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.