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Author:Cocerello, digs, DOOMer, FifthElephant, Scampie
Title:Speedmapping pack 175 - Koohoo's Castle (3e71f67ccf7836de380668766fc33696)
Filesize:7037 Kilobytes
Release date:13.06.2014
Additional Links:
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
sm175_5th.bsp1943 KB10.06.2014
sm175_5th.map581 KB10.06.2014
sm175_5th.txt1 KB10.06.2014
sm175_coceaa.bsp1093 KB11.06.2014
sm175_coceaa.map520 KB11.06.2014
sm175_coceaa.txt4 KB11.06.2014
sm175_coceadoe.bsp1105 KB11.06.2014
sm175_coceasoa.bsp1096 KB11.06.2014
sm175_coceb.bsp1453 KB12.06.2014
sm175_coceb.map448 KB11.06.2014
sm175_coceb.txt4 KB11.06.2014
sm175_cocebdoe.bsp1448 KB11.06.2014
sm175_cocebsoa.bsp1499 KB11.06.2014
sm175_digs.bsp1566 KB08.06.2014
sm175_doomer.bsp1328 KB09.06.2014
sm175_doomer.txt2 KB09.06.2014
sm175_pack.txt3 KB13.06.2014
sm175_scampie.bsp2503 KB08.06.2014
sm175_scampie.lit2033 KB08.06.2014

Speedmapping pack 175 - Koohoo's Castle

Koohoo's Castle / 6 SP maps / Cocerello, digs, DOOMer, FifthElephant, Scampie. This is the later release by sock with the maps not in a pak file, no additional media and sock's entry removed.

Note: Alternative versions of Cocerello's maps are included for use with Scorge of Armagon and Dissolution of Eternity.

Tags: hipnotic, soa, rogue, doe, heretic2, koohoo, temple
User Rating:
3.7/5 with 26 ratings
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onetruepurple Registered 19 July 2014, 17:53


Spirit Registered 19 July 2014, 18:27

Please take your attitude elsewhere. It might seem funny to you, but it is neither that nor encouraging anyone to map (which is what we all want, right?). This site is meant to be a nice place. Please use it accordingly.

Please think about your rating and re-apply it.

AAS Registered 20 July 2014, 16:03

Anyway where is the sock's map?

AAS Registered 20 July 2014, 16:28

As Shambler said he is "a massive flouncy internet drama queen gaylord" :(((

Here is full mappack link:!g8BCwTaK!U9mhD2TD7vVaoh2X7c91L3OREhOjJ-pBEYfrKFx-BfA

Spirit Registered 20 July 2014, 17:09

Does not matter what Shambler said, don't talk about people like that at Quaddicted.

anon6 Guest 21 July 2014, 3:14

Why removed?

RickyT23 Guest 25 July 2014, 13:47


RickyT23 Registered 25 July 2014, 13:50

Rated to offset the BS rating :P

MikeTaylor Registered 25 July 2014, 15:56

Beautiful work on the first map, sm175_5th (Temple of Spiteful Anguish by Fifth Elephant). It's just astonishing that this was made in a day -- the ability of modern Quake mappers is just amazing. It's a good sized level with plenty of challenging game-play, easily the equal of (say) one of the original ID levels. Toss in a couple more secrets and it would be easily worth 4* all on its own, if not 5*.

Cocerello Registered 27 July 2014, 1:17

Take into account that my second maps are a continuation of my first maps, don't play them as standalones. I challenge everyone to find the ring of invisibility. It isn't hidden, but in an unexpected place, so no one has found it till now.

I recommend Scampie's and Digs's maps.

MikeTaylor Registered 28 July 2014, 0:43

sm175\_digs is just as impressive in its different way as sm175_5th. Where that map is all about wide open spaces and angles of attack, this one is all claustrophic -- yet somehow, without degenerating into mere cramped corridors. Very impressive work, and again worth a solid 4* had it been a standalone map.

MikeTaylor Registered 28 July 2014, 1:04

sm175_doomer (Not Koohoo) is fun in its way, but suffers a bit by comparison to the previous two maps. The progression feels linear in rather a forced way, but what's much worse is the absence of that Koohoo atmosphere. It all feels too brightly lit and jolly. That said, I did enjoy the ending: it's rare that you find yourself in a situation where rockets are the appropriate tool for shamblers, and fun when it does come up! In isolation, I would probably have marked this 3*, or 2* on a bad day.

MikeTaylor Registered 28 July 2014, 15:29

I played sm175_coceaa and sm175_coceab together. (I've not played the Scourge of Argmagon or Dissolution of Eternity versions).

I enjoyed the first very much -- great to return to a familar place and have everything different.

The second is just insanely hard -- basically a single gigantic bunfight with way too many hard monsters (shamblers, fields, sniping vores), and nowhere near enough ammo or armour, or even any good weapons (SNG, rocket launcher and lightning gun all missing). I cheated without compunction, and even in God mode had nowhere near enough ammo to finish everyone off. I just don't see how this is fun.

So a generous 4* for the first map and 1* for the second, for an average of 2.5* which I'll round down to 2* because I found the second one such a waste of beautiful moving architecture.

