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Tantrum 2

   (21 reviews)
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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.


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sesq

  

you can only have so many baron/hell knight vs ssg rooms before it gets tiring

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NuMetalManiak

  

while often forgotten in time due to being a single-level wad, Tantrum 2 deserves quite a lot of credit. it's a very rough 1998 level! one of the few in fact. the monster density in ratio to the supplies provides quite a challenge, so it helps to keep healthy as much as possible (I somehow missed the one armor in this level). while only a medium-sized level, Tantrum 2 does its best to not only keep you on your toes, but to keep exploring. there's quite a few traps to look out for, along with plenty of mid-tier and high-tier enemies, particularly Hell knights and barons are used often. you can easily forget where the red key could be if you keep exploring. still, it's a worthwhile challenge.

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JudgeDeadd

  

A very fun 1998 level. The author is stingy with health and ammo, so it requires you to bring your A-game, especially if you want to survive the myriads of traps. It can get repetitive towards the end though, what with the constant crowds of Hell Knights and Barons.

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Memfis

  
A good looking brown level with way too high monster density, it becomes a chore after a while. Can't recommend playing, only looking at some of the architecture.

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Guest

Unknown date

  
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.

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Guest

Unknown date

  
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.

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Guest

Unknown date

  
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!!

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Unknown date

  
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.

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Unknown date

  
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

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Unknown date

  
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

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Unknown date

  
As good, but not better, than the original. My only criticism is that it is too similar. It's good fun regardless. 4/5. -TRRobin.

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  • File Reviews

    • By Endless · Posted
      There is a world of WADs waiting for us to find them, especially those catalogued within a certain fame that with the passage of time has been forgotten. If we browse through the Doomwiki or Doomworld forums, we may come across Serenity. A WAD created almost 3 decades ago, a collection of 8 maps for The Ultimate Doom designed by Bjorn Hermans & Holger Nathrath, two prodigies of their time who, despite following different paths, left a certain mark before saying goodbye.   Serenity is a small collection that despite being somewhat outdated with modern standards (25 years later) has certain characteristics as charming as historically important. The interesting thing is that this wad did not stay there, it continued later with interesting inclusions that sought to leave a better taste in the mouth than the previous ones. Of course, it is not the most revolutionary thing in the world, and it has certain elements that were innovative at the time, now we find them a little annoying. No matter how much time passes, I can't just forget about those ancestors who forged the tools for the future. Serenity is one of those.
    • By Zolgia108 · Posted
      i can't give more... sad...   this mapset is awesome from top to bottom, some of the fights are a big fuck you and die but that's just ribbiks style and i love it!   played with GZ, UV difficulty. It was hard to get through some fights, i actually had to cheat once because of something that i would a slightly flaw in the progression in map 6. i basically went through all the map without getting the plasma rifle but i had tons of cells, said rifle wasn't mandatory to get but it was freaking mandatory to use^^ Once i realized i didn't get it i cheated to go back and then i finished the map. Anyway this is a pure gem and it's really inspiring. Now to the next stardate!
    • By Pechudin · Posted
      Quite simply the best MegaWad I've ever played. DooM, like any other game, piece of art or real-life situation has a certain langauge. Upon loading a map you know certain things will happen. There could be keys. Monsters, certainly. Maybe platforming. At any rate, you know certain patterns mean certain things, like a key in the middle of the room or an 'unguarded' Megasphere.   This WAD breaks this langauge. Some keyed doors open up...to a brick wall! Huge open areas that you'd expect to be filled with monsters never do. It brings a certain level of discomfort, but also a sense of wonder. This is not a WAD for those looking for a challenge or fluid fights (since many fights are awkward and very start-and-stop), but for those that like the bizzare and exploration aspect.   So good!
    • By elend · Posted
      A.L.T. quickly emerged as one of my favourite megawads as well. With its "realistic" style maps, that more than once delve into the abstract and surreal and thus form something quite unique and... unsettling. The amount of neat ideas and gimmicks this mapset employs is really quite amazing and I think every single map surprised me in at least one aspect. Be it gameplay, design, atmosphere, or layout. No map is the same and apart from one I really did not like they all play very well. Most surprising of all did they manage to not get me confused and lost, which says a lot. The music was incredibly moody as well.
    • By UnknDoomer · Posted
      For me, at the moment I'm writing this review, #1 WAD of onces that I've played / seen / heared.   Options and things:
      * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Ultra-Violence". * 100% secrets and enemies. * No annoying maps found.
      * #9 in community top.   Pros:   1. + Great, own, unique style level design. I just tell a few words about some of the levels:

      * MAP07. Bad Reception. Small arena. Tough fight.
      * MAP08. Hide and Seek. Small warehouse map with 18 enemies in total. But this enemies - arches and pinkies. And if you start with the pistol - there is only chain gun on the map in additional to it. If you using Complex Doom add-on - those arches might be way tougher then regular onces.
      * MAP09. Broken Records. A lot of hard enemies in small arena that is look like library.
      * MAP12. Dead End. Nice, circle like, map.
      * MAP15. Gladiator type arena. Literally. First you fight with some upcoming enemies. After "viewers" (another demons) starting to fight with themselfs and you.    
      * MAP20: The Mouth of Madness. The name speaks for itself - from a kind of mouth, from the very start of the map, hordes of demons move directly to the doomguy. And BFG will not save you at all. Strategy here - as fast as you can use switch on the left side of the map (climb the islets) and then run and use switch on the right. Break through the pack of barons to teleport, which is on the right side, in lava, and hide in the top type location. Wait till most of the enemies will kill each other. I've attached some screens.     * MAP21. Indigestion. No ammo or weapons. Only pistol with few shots. Tough enemies. As result you need to use local traps and enemies attack enemies strategy to deal with, in total, 135 of such onces.
      * MAP28. Necropolis. ~ 1411 enemies. And mostly no regular place to hide from them. Few cyberdemons, a lot of cacodemons.
      * MAP30. Game Over. That what can happen if you will play Doom too much... Or, by other hand, some Silent Hill 4: The Room atmosphere here.   2. + Horror-inspired music on some horror like levels. 3. + Combines just fine with "Complex Doom" modification.
      4. + Challenging. 5. + Unexpected gameplay twists.
      Contras:

      Zero, but,

      * - If you play with Complex Doom you can stuck on MAP29 in case here was unique boss and mod just change it to it's own regular one type. So. To proceed further use console, ~, and write there "MAP MAP30". MAP30 can be beaten with pistol start without much troubles.
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