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Coffee Break Episode 1

   (70 reviews)
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About This File

Started in 2009-ish, Coffee Break was intended to be another 32 map megawad. Unfortunately, due to a busy schedule, laziness, and other excuses, I didn't finish it. But I do have 11 maps, so there's that.

Submitted for your approval are 11 short maps designed to challenge all sorts of Doomers. All were made with lots of tender love and care, and with pistol starts in mind.


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GarrettChan

  

UV pistol starts without saves

Port: DSDA-Doom v0.10.0 -complevel 9

Total IGT: 1:35:53

Personal Difficulty Evaluation: 0.9 (1 = Plutonia)

Personal Rating: 7.6 (out of 10)

 

Died quite a few times on Map11 because it's how it's designed. Then later I skipped a lot of things to save time, so the total IGT should be expected longer. Other maps, maybe just died once or twice.

 

It's kind of weird that I personally feel MTrop's shorter maps are pretty great, but as I also played some MTrop's longer maps recently... I don't like the longer ones. Coffee Break is a set of shorter maps from MTrop and the whole gameplay is pretty classic and great. My personal favorite map is the last map. It's pretty intense.

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roadworx

·

  

very, VERY fun wad. the levels are short but hard and unrelenting (at least for me, but i kinda suck at the game lol), and densely packed with enemies, but not enough to be a slaughtermap. there's heavy usage of hitscanners throughout all the levels - not to say that that's a bad thing. the design of the levels is pretty good as well, unless you have adhd like i do then you're not gonna get lost.

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paturn

  

A fun mapset to play through. The levels are short, yet action packed. The difficulty rises gradually. The beginning of the map is often the hardest part as you get shot by hitscanners from all angles. 

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Scotty

  

This mapset struck me as fairly innocuous at first but the gameplay is where this one really shines. Maps are compact and punchy with a lot of combat variety and entertainment to be had. There is a solid difficulty ramp and i found myself having more and more fun with each passing map. Top notch - recommended to anyone!

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NuMetalManiak

  
not boring, fun.

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Eris

  
Excellent

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Guest

  
The guy who voted zero certainly IS a wanker.This mapset is great!

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Guest

  
The guy who voted zero on this must be an annoying wanker, tip: If you don't like Doom you're not gonna like this. If however you're not a jaded cynical turd, this should please you.

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Doomkid

  
Oldschool Doom fun, well balanced ammo, great enemy encounters :)

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Guest

  
Mah boi, this piece is what all true warrior strives for!

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molten_

  
really impressive use of stock textures + some new stuff that doesn't feel out of place. design is fun and balanced for continuous play, which is always nice. 4/5

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Guest

Unknown date

  
One of the best wads in what has been a very disappointing year for wads.

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Guest

Unknown date

  
The architecture is merely good, but this is such a perfect casual play that giving anything under five is doing a disservice to the marvelous enjoyment this provides.

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Guest

Unknown date

  
A fantastic mapset - Marvelously looking and the gameplay is simply phenomenal. Don't miss out on this legend! 5/5 - Moti

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Melon

Unknown date

  
A great mapset that looks good, is fun to play, and doesn't go on too long. The main criticism I would levy is that it has an aggravating love of revenants on UV and "archvile in the exit room" gets predictable and old, but because this mapset cares to implement lower difficult settings that are well balanced and fun this can all be avoided. Top work.

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Guest

Unknown date

  
Three flaws with this map set here: 1. Ambushes are a bit too predictable. 2. The "slowmo" brown waste in map 10. 3. Maps are a little too linear. But the rest is just so damn good it's a 5 anyway. Looks great, plays great and the levels show a huge amount of creativity. If Matt had adressed the above three flaws, doomworld would need to rework their rating system since it's not currently possible to award 6 starts out of 5.

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Guest

Unknown date

  
Excellent. Shame you didn't do 32 levels you lazy bastard ;)

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Guest

Unknown date

  
Very well designed, perfect difficulty weapons and ammo in good supply, great use of archviles and traps, loved the puzzlebox nature of the last map this wad is amazing! And it fills a nice niche of not short but not long either, great for a couple coffee breaks :)

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purist

Unknown date

  
An extremely well put together episode that suffers only from repetitive motifs and infrequent surprises. This feels like a talented level designer working within himself. I recommend to play this but you will probably be wondering what else the author could do if he put his mind to it 4/5 -- purist

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Krispy

Unknown date

  
Awesome. Good work.

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Guest

Unknown date

  
I loved them all except for the industrial metal map. Too many repeating features. 4/5

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Guest

Unknown date

  
excellent stuff

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Guest

Unknown date

  
Played @ UV. Architecture is basically quite good, but also repetitive. +1 for being not ridiculously dark. Great fights, although I don't like monster popup, which imho is a cheap way of making a map more difficult. Overall: solid 4/5.

