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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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Guest

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 JudgeDeadd · Posted
      The Artifact is a classic 1995 three-level mapset. It might be one of the highest-quality 1994/1995 productions I've seen, standing alongside such releases as UAC_DEAD or Galaxia. Much like them, Artifact has something of an unique air about it... a feeling of a true adventure, where you can palpably feel the author's enthusiasm and creativity as you go, each new room and area somehow feeling unique and lovingly crafted despite the simplistic looks. One downside of the mapset is that progression is occasionally confusing (such as one door switch on map03, hidden on a column that lowers into the ground).
    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
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