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Nehahra
I've found that adding to the Obscurus thread for Nehahra related stuff is moderately depressing, so with some substantial Nehahra releases in the future, I thought it best to give it its own thread.

This is the place to voice any comments or suggestions on Nehahra, as it is being revamped and the final official episode of the main Nehahra/Quake storyline is in development.

Progress in that department can always be found at:

http://www.planetquake.com/nehahra/revamp.html

It would be especially helpful to mention any bugs noticed when trying to play and/or map for Nehahra. Chances are I'm aware of it and have rectified it or intend to do so.

Suggestions for new features are welcome, even though there's already a truckload of those in the game (not to mention a lot of cleaning up -- where possible -- of wonky setups to certain features). Maybe I'll share some that I didn't share on the revamp page on here in the future. For the most part, once the release happens including the Devkit2.txt, a mapper with the intention of making a Nehahra map will have such a broad range of freedom and options that it might well result in them being committed to a local sanitarium.

Speaking of that, if anyone is working on a Nehahra map or episode that I don't know about. Clue me in. You can count on my interest. I know of several already.

The ones that I do not know the current status of are:

http://www.donut.prima.de/skyneh/skyneh.html

(what happened to this?)

and

http://www.glassman.mistral.co.uk/gmsp2pics/gmsp2pics.htm

(Glassman needs to answer his emails!)

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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 
Bal go finish your levels. 
Yeah... 
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. 
 
So it's all on me now. It has been for a while now and I really did make progress, but what's left feels very daunting to me. I promised myself that the next time I go back into Neh, refamiliarize with the entities and utils and the mess of files (*again*), and work on it, that I would see it through to the end. Thus: my contract with myself--"only go in if you're serious".

I haven't felt serious. :-/ 
Get Some Other Mapper To Do It? 
 
Yeah Surely Someone 
else will help out*

*assumption from non-mapper player who wants more nehahra. 
 
Doing all the monster and item placement doesn't necessarily have to take an age. I hated doing it as well, but a mapper that's used to it might be able to get it all in there in half a day per map. In fact 70% of it is playtesting. It might not be perfect and lack complex fight setups, but at least you'll get some complete maps, and I'm betting they'll look fkn awesome since Bal did them. 
Man Are You All Environment Artists? 
...Surely placing monsters and making the gameplay go is the fun bit?!?! :p

imo it's architecture that's the drag really. Huge rooms that look arse for ages, waiting for compiles etc. 
Heh 
I'm a gameplay guy as well, but there's a bloated monster lurking on a server which demands a daily time sacrifice.

I tend to leave environment to artists now. 
What I Mean Is 
It's a fluke when my levels look good. 
Mindcrime 
How much work is left to do anyway? Only item placement on a few maps (how many exactly)? Is the code base done? Any additional content? 
 
I'd be willing to help - monster placement is what I do fastest. I hope you didn't use Valve 220 map format or anything obscure like that. 
Resist Jonas! 
i'd love to see negke take them on though... 
Agree 
Negke please. That would make me very happy. 
Hehe... 
ZealousQuakeFan, well as it turns out, yes I'm an environment artist (actually character artist now). It's playtesting that killed it for me, I don't really play quake anymore, so can't find the patience to play these maps over and over until the gameplay works (they are fairly long maps too).

There are 2 pretty big maps, 2 smaller ones, also some unfinished ones but does are probably better left aside.

Mindcrime, I don't mind if you want to get help from another mapper, he shouldn't sign anything until he's actually seen the maps though, as we both know by now it's not a trivial task to finish them up. :) 
I Say Unleash 
gb and negke on those. That way there can be some variation in gameplay styles too amongst the 4 maps. 
 
is this the bal3dm5 debacle again? 
Negkhara! 
Yes! 
Yeah 
let neggers do it. 
 
Given that the mapfiles are a mess with a zillion versions (the last couple finalized/sealed by Bengt as a favor, and where are the base files now? I don't know) ... and that all the work I have done doing placement in the maps has been through manually adding them (longhand) and compiling TXQBSP -onlyents... I honestly wouldn't know where to begin involving anyone else. 
 
Note that I'm not against the idea of involving other people (if they're really *that* masochistic to want to become involved), I'm just not sure how that would work given the present clusterfuck.

#277 : Code base is done, although there's a few kinks to work out for the final boss monsters and, well, I kept adding new features .. and more new features ... and more new features ... as I was working on the maps, so not everything (that's new) is perfectly tested.

Of course, to put "new" in context. I mean "new" to me & Bal, recent additions to Neh. There have been hundreds of additions/features added to Neh since the release in 2000, much of which would be fresh, new, maybe even exciting to someone who has only been exposed to the Neh from 10 years ago.

As I said, I'm not against the idea of bringing new people in at all. 
 
negke
noun (plural negkeke, verb to negk)
someone who enjoys crazy ideas, or who derives pleasure from enduring the pain of expressionistic quake mappery or from being forced to do dumb monotone work for others 
 
And if NahkahiiR does play testing one could call it Nehkhara. 
 
A mapper needs a complete .def or .fgd file, the texture wad(s), and the .map files. They also need a working version of the mod to test with.

Next step is to get them to compile reliably.

Once that is sorted out, find several good playtesters (onetruepurple, ijed and negke might fit the job). Their feedback can be condensed into a bullet point list of possible / desirable changes.

For getting stuff back and forth between people (every playtester needs the mod), an SVN repository has proven beneficial. Where you host it depends how big the whole thing is and if it's open source or not. RMQ does this and the team uses things like TortoiseSVN to upload and download stuff.

A team is invaluable. One person who ends up in a clusterfuck is a pretty bad scenario compared to a network of playtesters and contributors. The latter lets you actually finish stuff.

A central repository also acts as a backup and version control system. It's pretty nifty. 
I'd Gladly Host 
an SVN or git repository for this regardless of the size. I'd also playtest. 
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