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Obsidian
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Phew, thanks for that.

Old Post 11-02-13 21:19 #
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Bloodshedder
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Posts: 5507
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The most recent episode is an interview with Devastation, only available at Doomradio.org.

EDIT: Doom Radio is now available on iTunes

Old Post 11-03-13 08:56 #
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Average
Member


Posts: 448
Registered: 05-11


I'm not sure if it's a problem on my end (I'm in China and the internet is shockingly gimped) but I thought I'd mention it. I have a problem with the RSS feed. I'm using gPodder which works fine for everything else. It accpeted the RSS feed data fine but it never finds any podcasts. Not even the old ones when I first added it to my list.

Old Post 11-03-13 09:59 #
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Bloodshedder
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Are you sure you are subscribed to the podcast feed? It's http://doomradio.org/?feed=podcast - the main feed won't get you any podcasts.

Old Post 11-03-13 18:39 #
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Jimmy
doesn't rhyme with MIDI :(


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We have a very special episode lined up: Mark Klem and David Shaw are being interviewed on Doom Radio today at 7PM EST! Send your questions to either myself or MTrop in a PM for the chance to ask the dynamic duo of Memento Mori 2, Requiem and GothicDM fame whatever inquiries about their many musical contributions you may have. Exciting stuff for sure! :D

__________________
Jimmy's YouTube Channel - All my recent stuff!
Jimmy's MIDI Powerhouse - More than 150 original MIDIs!
Jimmy's TwitchTV Stream! - Tune in for Doom and music!
Jimmy's Blog of Death - I make terrible posts here.

Old Post 11-16-13 09:23 #
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MTrop
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Posts: 421
Registered: 12-05


Correction - That's 9PM EST, 6PM PST, Sunday the 17th 10AM AWST.

Old Post 11-16-13 14:25 #
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MTrop
Member


Posts: 421
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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 alumnus 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). This episode clocks in at about an hour and a half, as we've got two people this time and not one, but I feel that the content makes up for the time.

The music track that plays at the end of the broadcast is Blackbird by Tolwyn-Klem. Check out more of David and Mark's work at their page on ReverbNation!


> > Listen < < (~60MB)

UPDATE [4:02PM EST]: Sorry, everyone! The copy that was uploaded was an older draft (that also didn't have the Tolwyn-Klem track). The new one is up here, and should be updated at DoomRadio.org shortly after.

Last edited by MTrop on 11-23-13 at 21:03

Old Post 11-23-13 17:04 #
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Sokoro
Member


Posts: 364
Registered: 10-10


I heard there is going to be an interview with NaturalTwenty... I want it.

Also... If you would release at least TWO episodes PER DAY, then I would be.. more happy? hmm I guess that is just not in your possibilities.

Old Post 12-31-13 12:54 #
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Tarnsman
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Posts: 893
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NaturalTvventy is going to be interviewed with NEIS comes out, so sometime in 4000 AD.

Old Post 12-31-13 19:44 #
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Alfonzo
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People of Doomworld,

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.

>> Listen << [112MB]

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 2 hours in length, you might want to put the kettle on for this one, and get yourself acquainted with a nearby chair.

Discussions and points of interest this week:
  • Is the Espi Award for Lifetime Achievement best awarded on an annual basis?
  • What's the wider consensus on mods and mapsets being given awards despite the lack of a concrete or formal release?
  • Should graphic artists, MIDI composers and programmers be given their due in the form of a separate award?
  • When will Tarnsman finally be fired, and when the hell did he sign a 7 year contract?
  • Is Pirate Doom basically what happens when "Ron Gilbert makes Guybrush Threepwood pick up a flintlock and have at some demons"?
  • Will torch bearing, pitchfork wielding psychopaths break into Alfonzo's sleeping quarters and burn him alive for not awarding Hellbound and ConC.E.R.Ned a cacoward each?

All this and much, much more! Stay tuned for more podcasts by Doom Radio., and for your chance to be heard on the program and offer your ideas.

Last edited by Alfonzo on 02-09-14 at 09:07

Old Post 02-08-14 15:30 #
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Alfonzo
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Posts: 910
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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?

>> Listen << [79MB]

The bulk of the talk is centered around design choices we'd like to see other designers avoid in their maps, whether these choices are objectively wrong or not, as in 99% of cases they are surely integral to ensuring that your map is less enjoyable to play. Key markers should indicate that the switch can only be flipped with the relevent key in hand, for instance; players should not be held up within a room so the designer can force the player to appreciate his encounter or visual design; barons are terrible monsters that should only be used in a handful of specific circumstances, and so on. Feel free to post your thoughts on this episode's topic in the thread, and we might be finally forced to leave aside some room at the beginning of the next episode to discuss the responses. Formatting in action!