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Guest

Unknown date

  
Cool map pack, but last map easy. Average. 3,5 star

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  • File Reviews

    • By NaMcOJR · Posted
      I have really enjoyed playing MOTM, it features very nice traps, with a good difficulty level and great graphics/environment. Well placed ammo which makes it balanced against some harder fights. Overall very well done.
    • By UnknDoomer · Posted
      Wad begins in a sense as a sample of the idea "let's do it as Id did" and, perhaps, analogs comparable to him in terms of such level will not be easy to find. In subsequent episodes authors deviate from this idea and it's already acquires his own style. Contain 4 episodes, each of which are lesser or greater extent copies the general bypass that was laid down in the extended version of the original Ultimate Doom. Revenants and elementals of pain here, respectively, will not available. Such an approach, on the one hand, will appeal to those who miss exactly "that very style", on the other hand, even supporters of such will face the fact that it was interesting "then" and today it has become anachronism thing in case of game mechanics and is objectively inferior to options which are typical for less "old-school" wads.   Settings and other:   * GzDoom. * Mod Complex Doom. * 38 levels, 6 of them secret. * The plot of E1-E3 covers events similar to The Ultimate Doom, E4 - Doom II. classic bosses - 2 barons of hell, cyberdemon, mastermind, which, in this case, instead of E2, is located at the end of E3. * Cunningly hidden secrets. For this reason I missed the bulk of those, as well as in general, in terms of knocking out numbers close to 100%, here I have made the least progress against the background of the previously reviewed creations. * As in the original Doom episodes are not loaded one by one. Each must be passed separately. * The monsters are also arranged according to the spirit of the original, even if you play with Complex Doom. For example in E1, until the finale, you will only meet ordinary zombies, imps and pinkies. * Difficulty - "Ultra-Violence". * There are false trap exits on a number of levels. * Plasmagun can be picked up on E2M1. To take it use the switch to the right of the exit - to the right of the place where the blue key was a section with a red one will open. This key in turn allows you to open the door which leads to the desired weapon. * Often a checkerboard black-and-white floor acts as a decorative element.   Secret levels.   ? 1. On E1M9: Quarantine Silos I did not find a way out, but judging by the video from YouTube it is nothing interesting. ? 2. E1M0: Tom's Halls. Also did not step in. It looks more interesting, but, again, nothing special. The name reflects the spirit of the map - many long corridors. * 3. E2M9. Castle of Illusion. You can get here from E2M5. To do this you will need to find the blue key in a small secret behind the wall, not far from the switch which is relatively close to the main exit. A red key can be found behind the blue door, which will lead to a secret exit. The main feature of the level, as the name suggests, is the fact that it is largely based on the idea of expanding the level from the same episode. * 4. E3M9. Lake of Fire. Oddly enough, the usual exit from the E3M4 leads here. The level is rather not a secret, but a bonus one. ? 5. Exit to E4M9: Vile Cross is on E4M2, but I have not figured out how to get there. Judging by YouTube the secret map itself is quite ordinary, nothing interesting. ? 6. Exit at E4M0: RGC Alpha is behind the exit on E4M8: No End In Sight (note: not sure about that it was the last level, perhaps forgot the right name), which is a huge complex map with a lot of masterminds and cyberdemon. I only collected 4 out of 15 local secrets and could not find a way to exit. E4M0 itself is a sufficient compact map, playing on the theme of mechanisms and gears.   Pros:   + The spirit of "vanilla". + E1M5 - Warehouse. A classic warehouse with lots of pitfalls to accompany a long-familiar melody. + E1M8 - Enigma. A direct reference to the E1 finale. + E2M3 - Contagion Engine. + E2M5 - Deep Storage. Wisely designed warehouse combined with sewerage system. + E3M9 - Lake of Fire.     + E3M7 - Netherworld Citadel. A huge complex map on which there are 747 enemies, many dangerous zones and switches, as well as as many as 20 secrets, among which there are notable ones, such as     what can come in handy after visiting a local attraction - cemetery.     Go down and the barons of hell will rise from the graves in an attempt to stop the player from entering the crypt, where the red key is hidden. Will you be able to cope with those by fighting the last battle on the level, or escape with the key, leaving the summoned demons alone?... I chose the latter, stopping the counter of killed enemies at 716/747 and collected secrets at 10/20. Even with the BFG in the arsenal dealing with around 30 barons proved to be a daunting task. As well as being able to contemplate the entire map, collecting leftover secrets can also be time consuming. + E4M3 - Square Zero. A compact location with a yellow key hidden in secret. Can assume that it opens an exit to the secret level? It's not - it's frees the cyberdemon.     + E4M4 - Wartorn Precinct.     + E4M6 - Sanctuary of Filth. + E4M7 - Vacuum Consortium. An arena with a large number of enemies, caves and cacodemones, an oval-like location with many barons, imps and lost souls in combination with extremely thin paths for movement, then a few more small arenas with different opponents in an abstract space. In my case, the counter froze at 541/546. It seems that not all demons were able to cope with movement in such kind strange structures.     + E4M8: No End In Sight. The last level directly refers to the epilogue of Doom II. There was also a place for two easter eggs, one of which plays up the last screensaver of the original.   Contras:   - Directly opposite to the first point from pros. If you are not a supporter of this then a significant part of the maps, especially in episode 1, will seem terribly boring for you, or, like they said, "boring as hell".
    • By Ofisil · Posted
      Great use of scripts to surpise you in all sorts of ways, and to keep you on your toes, and the detail is top-notch. Sadly, gameplay wise it leans more towards annoying rather than challenging, with rooms that leave little to bo breathing room, and a couple of encounters that are straight up unfair. Plus, the almost-way-too-happy power metal tune playing along feels completely out of place in here. The creator clearly has skill. This just isn't that enjoyable - at least for those looking for sth more closer to classic doom action.
    • By UnknDoomer · Posted
      Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.     Settings and other:   * GzDoom. * Mod Complex Doom. * 9 levels, 1 of them secret. * Difficulty - "Ultra-Violence".     * The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.   Pros:   + M8. + Soundtrack.   Contras:   - Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads. - Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.
    • By DoomShark · Posted
      - Old school map design from the 90s - Small maps - Easy to beat - Many unpleasant design features like uncomfortable narrow passages, many unnecessary switch flipping and boring repetitive actions,...      
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