DiscoverAn Evening with Nirvana
An Evening with Nirvana

An Evening with Nirvana

Author: Nirvana

Subscribed: 6Played: 142
Share

Description

A podcast where I talk to Doom content creators and game developers in order to get some insight into their process and take a look at the evolution of their work.
41 Episodes
Reverse
Today on the podcast I'm talking to Dubzzz (or you might know him as Bdubzzz), a Doom speedrunner and mapper who is known for his numerous contributions to community projects like Slaughtermax, Mayhem Orange, the Hellforge Speedmapping sessions, NoYe, and more, as well as for his speedruns. He currently has over 2600 demos recorded on DSDA with a mix of UV Max, Pacifist and D2all runs. He is also notoriously mute. We discuss Dubz' early introduction to slaughter wads, the reason he mutes his microphone when he streams, and his year of 1,000 demos.
Today on the show I'm talking to Rayzik. Creator of maps for Slaughterfest 2012 and Slaughterfest 3, as well as the fantastic Neon Crater and the Cacoward runner up Judgment. You might also know them for their speedruns, which include Swim with the Whales, Stardate 20x6, and Swiftdeath among the nearly 300 demos they've submitted to DSDA. We talk about how speedrunning influences mapping, working on the slaughterfest wads, and the process of routing large and small maps.
Today on the podcast I'm talking to Ukiro, perhaps best known for  creating the OTEX texture pack as well as map 32 of Eviternity, but he's  also a long-time community member with solo mapping projects like  Tantrum and Venom and texture packs for GothicDM and The Darkening  series.   We take a journey through Ukiro's early 1995 mapping years, his early  love of texture work, and his eventual release of OTEX.
Today on the show I'm talking to Major Arlene. She's a Doom Youtuber, a  Cacoward contributing writer, and creator of GzDoom maps like  Technicolour Antichrist Box, The Deep, and most recently,  Break//Point//.   We talk about learning UDMF mapping, Arlene's first ever map, her early  influences, and newer projects like Break//Point// and Dancing in the  Abyss.
Today on the podcast I'm talking to Doomkid. A font of knowledge for all  things Doom, a Youtube content creator , and creator of the Rowdy Rudy  and Ray Mowhawk series, you may know him for any one of these things, or  all of them.    We discuss Doomkid's love of shovelware, creating characters to inspire  level design, and building content for YouTube.
Today I'm talking to Dragonfly. One of the most prolific Doom mappers you're likely to find, you may know him for some of his Cacoward-winning projects like Skulldash and Eviternity, or perhaps some of the many maps he's made for community projects such as Mayhem, Abyssal Speedmapping, and the Team Rocket CPs. These days you may even know him as a level designer for Prodeus. We discuss his very early beginnings, the inspiration behind Skulldash, bringing together the Eviternity team, and how he got involved in Prodeus.
Today on the podcast I am talking to American McGee. Level designer for  Ultimate Doom and Doom 2, level and sound designer for Quake and Quake  2, creator of the extremely popular Alice series of games and now the  designer of a unique range of plushies that we'll get into later.   We discuss American's time at Id Software, the inspiration for American  McGee's Alice, his move to China and the founding of Spicy Horse, new  information about Alice: Asylum, and we touch on some political topics  that are sure to rile up a few people.
Today on the podcast I am talking to Alfonzo. Mapper for a wide variety  of community projects such as Doom the Way Id Did 1 & 2, Abyssal  Speedmapping Sessions, and more, provider of midis to Mutiny and the  Alfonzone and the host of Doom Radio, the Doom podcast that started it all.   We discuss Alfonzo's early wad reviewing days, single player and  multiplayer mapping, his process for midi making, and of course, Doom  Radio.
Today I'm talking to Matt Tropiano, also known as Mtrop. A long-time  community member, you'll likely know him for wads like Coffee Break and  Forsaken Overlook, as well as a major contributor to the Adventures of  Square 1 and 2. He's also created a number of useful tools for the  community over the years including Doom Struct, WadTools and Wadmerge.   We discuss Mtrop's early TNT-influenced years, his move from big maps to  small maps and back to big maps again, and the creation of his various  Doom utilities.
Today on the podcast we're talking speedrunning, and I am speaking with  Looper. Known primarily for his world record runs for the Doom 2 d2all category, he is also an accomplished runner for a number of other wads,  with a number of Hell Revealed 2 Nomo world records and nearly 300 demos total submitted to DSDA.   We discuss Looper's first NoMo demos, his love of Doom multiplayer, and we get into the details of the Doom 2 UV Speed d2all.
