Nehahra

Content - Quake - Quake Conversions - Quake Partial Conversions

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Author: The Nehahra Team | Rating: 10.00 | Download: Nehahra Website

Nehahra is a showcase for some of the top mappers in the community, with maps from accomplished mappers such as Elek, Damaul, CZG, Vigil, Vondur and Bal. Nehahra has some very exceptional maps, done up in a wide variety of themes. The conversion is split into three episodes. The Forge City levels, the more traditional medieval levels, and a boss episode. Onwards!

Forge City 1 - Slipgates: 41 monsters 1 secret
A hard introduction to Nehahra, a mix of idbase and stecki textures, creating a fairly good base level. It’s a fairly small level, with a couple of nice computer terminals, and slipgates. Gameplay is very hard, with the increased enemy AI making it’s presence known, in the form of strafing enemies, moving all around, generally making your life miserable.

Forge City 2 - Boiler: 58 monsters 0 secrets
This level has more impressive architecture than the first level, a pumping station done almost entirely in stecki textures. The pumping equipment looks very good, and there is some nice optional underwater exploration. A very nonlinear level, seeing as you can pretty much do anything in any order, without getting too lost. If you thought Forge City 1 was hard, then you’re gonna have trouble with this level. The difficulty rises dramatically, with enemies sniping at you from all directions. Almost too hard, as it becomes a quick save fest. A new enemy is introduced, an enforcer with a poor skin and an autoshotgun, who is hard.

Forge City 3 - Escape: 71 monsters 0 secrets
A large level in a mix of idbase, stecki, and city textures, which really don’t mesh well together. The first big outdoor area looks really good, as well as the first building. Nice rooms inside, with noticeable areas from the cutscene. After that the build goes downhill, with plain boxy buildings, and even plainer interior. Kinda uninspiring. Base enemy are the predominant enemy, with ogres adding moral support. There is a very tough ending in the alleys, with many respawning grunts providing a very tough ending.

Grind Core:117 monsters 5 secrets
A huge ikbase level, with a few quake2 textures thrown in to create a fantastic level. This level is the best so far, in my opinion the best level of episode 1, with many great designs, like multilevel structures, buildings built into huge rockfaces and huge, looming constructs. Much effort has been put in, as the texturing is very varied, and interesting. Gameplay is a lot more fun, with mostly base enemy, and fiends, ogres and shamblers there for moral support.

Industrial Silence: 89 monsters 3 secrets
A large level done up in a mix of ikbase and rubicon industrial. A very impressive level architecturally, with lare curving tunnels, and a great looking destroyed bridge. Many small details are present here if you look carefully, a great looking map. The layout in a bit nonlinear, which was nice. But gameplay in this level is downright brutal, with the new enemy AI, the introduction of the very hard tsemochian, and general lack of health. Brings down a impressive looking level somewhat.

Locked Up Anger: 50 monsters 1 secret
This level starts off with ikbase, then goes to decaying brick, then back to ikbase. A smaller level than CZG’s last, but no less impressive. The level starts off with a great planned sequence, with fellow marines fighting off hordes of fiends. Some nice constructs, such as the outdoor areas, and the start room. The flooded brick areas introduce the jagger enemy, which is okay to fight, just has too much health. And CZG stepped down the difficulty in this level, making it much more fun.

Wanderer of the Wastes: 63 monsters 0 secrets
A medium sized level done up entirely in the rubicon industrial textures. Definitely a solid looking map, but no real outstanding builds
anywhere. Layout is 3-d though, so that’s good. Good gameplay here, challenging from the base enemies AI, but nothing frustrating. A solid,
enjoyable map. The exit isn’t clearly marked though, but if you are observant, you should have no problem.

Artemis Systems Net: 36 monsters 0 secrets
Very atmospheric map, a mining facility done in the rubicon style. The first map to use fog, and it makes this level creepy. A great looking level, with a lot of ruined areas, and areas blocked off by security or stacked crates, which gives a great feel of realism. The rock formations blend seamlessly with the rusty metal, great stuff. Gameplay is hard, as usual, with base enemies providing the usual headaches. Near the end of the map you go deep underground, to a tomb of some sort, where you first encounter the gaunts, who have some damn cool attacks, and provide a nice climax.

To The Death: 52 monsters 5 secrets
Into the furthest reaches of human society in quake’s dimension finds you in an underground brick fortress, nice atmosphere. No real standout areas, but the solid buttressed architecture with subtle arches looks very nice. Lava features very prominently in this level, if you are careful you can find some useful secrets lurking around it. Being the final map of episode 1, it’s pretty hard, with the base monsters being a pain as usual, with more traditional quake monsters challenging you at the end.

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The Gates of Ghoro: 54 monsters 3 secrets
The first level of episode 1, and it starts off nicely. A medieval level, done in strictly id textures, mostly green stone and checkerboard floors. Looks fairly good, nice use of curves, although sadly the best looking area in the level is hid away in a secret. Gameplay is simply great, getting back to pure medieval enemies. Nonstop action, wrapping itself up with a fun fight against Ghoro himself, a very toughened knight. A worthy introduction to episode 2.

