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CoffeeQuake Has Released!
Promo Video:

A simple challenge was posed for mapmakers: Make a medieval-themed map in 1 hour. In the speediest of speedmap challenges, each level would be placed in a line to form one continuous episode. After the first episode was a huge success, three other episodes were made in the other three themes of Quake, this time with a two-hour time limit. With four episodes, that's a full Quake game for you. For free, no less! Where are you going to find a fairer deal than that? Now go play the bite-sized adventure set out for you by: CoffeeQuake!

This project was organized by Fairweather and myself. It contains 76 speedmaps by nineteen different people, (23 of which are playable in deathmatch), a start map by Fairweather, and an end map by Ionous.

More information is available in the included readme file.

Here is the download link:

Thanks Everyone! 
For being champs and pumping out so many amazing levels, and for Zungryware for picking up my slack when work got difficult for me.

Oh, and grats Ing on inadvertently making Bal work overtime <3 
An awesome effort by everyone, especially you guys for compiling them all. Looking forward to streaming these! 
I forgot DM and COOP spawns in my one little submission. Doh! 
Don't Worry 
I added four coop spawns to each of the levels. I think Pinchy and Ing-Ing were the only two people that had them in already. 
Refreshing Change Of Pace 
Well-dosed lo-fi fun romps; makes for multiple cups of coffee even. Impressive quantity, too. Some episodes feel just a tad too long maybe. Could have made for five or possibly even six episodes in total.

The RC2 in the filename implies there's a chance for another/final release. If that's the case, I would suggest addressing a few compatility issues:
-the level names contain uppercase characters which cause problems on case-sensitive OS, so it'd be best to lowercase them all
-I was pleased to see the demos are recorded on protocol 15. However, some of maps will crash old ports upon loading:
E1M1 has excessive visleafs which should be fixable by making the trees func_detail and/or fullvis.
E3M12 and E2M15 have excessive lightmaps which can be fixed by greatly upscaling the textures on the outer walls (visually unnoticable).
E4M19 has excessive efrags which is a bit trickier to deal with; I believe lowering the overall number of torches somewhat should help. 
It's a good idea to keep the "wad" string short and simple - too long and it can trigger crashes on some setups when attempting to load savegames!
A few people on Quaddicted have reported problems on some maps supposedly because of that.

Also @Dumptruck gang/QM crowd 
the lower case thing has been fixed and the link above reflects those changes...

I only made a map for this one so I will pass on those other issues to ZungryWare 
most of those screens look quite nice too! 
About Compatibility Issues 
Given that these maps were made by a menagerie of people, I have no qualms about it requiring a more modern sourceport. Though I'll admit I should have mentioned that in the post. 
Great job assembling all these maps into a massive pack.

This is a big hearty chunk of Quake, and the maps are short and sweet as I like it! 
Played the first two episodes yesterday evening, cool stuff so far, surprised at how balanced and fun it is considering the tight deadlines.
VOD here 
Quoffee Time 
In about fifteen minutes. 
Just Finished The Whole Thing 
I'm always amazed at how people can churn out maps with these deadlines and still remain consistent in quality through.

There are a couple of dickish encounters but I can excuse those with the bite sized levels (got punked by spawn traps more than once), but I think the greatest endorsement I could give is that I felt that itch to pick up mapping more than once.
It's really nice to check back every once in a while and find fun stuff like this, good job everyone!

Also: Maybe this is a dumb question since I'm more in touch with the Doom side of things, but has anyone ever considered compiling a bunch of entries from past speed mapping packs into one big chunk like this release? would be interesting to have a "best of" compilation or something on that line.
Then again I'm sure that would require a lot of effort better spent on different projects, but it's nice to entertain the idea (assuming it hasn't been done already and I'm not aware of it). 
Go map!!!

That's an interesting idea to go back and repackage maps into episodic campaign. I'm sure there are more than enough base, wizard, runic and elder maps to choose from to make proper episodes. 
On That Note 
Maybe a hub map would be better suited for levels that don't really fit the classic episode themes? you know like in the different jams.
I dunno just throwing ideas around. 
Vidyas And Commentary 
Episode 1 is split into each map, episode 2 is not because I learned it's a lot to keep track of when the maps cruise by.

Ep 1:

Ep 2: 
I'm doing the same thing- per episode recordings because some maps are 60 seconds long :D. Thanks for your commentary.

As for everyone else, here's my ep1 and 2.

Quoffee Playlist 
This Was Amazing 
So many great ideas. I can't remember them all. ionous had amazing use of elevators and of course that spectacular end map. He's a master of the cylinder. Shower of spawns was clever. I had ran out of ammo by the time JCR's map came up in ep4, but I suppose that is forgiveable since I played on nightmare. ing's flavor of horde cleverness was always a treat. HCM, most impressive newcomer, Loved the oldschool vibes from his. Ah it's too much good quakiness all over!! 
E3M15 Problem 
Does anybody else have a crash to console when trying to load E3M15?

MarkV gives me "Host_Error: AllocBlock: Full" when trying to load this map, either from menu or after leaving E3M14. 
IIRC This Is A Bug With QS 
There's a fix for QSS, not sure about QS. I'll post a link when I can track it down. 
Now On Quaddicted 
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