A review of Epic 2 is currently inbound, following the Doomworld Megawad Club's own playthrough of the mapset in March.

Last edited by Alfonzo on 04-11-14 at 01:13

Old Post 04-10-14 11:34 #
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Alfonzo
Broadcaster


Posts: 910
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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. Click on the link below to download the episode, or hang back until it becomes available over at the main website, http://doomradio.org/.

>> Listen << [57mb]

My apologies if the frequently dodgy quality of the podcasts are leaving you a little weary and/or absent. That's all on my head. I'm going to tinker around with the settings as best I can to ensure a better product but the real results will be realized when the new hardware comes rolling 'round in the not-too-distant future.

Now then, interviews. I know I had a list of them somewhere...

Last edited by Alfonzo on 05-16-14 at 01:45

Old Post 05-14-14 16:14 #
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joepallai
Junior Member


Posts: 158
Registered: 02-07


It was nice to hear another one of these podcasts; all that Hexen talk has me wanting to find my disks and reload that.

Old Post 05-15-14 16:08 #
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NiuHaka
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Posts: 588
Registered: 06-10


Me too. Now I want to visit Hexen again for the first time in over a decade.

Old Post 05-15-14 17:36 #
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Alfonzo
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Ladies and men of the gentle disposition: a review of Epic 2! Once again I had to tow the damned thread up from the bowels of Doom General - a stark reminder of just how offensively slow this project is in 2014 - but it warms the cockles of my broadcaster heart to know that so many of our ravenous fans will once again be satisfied after a prolonged absence of Doomworld's favourite podcast. Tune in to this month's mock-professional dissection of eternal's 32 map megawad for your chance to be considered an upstanding member of the community!

>> Download << [20mb]

Somewhere over the horizon lies a state-of-the-art boutique recording studio. A cater-made chatterbox to meet each and every bigoted preference of Doom Radio's hosts. Together we will reach this star, Doomworld, and overcome the treachery of shit quality skype conferences.

In the mean time...

Old Post 06-12-14 14:11 #
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Alfonzo
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I should probably think about reserving all my resurrection and forum-digging jokes for a later date or something; at this rate we'll be using one for every damn episode. Anyway, yes, we're back again (again (again)), only this time we swear we'll be sticking around for real. We've got a plan and everything!

The reinvigorated Program B setup ditches the monotopical discussion in favour of a more "current affairs" approach, with the hosts and guests winging it off the back of... well, whatever Doom-related idea comes to mind! This should help us with the rate of output and hopefully toward a more thriving thread. Feedback is as always encouraged, and folks are more than welcome to spin me a PM to take part in one of the future episodes. In this week's episode, co-host Tarnsman and guest TMD (MionicDonut) discuss:
  • Doom MIDIs, and what's considered appropriate for the game by members of the community. Caleb's remarks on BTSX's "gay" music might appear radical, but it's an opinion that seems to be echoed at least in part by other members of the community, who have called certain tracks inappropriately "happy" or "like feudal farmer music".
  • The insularity of the multiplayer community. Tarnsman highlights the lack of feedback received by Doomworld designers of deathmatch, CTF and other multiplayer maps from the player base they're targeted at.
  • Handegg / Australian Barbarism.
  • Limitation projects (1024, 100 lines, 10 sectors, 5 rooms etc.); what level designers get out of it, how they tend to approach it when compared with other community projects, which of them work best, and the general question of their worth.

>> Download << [43MB]

I think I mention several times in the podcast that we'd be stopping at around an hour. Turns out I can't count or read a clock worth a damn and so this episode comes it at only 45 minutes. We'll be shooting to lengthen the news portion of the program at the start of proceedings and possibly work in some live feedback to pad things out at one hour. You can check out http://www.twitch.tv/tarnsmandw for all the live streams of the podcast, which will now take place fortnightly on a Saturday/Sunday evening. Exact times pending!

Last edited by Alfonzo on 09-10-14 at 07:52

Old Post 09-10-14 07:35 #
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7hm
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Posts: 78
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You didn't get any comments last time on here, but I really enjoy these, so keep it up!

(actual comments on the episode to come after listening to it)

Old Post 09-11-14 14:39 #
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joepallai
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Posts: 158
Registered: 02-07


another good episode. It'll be nice to have these coming out regularly again, as I find your discussions with Tarnsman & company quite good overall.

