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END POINT

   (17 reviews)
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About This File

If you want to play this wad with doom2-plus, then you should append sprites & flats of Doom2 to the pwad: deutex.exe -append ENDPOINT.wad


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Spectre01

  

Nice and short classic-style wad. However, as a huge fan of Eternal's other wads, I was not particularly impressed. End Point contains solid map design but lacks the artistic ambition and memorability of the author's previous output. Feels like Epic 2's earlier maps but with more vanilla-style texturing and heavier reliance on ambushing monsters around corners. Still worth playing for pretty much anyone. 3/5

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Killer5

  
Sick wad.

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Zalewa

  
I'm having trouble deciding if this deserves 5* or mere 4*, but I'm gonna go for the more favorable option, even though there are some shortcomings. The events fall into some repetiteveness and traps become predictable - there's monster around every corner, and there's a corner everywhere. Each map has its own theme which is good. The boss fight devolves into circle-strafing. Apart from this, it's a fairly standard but very well made PWAD. Difficulty - moderate.

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NuMetalManiak

· Edited by NuMetalManiak

  

if there's one thing I know about Eternal, it's immaculate monster placement. doesn't matter what wad it is, but this is a mapper who will put monsters in corners you won't expect, even after several replays. for this wad, End Point, there's not much to go around to be honest, there's no immersive theme, just seven levels that take place on Earth pretty much. for that, it's certainly not on par with the greats that Eternal has ever made, but it doesn't mean that the wad itself sucks, as none of Eternal's maps ever reach that point. End Point is just nice, no real theme, no real nonsense, just seven decently made levels and that's that. his usage of secrets will be rough, and the railings particularly on MAP05 may be a bit problematic for rocket users, but it's still a worthwhile little adventure wad of sorts.

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kuchitsu

  
Very stylish texturing and color schemes. While playing this wad you might feel like you're becoming a well optimized machine, sneakily killing monsters hiding behind corners, looking for familiar traits of secret areas, hugging helpless PEs. Kind of an interesting feeling but also a sign that common tropes dominate over imagination in these maps. Map05 was my favorite (be careful with these railings though or you might accidentally kill yourself). Many nostalgic midis are used.

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
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