?
#26 posted by
ijed on 2006/01/01 11:29:07
Happy new year!
the version from Quaddicted I just d/loaded is the up-to-date one . . . dated 31/12/2005
the last Q1 map made in 2005?
heheh
This is the final version - the bugs that remain I don�t have the time to fix, it plays in Aguire�s engine perfectly but I can�t promise anything in untested versions (basic GLQuake doesn�t even run on my PC).
anyhow - hope you have fun.
#27 posted by
Trinca on 2006/01/01 13:51:34
runs perfect with joequake! :)
Engines
#28 posted by Mindcrime on 2006/01/01 18:14:49
Actually ijed.. I noticed you mentioned winquake in the readme and glquake...
Nehahra doesn't run on any engine. It runs most reliably on the nehahra.exe and darkplaces.exe... I'm sure the maps run fine in darkplaces too.
Some engines support Nehahra, albeit not very well. (not well enough for me to condone their usage)
Most engines can't run it at all.
Nehahra Addons Page
#29 posted by Mindcrime on 2006/01/02 04:42:56
As I said I would.. I have added this pak to the Nehahra Addons page ;)
http://www.planetquake.com/nehahra/addons.html
Nice1
#30 posted by
ijed on 2006/01/02 06:31:49
cheers - you even bothered to find the fileplanet upload. But; it�ll be the old version, the new has screenshots, but I uploaded em to the Quaddicted forum at;
http://www.quaddicted.com/component/option,com_simpleboard/Itemid,50/func,view/id,170/catid,3/
As to the engine problems they were built with the Bengt�s Neh engine in mind and I�m getting conflicting reports about thier functionality in others . . . I only said in gl because I took it for granted that it�d work and forgot to delete it later when I knew it wouldn�t. bah.
Fileplanet
#31 posted by Mindcrime on 2006/01/02 07:01:46
Actually I uploaded version 2 to fileplanet in nehahra's folder ;)
Played V2
#32 posted by
negke on 2006/01/02 08:27:16
+ interesting style (choice of textures)
+ all the waterfall bits
+ good use of ambient sounds
+ rotated items
+ i had already forgotten about those boar-like monsters; leaning forward shamblers
+ roots in the caverns
+ boss map: fog, 'flame hands', translucent barriers looked great
- even though it's a little better than in v1, the lighting still looks very dull/boring and diminishes the overall very nice pack.
gameplay was ok. skill 2, 3/4 of all secrets, ~30 minutes.
i hope to see some more q1 maps from you in the future... ;)
OT - Mindcrime
#33 posted by
bambuz on 2006/01/02 10:33:07
the old nehahra screenshots would look better if they would be in their native res, not stretched some ten percent, which produces jagged artefacts. (Just remove the width and height tags from html?)
#34 posted by Yhe1 on 2010/06/24 08:10:39
Can somebody gave me a walkthrough of this pack. I can't get the door to open at the place where you encounter this first fiend. Thanks
Hm
#35 posted by
ijed on 2010/06/24 14:55:57
It's been a long time - I'll d/l and give it a play today. Which is the problem map?
#36 posted by Yhe1 on 2010/06/24 19:49:10
The first real map.
Sneaky
#38 posted by
ijed on 2010/06/26 13:13:46
The fiend comes running through an illusionary wall - go through that to open the door at the end of the corridor.
#39 posted by yhe1 on 2010/06/28 09:34:19
Thanks, how did you expect people to find that lol
Heh
#40 posted by
ijed on 2010/06/30 21:53:48
I was just being kind by leaving the stair edging to let them go back...
Warning - I use it later on as well, with even less hint that you're not supposed to backtrack.
Near a mini room with windows.
I Mean
#41 posted by
ijed on 2010/06/30 21:55:14
It should have been impossible to go back, and there should have been a hint apart from sticking the brick texture on at 90 degrees.
It's annoying I didn't put the illusionary covering the entire room as well - so you never see the black side of it.