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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:

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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 
Thanks to everyone who made a map for this.

First-run demos of 76 of the 77 maps are here:

The demos are protocol 666 (QuakeSpasm default), skill 2.

* There are two demos for e4m9 because, during my first attempt, the game quit to console with a "Host_Error: SOLID_BSP with a non bsp model" error (more on that below).

* There's no demo for e4ms because I didn't find the entrance to it during this first run -- I tried not to hunt for secrets while recording, because watching me hunt for secrets would bore anyone to tears.

Well, this was a surprisingly massive collection of properly old-school speedmaps!

As far as feedback goes, I'm not sure what feedback I can usefully give for the individual maps, because they're very clearly shaped by the restricted time-limit. I imagine that anything I could suggest as having "room for improvement" probably would have been improved anyway if development had continued beyond the time-limit.

So, I'll settle for giving general feedback about the pack.

General positive points were:

* There was a staggering amount of creativity on display. I don't think I was ever bored.

* There was a substantial amount of playing time here; it really did feel like a shortish game in terms of length.

* The difficulty was surprisingly well-balanced and mostly fair throughout. I only died a handful of times (all deaths are shown in the demos).

* There was a good mix of different types of speedmaps. Some maps were whimsical or humorous. Others felt like they could have been snippets of larger, more normal Q1SP maps. The variety kept things fresh.

* It was nice that so many of the maps included secrets, despite the short development time.

General not-so-positive points were:

* The ammo balance seemed to suffer as a result of the maps being chained into episodes. For example, in the middle of Episode 2, I realised I'd amassed 100 rockets without even trying. The later maps in each episode often felt easier than earlier maps as a result.

* Most if not all maps are vis'ed for transparent water, but several maps seem to assume that the player isn't playing with transparent water enabled. There are a number of cases where Rotfish or other monsters are placed below the surface of water such that a player using e.g. "r_wateralpha 0.5" can easily pick them off before jumping in.

* The blurb and the start map set up an expectation that the pack would focus on the four classic themes; however, some maps seemed very off-theme. I didn't think about this so much for the base maps (because Q1 has amassed a lot of base themes) or the more whimsical maps. However, there were e.g. maps in Episode 3 which seemed to have nothing to do with the Episode 3 theme, which to me is a very specific theme.

But overall, the positives far outweighed these negatives, and I had a great time playing this.

Would play a "Coffee Quake 2" without hesitation. 
Host_Error Explanation 
[Continued due to character count limit]

OK, so about that Host_Error I encountered in e4m9 ...

Zungryware, I don't know how useful this bug report will be for you, because I appreciate that these are two-hour speedmaps, and not necessarily the kind of thing you'd want to issue a fix for.

Nonetheless, I thought that an explanation of why this bug happens, and how a map can avoid it, might be useful for other mappers who might run into the same issue with their own maps.

For anyone who needs the context: e4m9 is the map set in a graveyard, where two misc_teleporttrain entities (Shub-Niggurath teleport balls) fly around and teleport hordes of monsters into the arena.

The Host_Error is liable to happen if the player goes back through the coffin teleporter (in the chapel) while the second misc_teleporttrain is depositing its horde of monsters. That's why the first of my two demos cuts off abruptly at that point.

The full error message looks like e.g.:

Host_Error: SOLID_BSP with a non bsp model (misc_teleporttrain at -230.481903 1311.311523 592.866760)

Generally speaking, this error will be triggered if a player teleports to a misc_teleporttrain and telefrags a monster at the other end. (A monster other than Shub, obv.).

The root cause of the error is the code for misc_teleporttrain in the original progs.dat. The misc_teleporttrain code is sufficiently broken that it will cause the engine to quit with this error if certain conditions are met. The most common condition is the one I mentioned above, where the player teleports to a misc_teleporttrain and telefrags a monster at the other end.

It seems to me that a map can take various precautions to try and avoid triggering this error:

* Make the misc_teleporttrain fly above the head height of any monsters, so the player can't telefrag them. (e4m9 is OK for this.)

