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Tantrum 2

   (22 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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I Drink Lava

·

  

I've played this map twice over the years, the first time having barely any ammo to deal with the large clusters of enemies and the second time having plenty of ammo without even needing to punch anything larger than a Pinky. The architecture and lighting are good for the time, but the majority of the 20+ minute playtime boils down to triggering monster closets and then running back into a previous room to bottleneck Revenants and Hell Knights through small doors. A severe lack of health incentivizes quicksaving after every room. Your enjoyment of this PWAD will depend on how much you like claustrophobic SSG fights.

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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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Havoc Crow

  

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 Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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