I went to watch the 2002ado ep4 video on your twitch page and it's missing that section on e4m6. I was hoping to study that section again as I've been tweaking the map in AshDreams.

Old Post 09-12-14 07:50 #
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Alfonzo
Broadcaster


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What's this I hear, a Doom Radio aka TTV Program B episode recorded one week after the previous one? Is a schedule finally emerging? Have the skies opened up to reveal the eschatological end-times of the universe? Whatever, there's still plenty of Doom afoot and we're back to chime in on some of last week's more interesting events. Joined by Tarnsman and MionicDonut, this week features as its chief points of discussion:
  • The camping outfit. No, not the marshmallows and spooky stories kind... unless you find the prospect of a player propped up in the doorway to be a scary disassembly of your carefully orchestrated encounter.
  • The merits and pitfalls of memfis's proposed tagging system. How useful is it? Is it worth the trouble?
  • Multiplayer insularity redux: getting people to play more multiplayer, and getting feedback to be properly registered. TMD proposes an interesting duel tournament setup and discusses the viability of a deathmatch equivalent for the doomworld megawad club.
  • Planning another Map07, Map30 or Knee-deep In The Dead remake? KNOCK IT OFF!

>> Download << [49MB]

One of the smaller lines of discussion follows on from the remake topic and gives rise to a few interesting points about Plutonia's level design - specifically, that one, integral part of Plutonia's identity that never seems to be addressed in any of the remakes thusfar put forward by the community: Theivery. How aware are you of Plutonia's tendency to steal from areas of Doom and Doom 2, and in some cases entire concepts from a given level? Everyone knows about Go2It and Slayer... but what about the other 90% of the game?

See you next week, folks!

Old Post 09-19-14 04:08 #
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Bloodshedder
Spellchecker


Posts: 5507
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If you want to help keep the audio production values of Doom Radio/Tango TV slightly above "not total ass", you can donate credits for Auphonic here:

https://auphonic.com/donate_credits?user=bloodshedder

I do not get any money from this, only audio processing time.

Old Post 09-19-14 04:43 #
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Alfonzo
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For this week's episode of Program B, host regular Matt Tropiano and Doom superstar Rottking sit down to talk about recent events in the world of our favourite FPS. Actually, it might be truer to say that I hold them hostage with a bunch of questions for an hour, but who's to know? Featuring as part of this week's discussion:
  • Mrowr!
  • Gotta go fast: The speedmapping process and tips for folks who struggle to make levels within an alotted time. Having participated in tens of different speedmapping events, I've not once managed to make a map within 100 minutes, or even 2 hours! What do, captain?
  • Fringe world IWAD's. Which games would we really like to see more maps for, and why? Which IWAD's have the most promise, given a range of unique gameplay mechanics or resources that might have not seen their full potential realised in the stock levels?
  • Multiplayer Insularity Part III: Rottking offers his own two cents on the matter of bridging the gap between the multiplayer scene and the wider community.

>> Download << [58MB]

Also in the pipeline is an interview with renowned speedrunner and founder of Alien Vendetta, Anders Johnsen! You'd better believe it. We're going back to the roots of this enterprise and bringing you more, quality two-on-one discussion with the community's biggest stars! If you'd like to ask Anders a question, PM me directly on Doomworld and I'll be sure to read them out on the podcast.

Old Post 09-25-14 03:19 #
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Jaws In Space
Member


Posts: 358
Registered: 01-13


I hear you guys complaining a lot about no one ever using Doom 64 EX to make new material & stuff, & you can't understand why nobody does. I know I don't speak for everyone when I say this , but for me personally I don't have the means or knowhow to get Doom 64 EX to work.

I was very interested when Doom 64 EX first came out & would possibly have made some maps for it, but after reading through the website on how it works it sounds like I need to have a physical copy of Doom 64 & somehow get data from the cartridge onto my computer.

First I don't have Doom 64 & second I don't have the hardware or knowledge to get the proper data off of that cartridge onto my computer. Third why would I do this anyways when Doom 64 Absolution already exists, which is a close enough clone to the game as I could care for. When it come to editing, almost everything that Doom 64 EX offers I could do for GZDoom, so I don't really see the point.

Old Post 09-25-14 05:31 #
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VGA
Junior Member


Posts: 188
Registered: 05-14


It's up to you what to do about doom 64, if you want to have a clear conscience but the game for n64 and use a ROM to play it on the source port.

On the other hand, you can pirate it on your own responsibility if you consider it abandonware.

On the other hand (the third one) if you don't have the game and haven't played it, why spend time on a wad for it.

Old Post 09-25-14 22:56 #
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