 Nehahra Maps I Remember..
#245 posted by rj on 2010/03/07 04:03:18
permutations of the rotten by kona
'in vein' (forget the mapper name.. ian something)
both in here: http://www.quaddicted.com/webarchive/teamshambler.planetquake.gamespy.com/revname2.html
 Ian Bruce
#246 posted by ijed on 2010/03/07 06:55:03
 I'm Sorry, What?
#247 posted by Drew on 2010/03/07 08:13:44
I had no idea - downloading.
 Also
#248 posted by Drew on 2010/03/07 08:17:58
does anyone know what ever happened to glassman?
#249 posted by Mindcrime on 2010/03/07 16:05:05
I do have Invein, Permutations, and Maelstrom on my drive. I just wanted to be sure that I had any others (previously released others).
#250 posted by Mindcrime on 2010/03/07 16:24:33
On the note of Episode 4, I know there will be 4 big maps (most of which are populated now). I consider including a fifth "showdown" map, but the end of neh4m4 is probably sufficiently climactic on its own to serve as a good ending.
 That
#251 posted by ijed on 2010/03/07 18:09:05
Sounds great.
#252 posted by Spirit on 2010/05/31 18:53:28
For heaven's sake, how do I disable that annoying monster behaviour again? I tried +nomonsters 1,2,3,4 with no luck.
 Spirit
#253 posted by nitin on 2010/06/01 01:12:19
nomonsters 1 in my autoexec.cfg file.
 Mine Too,..
#254 posted by rj on 2010/06/01 12:13:16
although truth be told i never noticed much of a difference with it
 Well I Think
#255 posted by nitin on 2010/06/01 12:50:02
somewhere along the way the nehahra AI was tweaked down anyway so its not as big a difference now then when it was first released (when the AI wasnt tweaked down).
Or I could be totally making that up, cant remember.
#256 posted by Spirit on 2010/06/01 17:33:38
Uh, you would notice ice-skating and crosshair-evading fucktart enemies.
#257 posted by Spirit on 2010/06/01 18:22:52
I put it into nehahra/autoexec.cfg and they still strafe.
 Well..
#258 posted by rj on 2010/06/01 18:46:15
i first played it only a month or so after release i think, can't remember. it was before the first nomonsters patch anyway and i never noticed the subsequent difference back then
 Spirit
#259 posted by nitin on 2010/06/02 01:06:44
yeah but I think it should be slower strafing compared to normal. Try putting it to 0 and see if there's a difference. AFAIK, it didnt revert behaviour back to normal quake behaviour.
 Well...
#260 posted by Mindcrime on 2010/09/16 16:22:59
I don't even remember any more what the switches were for shutting off the AI and so forth in the Nehahra release. Hard to believe that was 10 years ago. I know that in my version you can shut all that stuff off completely, but that doesn't help anyone else much right now.
And, yes, as you may have noticed, I still haven't finished with a final neh release, 4th episode, etcetera. I'm back at the juncture of trying to allocate time and find motivation for it again. It never seems to happen... but I would like to believe that it will.
I think I've contracted the bad habits of a certain Frenchman. :)
Meanwhile, although it's not a Quake release, I did release something else which *might* interest those who were fans of Seal of Nehahra. This is what I'm busy with these days:
http://edictzero.wordpress.com
 Me
#261 posted by meTch on 2010/09/17 04:00:56
like
 A 4-hour Radioplay?
#262 posted by negke on 2010/09/17 11:23:39
#263 posted by Mindcrime on 2010/09/17 16:32:36
Two hours or radioplay, or audio drama, or whatever label you'd like to give it. But that's just the first two episodes. There will be at least one new one each month. I didn't know that anyone here would be all that interested in that, which is why I used the word "might". What do I know?
This isn't really Quake related. Well, directly. Some components of the story do trace back to it. It had influence.
#264 posted by yhe1 on 2011/01/10 09:09:46
Just wanted to ask if the nehahra stuff is still being worked on?
#265 posted by Mindcrime on 2011/01/10 17:12:39
In theory, but not in practice. I keep telling myself I'll get back to it, but it never seems to happen. Part of the problem was being a position where I would have to do an awful lot of tasks that I don't normally do, am not comfortable or confident doing, and it became a source of frustration, which is not all that appealing to me. Prior to that, development was so preposterously, ridiculously dragged out that I could not maintain my interest or enthusiasm. Now the idea of finishing it (all myself) feels too overwhelming and there is no enthusiasm to draw on.
So, frankly, I don't know any more.
Not happy with the how the situation turned out. Hope something happens in the future, maybe when I take a break from audio production in May. If history is indicative, nothing will happen, but I'll hope for the best.
#266 posted by [Kona] on 2011/01/10 21:56:05
Did any new maps get designed for it MC?
#267 posted by Mindcrime on 2011/01/10 22:14:31
Of course. Excellent ones which I was always happy with. Architecture is not the problem area for completion now. It's now entity placement. The task fell on me, alas, and that was never my department, so it's a slow, grueling process which I have little prior experience with. I don't have a lot of confidence in that department (which to my mind is "level design", even if it has nothing to do with architecture.) I did make quite a bit of progress, but it truly is an overwhelming task for me (who is inexperienced) to create the gameplay balance that the levels deserve. I'll do my best, but my best takes time there. I don't have the momentum I do in other departments (i.e. coding) with which I am more familiar and comfortable.
Short answer: Yes.
 Ergo
#268 posted by negke on 2011/01/10 23:24:04
Bal go finish your levels.
 Yeah...
#269 posted by bal on 2011/01/10 23:31:36
I'm partly to blame for the lack of progress, the maps are mine but I have completely lost the drive to finish them, sorry. =\
Item placement/gameplay etc on single player maps wasn't really ever my thing either to be honest, I get utterly bored with it almost instantly.
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