Hello there! It's my new remake of original Doom II maps. There are dynamic lights only and a lot of new features now. Some places or elements were reworked, but i tried to keep original view. Also, this map-pack not using a new textures or sprites and have full compatibility with some mods or texture-packs (for example, Brutal Doom bugging somewhere, but it's not fatal, i guess) :3.

Please, read Requirements bellow. And yeah, sorry for my awful english...

Current version:

  • HontE Remastered v 1.1 (16 Dec 2017)
  • HontE Remastered v 1.1 FOGZ (16 Dec 2017)

Last fixes:

  • - Some fixes in logic, lights, textures, effects, e.t.c.
  • - Fixed brightness of scripted lights in GZDoom 3 and higher (after switch, somehow, they were really bright a lot)
  • - A lot of little fixes and expansions at all maps (they are small, and 100% you will not find them).
  • - No more "boobs" on the ground. Now it's nets of vertices.
  • - All scripts at all maps have unique names now (no more problems with same numbers).
  • - All objects at maps have a class attachment (1 to 5), because some mods checking them.
  • - Now you can open and close some doors in process.
  • - Now you can turn off instant kill in some places. Use console command honte_instakill 0/1 for this.
  • - Now you can take damage from lava and slime streams.
  • - Also you can change mechanics of damage of lava streams. Use console command honte_streaminteraction 0/1/2 for this (0 - no damage; 1 - 1HP in 1\35 sec; 2 - 5HP in 2 sec for slime and 20HP in 2 sec for lava if honte_instakill 0. BUT! Costume not protecting from streams, and i can't fix it :C
  • - Crusher switch at MAP06 has been moved into original place. But if you want use it, you need turn on 4 power switches around
  • - Fixed visual paradox at MAP06 when you can see skybox at the place when should be wall (ceiling in the room much higher than outside)
  • - Added switch indicator at MAP12 (in the end)
  • - Reworked start-room at MAP13. Now it looks more like station.
  • - Now you can get inside some places with IMPS at MAP13 (i really don't like places with monsters where you can't get)
  • - Portal at MAP13 now has a portal sign. Stop walking around it, damnit! XD
  • - Fixed same visual paradox as paradox at MAP06
  • - Reworked end of MAP17. Now it's more logical corridors.
  • - Reworked stones in slime at MAP21. Now they have ladders, because old mechanics was strange as hell.
  • - Fixed missing textures at MAP22 (i think same thing was at MAP27, so i hope that will fix some strange FPS lagging)
  • - Fixed spawn-spots of some monsters at MAP26. Now they not dying at the start if you use some mods.
  • - Reworked exit from secret with Cacos at MAP26 (Huge opening rock wall was really stupid)
  • - Reworked scripts and mechanics of last battle at MAP30. Now you can't activate trigger with 0 damage (for example, laser pointer). Also, you can't activate trigger more than 1 time.
  • - Added counter of hits trigger at MAP30
  • - Now boss has a shield at the "weak spot". It disappears only if skull button was pressed (what the f*** i just said).
  • - Now different mods (i will not point at... >:C ) can't replace code of "head", because MAP30 using copy of original "head" (yep, that's not even new actor, just 1 string in DECORATE).
  • - Expanded the end of battle at MAP30 (a little bit)

Requirements:

Required version GZDoom 2.0.0.5 or higher. For older versions of GZDoom you can find and download special FOGZ version this map-pack (link below).

HontE Remastered FOGZ

Warning! Running only in OpenGL mode! Size and intensity of dynamic lights should be equal 1.0. Other values - not recommended.

ALSO! Zandronum is not supported! Do not complain about bugs if you use it!


Walkthrough (old):

Other series of walkthrough you can find here


Development:

All information about it you can find on my page (in blogs). May be not so much details, but i'll try to give a main news about development.



Known bugs:

- Sectors with water working not correctly in Brutal Doom and Project Brutality. Headshots above the water can freeze your computer for a while. Also, punched monsters in the water just exploding without any reason. IMPs multiplying in water and s***ng a tonns of brutal bonuses (Partly fixed in new Brutal Doom, but still bugged in Project Brutality).

- Lamps in Brutal Doom keeps light even when broken. It occurs, because dynamic lights and lamps are different things. I can make light into lamps, but if you'll break them, some places will drown in darkness.

- Punched IMPs into chasm is not counted as killed by player. WTH i just said... Anyway, when you trying to punch IMP into chasm on map20 (with Brutal Doom or Project Brutality of course), he (or she... whatever) turns to something that isn't "monster". So, theoretically, you kill monster (body disappeared, corpse spawned), but it isn't counted as killed.