Today on the show I'm talking to SoBad. You likely know him as a  friendly face on Twitch, for his Doom wad let's plays on Youtube, as well as his analytical content. You might also know him as the creator of map 5 of the Balls of Steel Community Project that came out fairly recently.   We talk about SoBad's love of analysis, the testing process for Doom  maps, obviously we discuss Dave, and we go on several lengthy tangents.
Today I'm talking to Tango, most well known for his popular weapon mod  Supercharge and accompanying mapset Paradise. You may know him as a  contributor to BTSX 1 and 2, Plutonia 2 or a number of other community  projects over the years.   We discuss balancing Supercharge, how Doom multiplayer could be  improved, and the merits of changing up your mapping process.
Today I'm talking to Obsidian, host of the Abyssal Speedmapping  Sessions, the MAYhem community project series, as well as a number of  other community projects, creator of Maskimxul, Countdown to Extinction, and Candlemass, to name just a few of their projects over the years.    We talk about creating atmosphere in Doom wads, features Obsidian would  like to see used more, and how to run good community projects.
On today's episode of the podcast I'll be talking to Armoured Blood, one  of the OGs of slaughter mapping, creator of New Gothic Movement 1 and  2, Shai'tan's Luck and a contributor to Slaughterfest 2012.   We talk about building loose slaughter maps, the beginnings of New Gothic 1 and 2, and the old school slaughter scene.
Today I'm talking to 4Shockblast, one of the best known speedrunners in  the Doom community, who you may know specifically for his 8 second run  of E1M1 or any of his other 3000+ runs on DSDA. He's also mapped for  many of the Abyssal Speedmapping Sessions, 50 Shades of Graytall, and  several other projects.   We talk about the differences between Nightmare and Ultra Violence runs,  beating the E1M1 record, how to record a good tool-assisted Doom run,  and building maps for speedrunners.
On this episode of the podcast I'm talking to Esselfortium, also known  as Sarah Mancuso. She's the lead developer of the BTSX series, a  contributor to Doom the Way id Did 1 and 2, as well as working on solo  projects like Vaporwave for the Eternity engine, and the recently  released Knee Deep in Knee-Deep in ZDoom.  She's a midi composer, a creator of texture assets, and an all around  staple of the Doom community.  She has also composed music for a visual  novel that recently came out called Please Be Happy, is working on  Supplice, and has an album out that I highly recommend called Future  Human.
Today on the podcast I'm talking with Xaser. A member of the Doom  community for 20 years, Xaser is one of the most prolific Doom mappers  out there, having worked on a huge number of solo projects like Zen Dynamics, Dead.Wire and Dead.Air, been a part of innumerable community  projects like Mayhem17, Plutonia Revisited, The Zdoom Mapping Community  Projects, and also working on big-ticket megawads like Eviternity and  Back to Saturn X 1 and 2. We talk about atmosphere in Doom maps, working on BTSX and Eviternity, and the troubles of the Zdoom Mapping Community Projects.
Today on the podcast I'm talking to Joshy, co-creator of Speed of Doom  with Darkwave, project lead for Plutonia Revisited, and creator of  Resurgence. He's also had a hand in a number of big ticket projects like  Ancient Aliens and BTSX, as well as contributing a map to one of my  personal favourite community projects: 50 Shades of Graytall.   We talk about GzDoom versus Boom mapping, working with Darkwave on Speed  of Doom, the importance of community projects, and Joshy weighs in on  the conspiracy theory that Darkwave and Death Destiny are the same  person.   Due to Joshy being profoundly deaf, we used an interpreter for this  episode, so special thanks to Kerrie for helping us out!
Today on the podcast I'm talking to Dario Casali, co-creator of The  Plutonia Experiment, contributor to Memento Mori, and one of the early  members of Valve, where he has worked on Half Life, Half Life 2, Portal  2, the Left 4 Dead games, Team Fortress 2, Half Life Alyx and many more  projects.  He also has a Youtube channel where he swears at some of his old maps  and also other people's.    We talk about the early stages of Plutonia, competition with his brother  Milo (whose name I embarrassingly mispronounce at the start of the  podcast), moving to Valve and Half Life 1, why Half Life 3 never came  out, Dario's favourite game to work on, and the potential of virtual  reality with Half Life: Alyx.
In this episode I talk to NoReason, who you will probably know for his  challenging slaughter maps, starting with his early releases Disparate  Realities and Death in Excess as well as his 3 NoSp speedmapping  projects and the gargantuan Cosmogenesis.   We talk about the benefits and pitfalls of speedmapping, the making of a  giant slaughter map, and the benefits of MBF21.
loading
Comments