Requires an ECWolf dev build and registered Wolfenstein 3D v1.4.
If you have problems with the sdl.dll in ECWolf dev builds try this version: https://www.sendspace.com/file/4bojfp (Windows only)
Yes, that's a silly name. This is not a mod that takes itself all that seriously. And no relation to the "Coffee Break" Doom mod, I actually came up with this project idea long before i had even heard of that mod.
Coffee Break is an idea that I've been toying around with for at least a year and a half. Making the huge Operation Serpent and Eisenfaust Unleashed maps with their gigantic canvas sizes and tons of ECWolf features is creatively exhausting. For the effort that goes into a single Operation Serpent map you could probably make a whole episode of vanilla Wolfenstein maps. Since Operation Serpent is nearly finished and just waiting on music, I decided to try a smaller, more focused project. Coffee Break is a series of (relatively) short maps using mostly the original game's graphics and sounds, to feel like an extension of Wolfenstein 3D, with a focus on tight, fast-moving gameplay over fancy features or storytelling or, well anything, really. The "coffee break" part comes from the fact that these are short maps you can beat in under ten minutes.
That's not to say it doesn't have any special features, though. Coffee Break has eight weapons (three carried over from regular Wolfenstein) with different ammo types and roles, as well as a few new enemies. The idea is to have something a bit deeper than the regular Wolfenstein gameplay to give me more tools to construct exciting gameplay while still looking and feeling like Wolfenstein 3D.
Features:
* An episode of 10 maps, with more episodes to come if I feel like it
* Complete lack of any narrative or continuity
* 8 weapons with distinctive strengths and weaknesses
* A new enemy, the rifle-wielding Trooper, and as many other new enemies as I consider necessary
* Smaller maps that don't take an hour each to play
* Pain/death sounds for the player because an audio cue for getting hit is good
* The original game's colorful, surreal art style instead of the drabber, more realistic look of most of my other mods
* Solid colored ceilings and floors, IMF music, and 7042 Hz sound for that 1992 experience
Story:
Spoiler:Weapons:
Spoiler:Screenshots