Sacred Trinity: 143 monsters 3 secrets
Truly amazing level, the best one yet. Sacred Trinity is a quake3 styled fortress, perched atop rocks overlooking the void, with the occasional bloody zerstorer area. Simply amazing architecture, huge cathedrals, many curves and great organic areas. Good layout, find the 3 ominously named keys to exit. Gamplay is terrific, Barons make their debut, and CZG uses huge hordes of monsters thrown at you, with tons of ammo to take care of them. One of the best levels ever created.

Realm of the Ancients:
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A small interlude level, but the most atmospheric level in Nehahra. A single rock island surrounded by void and dense fog, that you must climb. Very atmospheric at it starts to snow, and would be serene if not for the bothersome hell knights. Also holds the entrance to a secret level, which is extremely hard to find.

Temple of the Ancients: 65 monsters 2 secrets
A nice Hexen II styled temple, with what seems almost like a Roman influence with it’s sandy rock and pillars supporting the temple. Very nice looking, but with a lot of traps and such. Gameplay is very good also, using medieval enemies and the nehahra gaunts and archgaunts. The archgaunts figure heavily in a tough climax. Also interesting is at the end, where a gaunt shows you where to go and you must follow him.

Dreams Made Flesh: 162 monsters 0 secrets
A fantastic map, the first to challenge CZG’s for best map. This sees the return of the fog in a medieval style I have not seen before, a sort of catacombs level. Simply breathtaking looks, with curving goodness everywhere you look, along with yellow symbols that truly look great. Gameplay is just as good, if not better. Huge hordes are thrown at you, with plenty of ammo and health to compensate. Hugely entertaining, with a hard end against a whole council of gaunts and archgaunts.

Your Last Cup of Sorrow: 199 monsters 1 secret
Best map in Nehahra. Simply huge, similar to the last level, but darker, aboveground and at night. Truly beautiful level, this level has so much detail carried out consistently it’s almost scary. Many multi-layer designs, and backtracking. You will go in every room at least once, but not to fear, it does not get old. Teleporting monsters always keep it fun. And about gameplay, the craziest thing I’ve ever seen. Huge, huge hordes, plenty of ammo and a couple of quad damages makes this Nehahra at it’s best. The ending is the best, a huge room with at least 30 enemies, guarding the portal to Nehahra’s dimension.

Nehahra’s Den:
First boss map, and is pretty good. Starts off interesting enough, with some nice constructs floating in the void. Then on to some cool looking machinery that opens the door to Nehahra. Then you fight the best itself. I found him to be pretty easy, and he looks kinda stupid, but has a very cool death sequence. Then it’s onto…

Quintessence:
In this penultimate map, you fight the evil Maxwell in his own fortress, similar in style to the last level of episode 1. Very fun fight, although very challenging. It’s almost like botmatch, because you have to kill him several times. I found it to be very fun and satisfying ending to a great gift to the quake community.

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Also included are new weapons:

  • The sword - replaces the ax, looks good but it gets the same amount as use.
  • Autoshotgun - enemies run when they see this. It’s a minigun that shoots shells, great for taking out the tougher baddies, but it goes through ammo like nothing.
  • Sprocket Launcher - Like a rocket launcher, but more powerful and it takes a second for the sprockets to detonate. Pretty cool, but I didn’t use it much.

So, how ’bout new powerups you ask?

  • Regeneration Artifact - Accumulative item that raises your health to a certain level when low on health, dependent on how many you have collected.
  • Flight Artifact - Umm, it lets you fly. That’s pretty much it.
  • Resurrection Artifact - It brings you back from the dead, would be useful if you don’t quicksave.

But what would a mission pack be without new enemies?

  • Marines - Hey, you’ve even got help this time around. Pretty useful, they kill monsters for you, but aren’t that common.
  • Field Enforcer - good to fight enemy who carries an autoshotgun, but has a weak skin, not much like quake
  • Ogre Mutant - Cool looking but who likes shooting nails at you, and being an all around pain.
  • Tsemoch - Very hard adversary, these chaps carry around sprocket launchers, are very fast and have the tendency to make you dead.
  • Jaggers - similar to a fiend, being a demon like creature, but it takes more damage, and has a stupid looking skin.
  • Gaunt - Elder monk guy with a purple face. Easy to kill, but he has some very cool spells.
  • Archgaunts - Tougher Gaunts, that have stronger spells and can sustain a lot more damage.
  • Baron - Bigger, stronger knight that moves fast, probably my favorite new monster.
  • Vomitus - Big pile of puke that spits gibs at you. Kinda easy, but amusing.
  • Wraith - Very cool enemy, wraiths are impervious to damage, and don’t bother you, they just go around collecting souls of your fallen foes.

Thank you team Nehahra for a mission pack quality experience.

- Edgecrusher

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One Response to Nehahra »»


Comments

  1. Comment by Gila | 2005/07/03 at 02:44:41

    this one has some parts and i really loved, some parts and things i really hated. so it’s a bit controversial here. it has enormous time and work put into it, and faithfully does the job for being the biggest community-made add-on for quake. oh yeah, and the four-hour movie… first 30% of it were pretty boring, but the 2nd half ruled. phil rulz!


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