* Have no Scrags in the area with the misc_teleportrain, otherwise the player might telefrag them as they fly about. (e4m9 is OK for this.)

* Use the misc_teleporttrain as a teleport destination for the player, or for a monster, but not both.

The last point is the one that affects e4m9. The second misc_teleporttrain is used as a teleport destination for both the horde of monsters and also the trigger_teleport in the coffin. If the player goes back through the coffin teleporter at approximately the same time a monster is being teleported, a telefrag will occur and will trip the error. The actual "teledeath" entity that causes the telefrag hangs around for a fifth of a second, so a telefrag can happen if the player goes through either slightly before or slightly after a monster is teleported. And in this case, many monsters are teleported in rapid succession.

A Host_Error like this is particularly brutal because the player will lose all progress, and will have to load a previously-saved game to continue.

I believe the simplest way that e4m9 could work around this would be to use the second misc_teleporttrain as a destination for monsters only, and have the coffin teleporter send the player to a regular info_teleport_destination instead.

With the map in its current state, the player can avoid triggering the error by not going back through the coffin teleporter while the second wave of monsters is teleporting in. 
Man, you're a QuakeC savage. 
Finished this on Easy and about to finish on Normal.

Only one thing really bothered me.
Walk behind a pillar or something like that, pick up an item and finding it would count as a secret despite it requiring zero effort and thinking to get the item.
Felt a bit cheap and not really in the true spirit of Quake to me. I get the time constraints, but still eh.
OTOH, there were also many well placed, well thought out secrets.

Overall a hell of a lot of fun to be had and even many laughs at times, whether it was a few pop culture references or just blatantly ridiculous levels (in a good way) with the hordes with hilarious enemy infighting and the quad damage/pentagram runs. 
nice pack to have a blast, didnt play Quake for quite a long but this pack was a fast cool blast...

Loved the 4th episode totaly my stile :p Quad and monsters spwans.

Thx guys for the effort. 
Anyone who ran out of steam and didn't finish this one needs to go back and pick it up again (like I did). IMO it really gets rolling in the final 2 episodes and the last map, the "end" redo, is fantastic.

Actually if you don't feel like finishing this you still need to go try the last map.

That had me thinking more about gems that can get hidden in mapjam/speedmap packs. The end map here, zerosignal's map in sm198, axebeard's map in sewerjam... there's a project of some sort lurking in there for reviewers or videomakers. 
Joel B 
it's true... when most maps were standalone releases the best maps were easy to find on quaddicted... but now that most maps are in jams, and some of those jam maps are very good, the quaddicted rating system (which is doesn't bubble those to the top anymore.

It was also a problem with speedmaps, but speedmaps were never competing with the best of the standalone releases in terms of quality. 
that bit should read:

(which is based on releases not individual maps) 
Regarding The End Remake. 
I've always felt a bit conflicted with how I handled that. Ionous put a ton of work into a very fun and inventive version of the Shub fight, but since it was an End remake it sort of had to be locked behind a metric assload of 2hr speedmaps.

On the topic of amazing levels being hidden in jams, I feel like every community has these sort of issues. There's heaps of amazing Doom levels sandwiched in 32 levels of terrible community effort garbage, it's sort of the same with Half Life.
In a better world I think each level would gets it's own external page for voting and metrics, much like how TF2Maps deals with it's Jams. 
It’s Fine 
I could have done a 2 hour end version as well, but had a specific idea I wanted to execute. I’m not really worried that a lot of people didn’t play it; it was an opportunity to do my own version of end, and have it be a true episodic capstone. 
Good maps are hidden in jams.
Good posts are hidden in chat channels.

Welcome to Quake 2020. 
(Disco seems down for me, which is why I decided to shitpost here instead btw) 
I Think You'll Be Very Happy When Christmas Comes This Year, Kinn. 
If it comes at all, of course. 
I Hate Christmas 
I can't imagine anything that could make it less tedious. 
Seriously Thouhg 
fw - so whatcha got cooking? 
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