Ola Bjorling (With funky dots over the o in Bjorling.)|
Sweet level with bricks and corroded metal as its main texture theme. Some wood and marble too. I've pushed the engine to its very limit in just about every damn area - enormous level of detail. A LOT harder on UV than the first version, but lower skills should suit mortal players fine. The level is now highly non-linear. Woohoo.|
There's no silly plot, just kill stuff.
* Jeff Rabenhorst for the brilliant EdMap.|
* Kurt Kessler for a LOT of inspiration.
* Nick Baker, Scott Cover, and Mike Reid for testing. Eric James Roberts and Mike Watson for pointing out small flaws.
* id for making YEAHYEAHYEAH you know what I was going to write.
* Lee Killough for teaching me a lot about VPOs and slime-trails. Also thanks for letting me use BSP 2.4 beta.
* Jim Flynn for VERY essential help when EdMap was acting strange and screwing up my level. The level might not have been released if it wasn`t for him.
New level from scratch with inspiration from several different pwads and other games.|
Some 250 hours I guess. Hard to estimate though. A lot of that time was learning and just running around in the level. Most areas have been rebuilt about 3 times, some as much as 7, before I was satisfied.|
In the beginning I used DoomEd v2.60 beta 4 but as soon as I got EdMap 1.20 I used that one. IDBSP 1.0 was also used. (Better than 1.0.1) When the level got bigger than 150K IDBSP crashed and I had to use WARM (another bsp), but it did something strange - the map disappeared! (Not the level - the map you get when you press TAB.) Got rid of it using BSP.|
For the new version I used EdMap 1.40, EdMap 1.31, WinDEU 5.24 and BSP 2.4 beta.
Jim Flynn applied some magic with DETH 3.92.
|Fantastic level design and great looking. The one
thing that marks this wad down for me, is the
repititive use of too many enemies. Apart from
that, this is great.||x|
|This is superb, it goes ahead of tantrum I in every singlr way. Detail, design, lighting, theme, gameplay, enjoyability, challend, atmosphere, architecture, monster placement, progression, enjoyability, and spirit all range from good to very good to superb. Excellent!!||x|
|Pffft, The very first linedef (0) is set to impassable - that's a bug Ola... fortunately GZDoom sorted that. Still, this is a very challenging wad with many surprises and tough battles -love it. Try it on UV -fast! 4/5 -jb||x|
|This is from August 1998. I haven't played the first Tantrum (id=5483). There were no more. This is an entertaining level that starts out quite tough - it's a meaty level for manly men. It's a castle set in a mountainside. Not much health; the kind of level that makes you fight half a dozen barons of hell and then gives you a +10 stimpack. Gets monotonous after a while (the traps are basically all the same) but fun nonetheless.||x|
|A Great level. Though I did find ammo to be very sparse in ULtra Violence. At one point I was taking on a bunch of Hellknights with berserker powered fists ...crazy.||x|
|5/5 Physically exhausting in a good way. Everything in the original map has been dialed up to extremes. It's rough, with pretty tight health and ammo, but doable. Some pretty good surprises, too, like the Cacodemon room. Architecture also feels significantly improved, cutting out the cavern/bloodfall rooms in favor of more interweaving insanity. - KMX E XII||x|