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No End in Sight

   (42 reviews)


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Oldschool 4-episode adventure for The Ultimate Doom, featuring some of the most devilish map design this side of 1994. 'Nuff said... ish.

Similar to DTWID, the spirit of id is ever-present, albeit cranked up to 11 with a devious new spin on the classic episodes' themes. Along the way, you'll enter parallel worlds, explore derelict spaceships still floating in the sky, and return to some eerily familiar locales on the far side of Phobos and beyond.

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looks really COOL, I'll wanna play that, soon as I get back home, cause my chromebook will NOT run doom.

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For me, the finest Doom1 classic megawad I have played. DTWiD was awesome, but sometimes felt like 'design by committee.' This wad captures the spirit and essence of classic Dooming. Everything that made the original Doom1 great, but bigger, meaner, tougher, more artistic. Superb.

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· Edited by seed


"One eternity later..."


And thus, No End in Sight has endeth, played through Eternity 4.01.00 on UV difficulty. What a seemingly endless journey, but was it for the better or worse? Well, let's find out.


No End in Sight is a 4-episode long megawad for Ultimate Doom with a design philosophy similar to DTWID, sticking close to it and the original Doom, but adds its own spin to the formula. It comes with a new menu background, intermission screens, status bar, and textures. The action takes place on techbases and in Hell, both incorporating open sections in various places.


The difficulty curve is mostly the traditional kind, starting easier and getting more difficult as the player advances in the episodes, but shows an occasional spike on the more combat focused levels. The levels themselves are very faithful to the original game but are much more complex and look a bit more modern. The first point is probably where the biggest flaw of NEIS lies. It places its main focus on exploration and puzzles, which can easily lead to a tedious or tiresome experience depending on the execution. The latter can get quite obtuse and it's difficult to find what has actually changed in the levels as the automap doesn't help too much either. Pressing a switch does not usually do something more obvious as the are no visual or auditory clues, requiring the player to roam around the map in search for what has now changed. Additionally, there are other design choices that appear to serve to confuse the player even more. For instance, there are maps with multiple doors of the same color (up to 3, and potentially even more), some of which also featuring fake exits, only serving as more frustration and general confusion. This is primarily noticed from Episode 3 onward which starts with a pure puzzle level.


The first 2 episodes have decent flow and are more straightforward, as a result it is easier to find your way through and enjoy them, but navigation simply turns into a nightmare from Episode 3 onward. Other problems include the fact that it is difficult to see everything in the levels on a first run as they appear to have many hidden or secret areas, yours truly finding himself finishing maps with as low as 40% kills, barely any items, and no secrets. Yet another design issue is related to damaging sectors. Every liquid sector in NEIS seems to be damaging on a lot of occasions, be it blue water, toxic slime, or blood. Some retexture choices are also strange, those being primarily related to the skies. Episode 1 and 3 present great takes on the originals, the first indicating that the action now takes place during the night, which works wonderfully for the atmosphere, however the sky used in Episode 2 is bizarre as the mountains are now in an almost glowing yellow color. This makes them stand out in the environments, notably in the darker sections, but not exactly for the right reasons. After all is said and done, the episodes usually end with fights that present fresh takes on the iconic originals, such as the Mastermind on E3M8 and the 2 Baron brothers on E1M8, with greatly altered environments and new tricks up their sleeves.


The combat is generally satisfying, fast, and fun, but at the same time it reveals that it was not the main focus of the wad, despite the presence of various environmental traps and tricks. The puzzles are the main focus here. Some enemies are also overused, namely the Specters and hitscanners. While Barons are used sparingly, they sometimes block the path on small corridors and stairs, thus leading to awkward situations where executing them is not fun or engaging at all. Resource management also plays a crucial role in NEIS as some of the maps are punishing, where mistakes are costly, but at the same time, they are not cruel or unfair. The balancing is fairly good overall, especially if the player is paying attention to the game.


To sum up, NEIS manages to capture the essence of the '90s but does not deliver its fullest. It ends up being more frustrating and tedious than fun. It does not mean that it is all bad despite some objective flaws in its design, but it is indeed divisive. If you enjoy puzzle oriented wads with exploration cranked to 11, this is going to be a perfect pick and you're going to have a blast with NEIS. If you prefer more straightforward, combat-focused wads, it will likely prove to be a struggle to beat and unenjoyable most of the time. In that case, I would recommend Lunar Catastrophe, Doom the Way id Did, Moonblood, Exomoon, and Adonis: Escape from Urania instead, the last 3 having plenty of puzzles and nonlinear progression in addition to good, fast paced combat that doesn't fall behind. Personally, I've managed to enjoy only the first episode and parts of the second, it went south after the third for me.

