Nehahra was started by J. Thaddeus
Skubis (Mindcrime), and soon assembled some
of the most talented Quake mappers in the community
to build this huge project. The best thing to
call it would be a mission pack, though far
better than the two official packs. It carries
on the war between Earth and Quake, five years
after Shubby's death.
All of this was explained in the four hour movie,
Seal Of Nehahra released a fortnight before
the mission pack, made almost entirely by Mindcrime.
Nehahra has a much more focused story than ID's
Quake did. You definitely need to watch the
movie before playing the mission pack if you
want to truly understand the story. The Nehahra
movie explained everything that happened up
till Shub's death and ended with the coming
of a new evil creature and a power-hungry human.
The mission pack starts in a human base built
in the Quake world, but soon it is invaded and
you, a psychic ex-navy seal has to escape.
The first three levels are all based in Forge
city while you find a slipgate to get out. Tim
Elek did a great job with them, using Stecki's
deconwad textures. The levels go from the base
section with crates and security stations everywhere,
to a large boiler level with underwater areas
and pipes crawling across the walls, to finally
a dark outside area with buildings before finally
finding the slipgate area overrun by Enforcers.
Next was Damaul's single level,
and what a masterpeice that was. Using ikbase
built into caves and sewers, the layout rotates
around a large main area where you'll exit the
level once you've opened a door. With nearly
200 enemies this one will keep you busy. You
also get to find a friend who will fight alongside
you. But his AI wasn't so great, so you didn't
get to fight with him and use him much (he'll
only last a couple of minutes). There was one
huge flaw with this map - I ended Elek's Forge
City with full shells and nails. I ended DaMaul's
Grindcore with nothing but a bunch of grenades.
There was a great lack of ammo which was not
very consistent with the rest of the levels.
Next it was on to CZG's two
levels, which enabled me to get back on top
with ammo (I ended with full everything). The
Ikbase theme continued, with a mix of Rubicon
in the first level. You get to fight through
sewers and outdoor areas with great architecture.
The second level started off in a big open area
with Fiend's and Grunts fighting it out. But
shortly the level takes a big spin and turns
into a flooded brick warehouse using the Kingpin
textures. Both these levels were very tough,
with some of the new deadly monsters being used
alot.
Vigilante's two levels came
next, dressed up in more Rubicon. They were
a little more modern, with the second one making
use of some new engine effects with deep white
fog drenching your sight. You then end up going
underground into a strange tomb area where you
finally meet a new monsters - Gaunts.
Following this new theme was
Vondur's great looking level, mixing brick and
rusted metal with lava. Nicely layed out, Vondur
(as usual) used blocky architecture with big
supports and a number of levels. This killer
map houses alot of the nasty Tsemoch's, and
was a strong end to episode one.
Episode two started off with
a familiar style, it was back to a Quake themed
level by Elek! It was very good to see the old
grimy brick castle style mixed in with all the
other unique levels so far. And it was a brutal
way to start off the second episode, you end
up fighting Ghoro across the whole level which
was very nicely executed. If you get too far
away he'll teleport closer to you, but you have
to keep your distance to avoid his fireballs.
Personally I think this level should have been
the ending of episode one since it has the big
fight.
The next level is probably
the best so far, very similar to CZG's Numb
Nimbus. Mixed together is brilliant Quake3 textured
architecture with caves and cliffs. The level
is huge, with a great layout as you return to
previous areas. It was a very tough level too,
especially as you near the end and fight large
groups of enemies. Ammo was on the tight side
a bit though.
Another two levels by Elek,
the first just a short climb up a mountain and
only a couple of enemies, but the atmosphere
is very unique, set in a dark and very foggy
area. The second is in a large temple using
the Hexen2 textures very well. On the outside
is a beautifully lit palace entrance surrounded
by a bright sky, while inside are many twists
and traps among the darkness.
Finally, to finish off the
episode, we come across Bal's two maps, both
dressed in the excellent Kingpin and Unreal
textures. The first winds around in the sewers
with large pipes stretching along the hallways.
It gets quite tough at times and keeps you on
the edge. The next level, however, finally manages
to beat CZG's Sacred Trinity for my favourite
map of the game. Rather than underground, you're
above ground wandering around a beautifully
layed out town. With angled architecture, it
feels very gothic. It is also probably the hardest
level in the game, though by this time you should
be getting better at fighting the tough enemies.
However, at the end it was very easy to grab
the Quad, MH and RA and run straight past about
50 enemies into the slipgate that goes to Nehahra's
Den.
The first boss level, you take
on a huge beast and end up pumping shot after
shot into it. Halfway through I got bored and
started wondering if I was even doing it right
- maybe there was a secret button, or artifact?
But no, you've just got to spend 15 minutes
repetitively ducking around pillars and shooting
it.
But after that long, boring and frustrating
combat, there is better - it's time to kill
Max! This level is like taking on a bot in a
small-medium deathmatch level. It could have
been a bit smaller though, much of the time
was spent trying to find him. And considering
how long you spend in this level, it could have
looked a bit better too. And then a problem...
nearing death (only a couple rocket hits left)
Max just vanished! I was told afterwards that
he may have got stuck in a secret section which
I never found. But anyway, I did it all over
again and this time he didn't disappear. This
end battle was very good and fun, and not frustrating
like so many games (thinking of the Half-Life
baby-boss).
