Intermission – E2M2: Loaded

On April 16, 2017, in , by TerminusEst13

On E2M2, we talk about Full House, canyon.mid in Mario Paint, legal issues, Intermission’s competition, Dead Simple remakes being the top-tier wad types of all time, ZDoom maps being the second-most-top-tier wad types, REKKR being more popular than Adventures of Square, Sandy Petersen mapping for ZDoom projects, millennials in the megawad clubs, Carmack inventing the .wad, how Doom’s saves work, Aeons of Death’s shining accomplishments, weapon and monster randomizer mods, turduckens, philosophy of weapon counts, HDoom’s weapon limit, hosting a Doom convention in Japan, what the Quake singleplayer experience actually is, censoring, Doom 2: 4 2, Doom 4’s uphill climb against expectations, all while I sit and brood in envy at how much better Alfonzo’s microphone is compared to mine.

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Intermission – E2M1: Sometimes Change Is Okay

On March 30, 2017, in , by TerminusEst13

In E2M1, we talk about Portal still being relevant in 2017, sympathy for Graf Zahl, floodgates, lens flares for sprites, maps for GZDoom being made for Edge, furries in Doom, a surprise attack by Wartorn (several times), Xaser spoiling secret projects, Doom on Greenlight, mapping for Brutal Doom, political Doom mods and our thoughts on Trump and what he’s doing to the face of Doomworld and Doommerica, platforming in Doom, shooting dudes in a Doom mod, the importance of hiding your DeviantArt favorites, the revolution of TNT: Revilution, BRITAIN BRITAIN BRITAIN BRITAIN BRITAIN BRITAIN BRITAIN, how Psychic has been in development for almost ten years and what’s left that needs to be finished, The Legend of BELDA :DDD, what incredibly super-retro FPSes we’ve been playing this time around (hint: they’re neither retro nor FPSes), all while I noisily eat ramen in the background which turned out to be the most tedious and lengthy thing to edit out during the entire thing so REMIND ME NEVER TO PODCAST AND EAT AT THE SAME TIME EVER AGAIN EVER EVER EVER AGAIN EVER.

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Intermission – E1M5: Hectic

On November 5, 2016, in , by TerminusEst13

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.

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Intermission – E1M4: Eternal Podcast IV

On October 17, 2016, in , by TerminusEst13

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.

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Post Mordeth: PRCP

On November 14, 2014, in , by admin

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.

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Program B Episode 17: Weapon Mods

On May 14, 2014, in , by alfonzo

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.

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Program B Episode 16: Objectively Wrong?

On April 10, 2014, in , by alfonzo

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?

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Knee-Deep in the Code: Interview with CodeImp

On October 25, 2013, in , by MTrop

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!

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Program B Episode 13: Storytelling in Doom

On September 6, 2013, in , by alfonzo

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!

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Program B Episode 2: Source Port Features

On March 8, 2013, in , by alfonzo

Whatever would TTV be without ridiculously delayed podcasts? A better broadcasting enterprise, probably. But no matter, for Program B episode 2 is here and ready to caress your ears with discussions about source port features and source ports, with host regular Tarnsman and cross-community diplomat Xaser of Yor!

Also keep an ear out for a warranted tangent on the French language. It’s not the language of love, people. It’s the accent.

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