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It was alright.


Some maps contained too many enemies & as a result, became a chore to fight them. Some gimmicks were interesting, especially E3M1.

Didn't finish E4 for the reason I mentioned above.


Not worth your time all that much.



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Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original. 


If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 

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Absolutely amazing 4-episode wad. Excellent gameplay mechanics balanced with old school and newer (at times) designed areas. Secrets are difficult to find and some maps are quite vast so there is a lot of replay value here.

Very challenging difficulty towards the end too so be alert!

All in all, I loved this.

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This wad was quite a love/hate relationship for me. Episode 1 and 2 were fantastic. They flowed so well and were challenging without being stupid. Sadly once I got to episode 3 the wad took a turn for the worst. Most of episode 3 is too dark, too big, too confusing, and too full of mandatory damaging sectors without a radsuit. Episodes 1 and 2 were a blast but 3 and 4 just felt like a lot of work. I had to use the console to give myself radsuits and light amp goggles many times. Its no fun to find a secret soul sphere if you're just gonna burn it all away crossing lava without a radsuit. In the end I'd highly recommend the first 2 episodes. They're what Doom is all about; fast fun simple maps. The later half was quite the opposite.

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· Edited by galileo31dos01


Done on HMP/continuous/saves


This was so fun and challenging! Certainly a very well done megawad to feel nostalgic with its pace, the midis, the feeling of playing something made by the original authors of Doom. Very tough maps, since I played continuous, there was almost never a problem with ammo, but I still saw that for pistol starters the thing would be totally different. For the most part, great. 


What I found a little (too much) overused was many mandatory type 16 damaging floors (except the ones to get to secret exits) in some E3 maps, at least they were the minority. Some maps can be veeeery mazy, which is cool, for those maps I spent over 1 hour or 2. There is a bug in E4M7 with a pool of spectres that doesn't raise. Didn't play E1M0 and E4M0 as they are not supported by the ports I use, I'll try them someday...


In general, monster placement was fine for me. A couple of annoying moments, with lost souls, everywhere... E4M6 was incredibly long to maximize or complete, whatever the word is. I think I died a whole load of times there, every single monster from the tiniest to the biggest became a singular problem. Regardless, liked the map. Lovely ending in E4M8 to simulate hell's fall.


Secrets were very UD-ish, and a few very clever ones. Liked the secret hunt in E4M6, it's practically the most memorable episode for me lol.


So yeah, recommendable, my overall rate would be 8/10. 

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Bloody amazing!

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Nice Doom 1 megawad with a good difficulty curve across the 4 episodes. Starts similar to DTWID but eventually finds its own niche with a higher degree of challenge and some rather complex secrets. 4/5

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This wad reminds me of the good old DOOM. The tricks in this wad are really interesting and the secrets are really elaborate. My favorite map is E3M7. This is amazingly awesome. Great job.

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Loved every second of this! Amazing job guys :D

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Dr. Crowley

Episode One feels boring... until E1M6, where enviroment starts to feel like Romero's Tech Gone Bad. Episode Four claims to take a place on Earth but overall maps are looking more like Doom 2 Hell. However, this is pretty good mapset.

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· Edited by NuMetalManiak


now this is a treat, lots of cool concepts in these maps, makes it all seem fresh, and many maps are quite fun too. some of the really long maps do get weary after a while though. but even then, where else can you find an Ultimate Doom mapset quite like this? this is probably the single most unique one to date, and even upon replaying it, you still find yourself enjoying the maps a lot. making things cooler is how well the mappers like to hide their secrets or give you wonky progression to work around. highlighted some spoilers below



E1M3: make sure to keep the imps on the right side of the map alive, otherwise you'll never reach the secret exit

E1M9: five-minute door is used

E3M1: see the wiki page for this map, I did all of these secrets

E3M4: don't be fooled with the exits here, the secret exit is technically the normal exit, same with E3M5

E3M7: entering the middle chamber via the corners will lock you out of a lot of useful stuff

E4M2: do NOT shoot that barrel in the red door if you want to get the secret exit

many other maps besides the ones mentioned above are very memorable and pretty tough too, loads of small enemies to push through plus the bigwigs every now and then. be prepared for a long haul with this one.

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Good stuff right here

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"Similar to DTWID" on steroids! This WAD is all that Ultimate Doom IWAD is but bigger in all aspects. The levels are large and very non-linear, the action is unrelenting, non-tedious and keeps you alert. The looks are excellent. E4 is a bit over the top, though. Don't approach it on UV without SSG and double ammo.

