5a9f66732d758a7f10bb066f7ec085af9d4d91e703f4ccde07aa8efcbbaf0d3c

5a9f66732d758a7f10bb066f7ec085af9d4d91e703f4ccde07aa8efcbbaf0d3c
overall_rating 4.391304347826087 69

“What I really didn’t like was the intro cutscene, mainly the voice acting.”

I couldn’t agree more! That and the hideous player model. If I remember correctly, the voice “actor” is no actor at all but one of the authors, possibly the project leader. It should be noted in the end credits.

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Wow. This is actually quite terrible. Took me years to finish it as I just couldn’t stomach the horrendous voice acting, terrible cutscenes, and horrible sound effects. Finally finished it today.

Enemies:
Jagger - Ugly, sound effects taken from Fiend and Abuse mutants which are simply not Quakey.
Vomitus - Not horrible but skin is no good.
Marines - I don’t need help.
Field Enforcer - Hideous…would only really work in the Noir jam.
Ogre Mutant - Also hideous, hate his sound effects.
Tsemoch - Annoying, stupid hard, not Quakey
Gaunt - Too many different attacks, difficult to learn, Can’t dodge his red lightning - this should be something limited to Shambler imo.
Archgaunt - The gravity reversing is not a bad idea though it is rather jarring. His freezing death is a nice concept but why? Doesn’t make sense in context at all. These are even more annoying than Tsemochs.
Barons - Sound effects aren’t the best, jumpy, somewhat annoying. Meh.
Wraith - Actually kinda cool.

Monster strafing - Just no. This isn’t deathmatch. This isn’t fun Quake singleplayer. Not right. I know it can be somewhat disabled but still.
Death knight changes - Yuck, plunging while lit up is wierd.
Vore changes - somewhat fits the cannon of Azure Agony’s vore jumping section but the logic is odd and the vore is already hard to avoid the projectile…seems unnecessarily more difficult.

Level quality - some levels are quite well made though layouts and quality overall is rather mediocre.

Cutscenes and Seal movie were awful. I muted it after a minute. And soooooo loooooooong!! Come on!

Overall not impressed. This could have been better.

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Hi there.
Can someone give me a tip how to play this mod. I mean what port should I use?
Thank you in advance.

Unregistered user “Somebody” posted:

Hey so, if anybody’s here, does nomonsters “1” disable the enemies strafing or does it just make them do it less or something? I’ve typed it in a lot in different ways and they’re still strafing.

I love this! A true labour of love. At the very least, it’s worth playing just for its historical significance.

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How to play this monumental map pack on Windows 10:

  • Mark V: download nehquake.zip, extract only the “nehahra” folder into your /Quake directory. Download Mark V, put it into your /Quake folder, and then the fmod.dll from the same page and put it into /nehahra folder. Run Mark V with -nehahra command line argument. Mark V is a modern FitzQuake based engine like Quakespasm and should be pretty straightforward past this point.

  • The original NehQuake engine: download the bug fixed version from here, you only need glquake.exe, I’d also suggest renaming the said glquake.exe to nehquake.exe since it only runs nehahra. Extract the “nehahra” folder and fmod.dll that comes with it from nehahra.zip into your /Quake folder, but still ignore the other .exes that come inside nehahra.zip. This time around the fmod.dll goes into your /Quake folder and not /nehahra. Then just run nehquake.exe. The widescreen resolution support is a bit tricky this time around since you’ll have to calculate the HUD size and FOV yourself, e.g. for 1080p 16:9 run the exe with the following command line arguments: nehquake.exe -width 1920 -height 1080 -bpp 32 -conwidth 640 -conheight 360 +fov 106. For 16:10 aspect ratios con size and FOV should be 640x400 and 100, as in -width 1680 -height 1050 -bpp 32 -conwidth 640 -conheight 400 +fov 100.

Currently in the half of the playthrough. Giving a review since I’m not sure I’d want to finish.

I’d say - this is easily the worst gameplay experience I’ve had since I’ve joined this site. While I appreciate the amount of work it went into the mod, and that it was done so many years ago, the gameplay is almost hilariously bad and unbalanced.

Even with nomonsters 1, some of the strafing AI remains. While it’s not as ludicrously hard, the health, attack speed and movement are boosted. And when an ordinarily looking Grunt can wield a rocket launcher, suddenly half of the encounters in the first missions become almost boss fights. In fact, when fighting a “boss fight” at the half end, I was amazed how easy it felt compared to battling Grunts and Enforcers.

This is hallmark of bad game design - the “conservation of ninjutsu” trope exists for a reason. A boss fight is meant to be unique and harder. When everyone is as tough and jumpy as the player, game becomes monotonous chore. I didn’t have much fun playing this, rather tedium. What works in deathmatch with bots doesn’t work in single player. In DM respawn of resources makes all the difference.

Other stuff: breakable boxes. A same box can be breakable one moment, unbrekable the next. You will use a lot of ammo needlessly. Grunts - cool, they have different weapons. But color coding is for a reason - it is a game after all. Marines - another badly designed thing. With all the launcher-toting Grunts around, I’m blasting anything even resembling a Grunt and ask questions later.

Yes, there are some genuinely nice things, like new Ogre animations or the resurrect powerup, but most of the things feel really subpar - new enemies, level design (wall textures like literally my Grandpa’s cellar). I’ve been hearing about Nehahra for years, and to be frank, playing it for the first time is huge disappointment. I’ve been playing through almost every episodic map collection in this archive and for the first time I genuinely disliked one.

Well, it is not for me it seems.

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Unregistered user “Likuid” posted:

Pleas Help ?
Is it allowed to use Nehahra.exe(progs.dat) engine in a commercial supposed game I’m creating ??