9 of Doomworld’s favourite* talkback podcast show is now in a state of existence. Genres and labels is the discussion for this fortnight, and Sideshow Pavera is the esteemed guest of honor! Join us as we talk about the definitions behind some of Doom’s more prominent terms in design, such as “linearity”, “sandbox”, and “abstract design”.
If this episode seems a bit harder to follow than most, it’s because my kettle was broken that day and I had to resort to boiling water over the stove to get a decent cup of tea, severely hampering my life schedule and causing me to lose focus.
Praise be, it’s a new Program B episode!
Myself and host regulars Tarnsman and MTrop are joined by 40oz for a discussion on Doom 3 and 4. In addition to talking about our (dis)likes of the 2004 title, we dedicate a lot of the discussion toward harping about classic vs. modern design philosophies in the gaming industry, and the expectations we hold for id’s upcoming title and how realistic they may be.
Batman and airbags also feature.