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  • File Reviews

    • By rd. · Posted
      An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.    There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.
    • By P41R47 · Posted
      Serious improvement from Serenity.
      Eternity doesn't play easy on you at all. From the get go we have really amazing architectures to look at and some nasty enemy traps. The map design also has a great improvement on layout as there are a lot of interesting things to look, sector trickery and a lot more of height variations than on the previous episode.
      Most maps has a lot of monsters closet and quite a good amount of demons to kill, so the fun and the challenge is assured.    The music plays a nice role in here, as it adds to the atmosphere quite a lot, specially the Vangellis Theme from Bladerunner.
      Also, Moanin' is one of my favourite jazz songs ever, so this mapset was really nice to play. Even when it comes kinda as cheesy and silly, it feels really cool.

      Great visuals and great encounters. For real, these two authors really knew what they were doing by now, and they showed it!
      Next episode surely will be beven better :)
      Thanks to both, Bjorn Hermans and Holger Nathrath, as this plays amazing for sure.   ...Now, to the Infinity... ...and Beyond!
    • By Maes · Posted
      I was of course familiar with Alberto Barsella's work, with his original DEADBASE.WAD being perhaps the first PWAD I ever played, way back in 1994. I had also played the sequel, Mountain Of Fire, but it never occurred to me that a third map existed in the series (and I who wondered why it was called the "Wasteland Series" with just two maps....heh).   In any case, this is a large (for 1994 standards at least), quite open map, with the interesting twist that remaining exposed in the sun, out of the shade, damages you just as if you were walking on lava. No sunscreen on whatever shithole planet this is taking place on, it seems....this adds an interesting mechanic to the gameplay, also because the monsters themselves (at least those that are initially placed in the shade) also seem reluctant to wander away from the shade. Not so for those that teleport later on directly under the scorching sun. OK, I get it, some uncrossable sector trickery at work. In any case, this case be exploited to force monsters into a line of attack and thin their own ranks themselves, as much as possible, and trust me, you're gonna need to do that as much as possible.   Speaking of which, this is a quite ammo and health-scarce map, but that's to be expected. Nobody expected something called "Wasteland" and "Sands of Death" to be a plentiful cornucopia of Doom goodies, amiirite? It IS possible (though by no means necessary) to kill every single monster on this map, but you'd better hone those Tysoning skills and put that Berserk pack to good use. Many times you'll have to ponder: use one (often two) shells to kill an Imp, or risk landing in a punch? How about a Pinky then, where you could even use three or four shells sometimes?). Finish those cacos with a well-placed punch or two, or use precious shells on them? Ah, decisions, decisions. If you're not good at Tysoning, this is a great map to start practicing ;-)   Overall this is an engaging map, and under its plain exterior there's surprising depth, some clever puzzles, plenty of cool tidbits here and there (such as raisable 3D bridges), and a few cool secrets (now, why ammo and weapon caches should be marked as secret, that's anybody's guess).   The negatives? For a map that plays on the "don't wander aimlessy" element so heavily, it's not 100% clear from the start what the proper progression is, as well as which buildings you can enter immediately and which ones you can't. I can't imagine anybody getting it right the absolute first time, on a "first death" attempt. TBQH I'm not sure if multiple progressions are possible, but FWIW I started from the black building with the berserk pack in it, and considering how much you'll need that (and a shotgun), perhaps that's the best/intended strategy.   I admit however that I got seriously stuck at the point where you had to exit the first silo through the walkway bridge. I couldn't figure out how to activate the (shootable, as I found out) switch that opened the door to the walkway. It was not immediately obvious to me that it was a separate switch from the one forming the stairs, and I didn't realize that you had to somehow shoot it. Initially, I thought the map was bugged (at least in ZDoom) but no, Chocolate didn't solve it either. So what was the trick? Well, you're supposed to use the Baron's platform by raising it and then shooting the switch a-la Icon Of Sin. Or, alternatively, shoot it from the room above it through a narrow opening at a very specific angle and avoid the Baron room entirely. Not sure the latter would be possible/obvious in Vanilla, with low resolution.   Oh and BTW that red key building is nothing but a decoy...
    • By printz · Posted
      This is a "trick" level where you need to save pretty often to avoid "failing" puzzles and dying or getting stuck. It contains mandatory use of Wings of Wrath and Chaos Devices. Otherwise, it's not badly designed or even unfair, though it may be too tough on Black Plague. At some early point there's a crusher trap. It should be solvable intelligently, not by trial and error.
    • By Argenteo · Posted
      Those guys are producing some...nasty stuff. Small detailed map. Find the factory, shut it down and escape.