(Sorry, Cocerello, to be so negative, it gives me no pleasure. You did some amazing work in Map B, but the absurd difficulty just means it's all wasted on me.)

Cocerello Registered 28 July 2014, 20:07

MykeTaylor, you have to read first the text files and my comment in this page before playing the map. They are there for a reason.

You have to play the second maps after the first ones, they aren't standalone maps. The weapons you are missing in the second you have to get them from the first.

Cocerello Registered 28 July 2014, 20:11

Ops ... excuse me.

Forget my last comment, MykeTaylor, i haven't checked well what you said.

There is more than enough ammo in the second map, maybe you missed some, but yes, it is hard.

MikeTaylor Registered 29 July 2014, 1:59

Well, we have different definitions of "enough" :-)

But I should mention again the wondrous moving architecture in Cocerello's second map. Twice, whole huge chunks of the scenery slide and twist and reco nfigure themselves before your eyes. I only wish I had time to watch it unfold rather than being besieged by monsters. It's well worth playing the map if only to see this happen.

MikeTaylor Registered 29 July 2014, 2:03

Finally, Scampie's contribution has so much going on that it beggars belief that it's a speedmap. This was done in a week?! Incredible. So many set pieces, and a whole extra end-game section at the end. 5* for sure.

Which means that the pack as a whole scores a very comfortable 5* -- by far the best speedmap pack I've played, and one that everyone involved should be proud of. It's a shame, really, that these fine maps should be buried in a speedmap pack instead of having the independent life that they deserve.

BTW., what did happen to Sock's map? It looks like some comments have been removed above, no doubt for good reason, but it does leave the conversation looking a bit mysterious!

onetruepurple Registered 29 July 2014, 2:23

Sock published the map, bring back sm175packunfucked you terrorist!

Spirit Registered 29 July 2014, 12:12

onetruepurple, this site operates under the rule of "Be nice. Flaming or insults are not welcome and won't be tolerated.". This is your final warning.

FifthElephant Registered 15 February 2015, 20:56

I just replayed my own map (I do this sometimes)... jesus I put in a lot of spawns. I just barely was able to complete it!

Doc_Holliday Registered 1 June 2016, 9:22

Thanks for the link AAS

Solomoriah Registered 11 February 2019, 7:30

Okay, so I'm playing through these levels tonight, and here are some thoughts:

FifthElephant's level is gorgeous. I love multilevel, spacious maps almost as much as I hate goopy monsters. Cannot believe this was made in a day... wow.

Cocerello's Corrupt Link map is just as pretty. I'm ashamed to say how long it took me to figure out how to navigate up into the map from "ground level." Gah. Had a bad case of the dumb. Loved the leaping monsters on the broken bridge.

Corrupt Link leads into Cross-Connected Doom, and honestly I found this one too hard. It's a multi-layered deathtrap, to be honest, but it does have an interesting layout.

Digs' map was beautiful, possibly one of the best by this mapmaker, but confusing. I'd hate to have to admit how long I looked for the exit before I found it.

I kind of felt overwhelmed by the color and detail in Doomer's map, and I think the gameplay was not as good as the others; this was mainly because it's possible to end up in the final battle without all the weapons, and no way to backtrack and get them. While I'm cool with tough levels in general, this sort of annoys me.

Finally, Scampie's map was impressive. Two disconnected areas, one a castle-type environment and the other a surreal platforms-in-void area. Lots of fun to play, and very visually interesting. Oh, and kind of tough too.

Jugador Registered 10 February 2020, 15:42

4/5 for Scampie's map. Digs' is also nice. The others are decent but nothing special. Cocerello's second map is insanely hard. Still worth trying if you don't mind saving and loading a lot.

Cocerello Registered 30 August 2022, 0:24

And the last of me copying my comments from back then here too.

Interesting pack. Save for Fifth's and my second one, all resemble more, turtlemaps than speedmaps.

Digs: A complete metal Koohoo palace. The brushwork felt more like coming from Unreal or Quake 3. The layout is compact and has some well thought choices, while the brushwork makes for well differentiated rooms. The ammo was well placed and balanced.

Doomer: very speedmap-like, has an interesting layout, and a good atmosphere wih the pace of the combats but it isn't completely clear where to go next. The final combat is very good but would be better with two more guys, even if weak ones.

FifthElephant: very well done open combats. The exterior could have used some more greeby brushwork or contrasted lighting to make up, but ... who cares! What is inside is superb, the brushwork and lighting fit it well, and the combats are enjoyable. There is some minor downsides on them, like the tartabies not being frightening with the RL in the map and the scrags at the last fight were a bit too spread out.

Scampie: the longest and most Quakey of all, architectural style and combats wise. The layouts are interestingly simple but effective and the way they use the terrain very well thought and combines with the combats. That's probably too why the secrets are so well placed and fun to find. I found particularly interesting the broken columns room no for the combat but for the brushwork and how it was used. It is also something to highlight the combat at the SK doors and the humour so typical in Quake in the form of text messages. Downsides ... maybe the lighting.

About my second map, yes, it is quite hard, but can be completed in one go if using the correct strategy, which relies on selective infighting on the first part. Not something i can ask players out of nowhere, but I did not know it back then.

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