The evening before I wrote this review, I had a couple of hours to spare – so, I thought that I’d check out another “Doom II”/”Final Doom” WAD. In the end, I found one called “End Point” that looked like it could be interesting.
As usual, I used the “ZDoom” source port whilst playing this WAD. However, it will probably work on most other modern source ports too.
So, let’s take a quick look at “End Point”:
“End Point” is a seven-level WAD that contains new textures and music. One of the very first things that I will say about this WAD is that you shouldn’t let the very beginning of level one lull you into a false sense of security. Although it starts out like an old-school ‘ Doom 1’ level, the difficulty level of almost all of this WAD is probably closer to “Final Doom”.
Whilst I was glad that this WAD wouldn’t be too easy, one thing that really surprised me is exactly how this WAD makes itself enjoyably challenging. Unlike many other challenging WADs that throw large numbers of Revenants, Barons etc… at you, quite a lot of the challenge in this WAD comes from the clever use of chaingun zombies.
Sure, each level contains at least one arch-vile and there are also a fair number of mid-level monsters, but “End Point” is a showcase for how much of a formidable foe the chaingun zombie can be. After all, he often tends to be a slightly under-used monster in modern WADs.
In fact, in the final level, a long-distance encounter with a group of about ten chaingun zombies is actually more challenging than the obligatory cyberdemon encounter later in the level – since the cyberdemon’s rockets can be easily dodged, but the chaingunners can shoot accurately at long distances. So, you are forced to actually fight them.. and as quickly as possible!
In terms of the level design, it’s really good. As you would expect, each level is very non-linear and each level walks a fine line between requiring the player to explore and being self-explanatory/streamlined enough to stop the player from getting stuck.
In terms of pure design, these are “Doom II” levels done right. They’re thrilling and they’re challenging, but they aren’t needlessly frustrating. There’s also a good balance between corridor-like areas and larger areas, which sometimes include cool set-pieces too.
Likewise, the length of each level is just about right too. This WAD probably took me something like 2-3 hours in total to complete and none of the levels really outstayed their welcome or felt too rushed.
Visually, this WAD is really good. Each level has a very slightly different ‘look’ to it, whilst also being fairly consistent with the general 1990s-style look of “Final Doom”. This is especially surprising, since the WAD actually includes a few new textures. Although one or two cool-looking textures are immediately noticeably, many of them are surprisingly consistent with the look of classic “Doom”:
In terms of the music, it’s something of a mixed bag. Some of the music, like a brilliantly gothic percussion track in level two and the end screen music after each level, sounds really cool. But, some of the music in a couple of the levels can sound a little bit annoying and/or repetitive.
All in all, “End Point” is a really good classic-style WAD, which also shows off how criminally under-used the chaingun zombie is in a lot of other WADs. If you enjoy “Final Doom”, then you will enjoy this WAD. It’s mildly-moderately challenging, the level design is of a professional standard and it’s just a fun way to spend a couple of hours.
If I had to give it a rating out of five, it would get a four.