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Obsidian
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Posts: 2047
Registered: 05-12


Phew, thanks for that.

Old Post 11-02-13 21:19 #
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Bloodshedder
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Posts: 5407
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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: 331
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: 403
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: 403
Registered: 12-05


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: 307
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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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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Posts: 828
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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
Broadcaster


Posts: 828
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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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