So there you have it, hours
of tough gameplay and beautifully made levels.
The monsters were all very good, and many of
them quite tough. Easily the most used weapon
was the rocket launcher, followed by the super-nailgun.
You NEED this combination to take on the nasty
Gaunts and Barons. The old enemies make a return,
obviously, but are now much tougher and have
improvements in combat over the five years since
Quake. For instance, Grunts now have all weapons
except the LG, Ogres can carry nailguns, Vores
can walk on the roof and Scrags are devilishly
good at avoiding your rockets and nails.
Along with the new monsters
were some new weapons and artifacts. The Sprocket
(which launches a rocket into something, exploding
a couple of seconds later) was good and had
it's moments. It also seemed alot quicker than
the normal RL. The other weapon was the AutoShotgun,
which spat out shells at a rediculous rate.
Unfortunately from the second episode on it's
a waste of time as you are given very few shells
to use it with. So you only get it for about
one level.
The new artifacts weren't much use either. One
enables you fly, which is only going to mess
up combat against large flocks of enemies. Although
it was VERY useful against Max in the final
level. The other was regeneration, which I only
saw working when my health was very low. If
you have more of them it works better, but they
are hard to find. The other, resurrection, would
enable you to come back from the dead once you
die. But I quick-saved so much that I never
even needed it.
Now, finally, on to the engine.
I believe there are alot of effects that weren't
used in these levels. About the only visual
effects used were fog, skyboxes and transperancy
ahead of other smaller effects. Except one large
thing - model frame interpolation. The way characters
move is much more realistic. The Grunts look
much smoother when walking about. I'm not sure
how it is done, but somehow adding more frames
into the animations is my guess.
Overall, Nehahra is definitely
no easy task. It's much harder than Quake, but
not frustratingly so. You'll find yourself on
the edge alot more, running from enemies and
firing rockets in your wake. However if you
aren't an experienced player you might have
alot of trouble. Even I used quickload a helluva
lot.
All the new enemies are great, fearsome creatures
(as opposed to the DKT frog). And to match the
gameplay, the mappers have done a fantastic
job of creating unique, amazing looking levels
that fit the theme and flow together nicely.
I was expecting Nehahra to be the best release
for Quake ever, and I haven't been let down.
Zerstorer who?
Review
by [Kona]
[Kona]'s Score:
95
I have as yet only made it
to 'Artemis Waste Complex,' where I run into
a game-crashing error. While I thought the Seal
Of Nehahra was excellent, my experience with
the actual episode has been somewhat less wonderful.
I first saw Daz's post on Qmap where he was
one of the first - if not the first - person
to offer a negative opinion of the project.
My first thoughts were along the lines of 'Ah,
he's just jealous that neither he or any of
the rest of us could make something so incredible.'
However, the more I play Nehahra, the more frustrated
I become. The intro was nice, but after watching
the 4 hour movie I found myself muttering 'Alright,
so let me shoot something!.' Once the game complied,
I wasn't as impressed with Forge City as I expected.
When I finally got out of Forge City, and into
the game's next segment, I thought 'Now this
is more like it!' However, throughout the whole
experience, I did not have much fun - the reason
I kept playing it was because I was supposed
to review it, that and the fact that it seemed
to be getting gradually better.
Why did I not enjoy the Nehahra
Project? The levels, that I've seen, are not
as impressive to me as other recent Q1SP levels,
in fact I feel several from Forge City were
substandard. Nehahra, on my computer (which
is a reasonable system), lagged. I played on
normal difficulty, and I am not a bad Quake
player. I play most Q1SP releases on hard without
problems. But Nehahra... I had less than 25%
health for more than 90% of my play time. Health
placement was unforgivably bad. There would
be absolutely nothing for ages, then boom, four
or five big health boxes. The 'Enhancements'
to monsters are in my opinion too much. What
this ('enahanced' and new monsters, lag, and
bad health placement) translated into for me
was jumping out from behind a crate, dying,
and loading a game (which took a long time,
by the way), and trying it again until I could
kill whatever monster was standing there waiting
to kill me first. Gameplay was extremely frustrating
for me because the monsters are too strong,
health is too sparse, and it lags. I have died
hundreds of times in this project this weekend,
all because one blaster shot from an enforcer
or one nail from whatever monster will inevitably
end my life - basically, Nehahra for me was
save and load until I didn't make a single mistake.
A few other gripes: They altered
the 'Feel' of Quake. I'm not sure exactly what
it was, but they altered it. Lighting is far
too bright in all the maps I've seen. Mapping
quality is inconsistant.
The new monsters are good. The effects are
good. The storyline is good. But overall, I
did not enjoy the Nehahra Project. Does this
mean you won't enjoy it? No. Kona has a huge
review which goes into much more detail than
I will, and most of the feedback has been positive.
So by all means give it a try, and decide for
yourself.