Note 1: This unit requires the Nehahra mission
pack to play. Download Nehahra.
You should also download the following updates
to Nehahra: Nehupdate3
(310 k) and Nehmusicfix
(380 k).
Note 2L The advanced dodging AI in Nehahra can
now be disabled by bringing down the console
(using your ~ key), and then typing in "nomonsters
1" (without quotes). This will give monster
movement closer to normal Quake.
A 4 map expansion pack for Nehahra with an
unusual background story that doesn't have any
effect on the maps themselves. Doesn't matter
because the maps are all good, they're a coherent
bunch that fit well together but with enough
variety to keep you interested. The maps are
similar enough that a general description is
more useful than individual reviews in this
case. Each map sticks to it's chosen theme well:
The first blends medieval/industrial styles
with caves and caverns, the second goes for
a more metal style, with very subtle crimson
fog, while the third takes the metal style into
a darker, gothic direction, and the final map
is medieval/outdoor arena. Architecture is good
throughout the maps: Strong, solid designs are
featured, with angles that are used both blatantly
and subtly, the latter giving a more interesting
style. All areas have visual appeal, and there's
enough diversity and complexity in the overall
map layouts to keep them fresh, though a few
areas can be a bit confusing at first. The angular
designs are often fairly arbitrary, but equally
there are some more distinctive rooms and a
few impressive setpieces.
Highlights include the well integrated blend
of natural rocks (again, appropriately angled)
in the first map, the towering rusty metal beam
designs in the second map, and the subtly angled
and ominously blood stained walls in the third
map. The final arena is particularly notable:
Similar in ethos to the finale of Tides of War
(review), it too is a church set in natural
rocks, and as such provides a much more interesting
setting for the big finish than a typical arbitrary
arena map. This gives a good, appropriate sense
of place to the finish, enhanced by custom music.
Nightime skyboxes and fog also enhance the atmosphere,
though other Nehahra features are hardly used
except for a token gesture at the start, a bit
of a pity. Build quality and lighting are good
throughout, though the fog gives a few odd effects.
Although the map layouts are very complex, and
heavily interconnected with two tiers intertwining
through each map, there isn't much legitimate
exploration. Side routes are barred off until
later on, and there's a fair bit of back tracking
which is inevitably well covered by enemy reinforcements.
There's also an average of only 1 secret per
map, which, like the lack of exploration, is
disappointing as it makes the gameplay a bit
more one dimensional.
The gameplay itself is very focused on continuous
- though rarely excessive - action, and having
to battle methodically through the maps. Monsters
are used to ensure all areas have at least a
few monsters to fight, occasionally appearing
in ambushes, but rarely in huge gangs. The Nehahra
AI increases the challenge, particularly in
the first map, which starts nice and easy, but
once Grunts and Scrags are faced - often at
a distance or from multiple directions, just
gets hard and nasty a first map. When tougher
monsters are used, things get easier and more
fun, though there is a lot of them to blast
through. Thus the maps can be rather relentless
back-to-back - take a break or two. Items are
in good supply: health and armour are adequate,
and ammo is quite plentiful - useful as the
monsters soak it all up. The finale is particularly
good: a blatant arena horde combat, which plenty
of space to move (and hide, at first), and much
fun to be had unleashing full loads of ammo
in a continuous orgy of carnage. Skill settings
are used, but are not hugely effective, so the
gameplay might be gruelling for some players.
Overall, a very consistent and solid unit that
gets progressively better.