FAQ:

  • Q: The lava kills me fast. Can i set it off?
  • A: Yes. Now you can. Use honte_instakill 0/1 console command. Alos you can switch lava and slime streams mechanics. Use console command honte_streaminteraction 0/1/2 for this (0 - no damage; 1 - 1HP in 1\35 sec; 2 - 5HP in 2 sec for slime and 20HP in 2 sec for lava if honte_instakill 0.
  • Q: Why all levels in full darkness and i can't see nothing?
  • A: Check your GZDoom settings. Make sure, that dynamic lights are alowed and values of size and intensity close to 1.0. And yeah, map-pack not working in software mode.
  • Q: Why all textures are grey?
  • A: Turn off "Force additive lightning"
  • Q: Where i can change all settings?
  • A: Options/Display options/OpenGL options/Dynamic lights options. Also you can change some another options for your self. Try it, but please, do not report me about it... (Attention, in new versions of GZDoom, some settings are not available anymore).
  • Q: What means FOGZ version?
  • A: A: FOGZ - For Other GZdoom. Some effects look wrong in some old and some different versions of GZDoom. FOGZ version cuts some effects for compatibility.
  • Q: Why all liquids are almost invisible?
  • A: WAD require certain version of GZDoom. If you see liquids like this (screenshot below), you can use FOGZ version of my WAD. In this version liquids will look like normal (but they will keep depth)

Screenshot Doom 20170727 131520

Screenshot Doom 20170727 131426


  • Q: What it means - HontE ?
  • A: Actually, HontE means Hell ON The Earth. And yeah, i know meaning of this word in french language :3
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HontE Remastered (v 1.1 FOGZ)

HontE Remastered (v 1.1 FOGZ)

Full Version 10 comments

WARNING! It's version for compatibility. Look requirements below

HontE Remastered (v 1.1)

HontE Remastered (v 1.1)

Full Version 26 comments

Hello there! It's my new remake of original Doom II maps. There are dynamic lights only and a lot of new features now. Some places or elements were reworked...

Comments  (0 - 10 of 43)
RubberTunes
RubberTunes

Hey, nice work. Goes well together with the lowpoly mod. You wouldn't want to remaster my PWAD Bloodline Megawad would you? Let me know if you're interested.

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A_D_M_E_R_A_L
A_D_M_E_R_A_L

Just want to mention that I did a whole PT of your wad, it's pretty well made.
Youtube.com

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Guest
Guest

Amazing work, but the insta-kill lava/acid in the maps is what makes it a 9/10 instead of 10/10 for me. Is there any way to get rid of them?

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DoktorRafael
DoktorRafael

Incredible work here comrade...It's a strange feeling playing through Doom 2 levels with this level of lighting, the job here is staggering, and don't even get me started on the attention to detail on what has been added, essentially making sense out of Doom's architecture...However I would like to ask: How does one use "The Crusher" on map 06?

I've been running in circles being minced by that Spider Mastermind without knowing how to crush that bastard! Please tell me how....

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

Well. Moving that switch was a not good decision, now i think. So if you want to start crusher, you need to get in blue key area and find switch (right side of blue key).

I.imgur.com
(that's screenshot of this place.. damn BBcode not working -_-)

P.S: I think i'll fix that in next version and get it back to normal position. I don't remember why i did that. May be because that was so easy...

Reply Good karma+3 votes
DoktorRafael
DoktorRafael

Oh. Okay then...
I fell slightly dumb for not looking up there...I mean I see your point in the switch being too easy at it's "classic position"...but I believe leaving it there is for the best...
Thank you for answering! And again I'am absolutely in love with this mod, Nice Work!

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Guest
Guest

Quick question can this work with Maps of Chaos?

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

It's can't be physically. How do you imagine this? You can't load them in same time, because both wads are mappacks which loading same maps files (replacing old maps).

May be i can't just understand but what do you mean, when you say "work with Maps of Chaos"?

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TherixPingas
TherixPingas

I don't know what they meant, but it would be a cool idea mixing MOC and HontE.

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DawnHibiki
DawnHibiki

I've tried playing this Doom II remake with Lithium, and for some reason, the monsters have not been appeared at all. The message says "Warning: ACS function strlen called with invalid string argument." Is there any way for me to play HontE Remastered with Lithium?

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Guest
Guest

it works easily with gz

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

The main reason why this happened - it's same ACS scripts names in wad scripts and Lithium scripts. But it's only theoretical. Need to check this.

Reply Good karma+1 vote
+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

Well. Found what is actually wrong. Monsters not spawning because they have no any class attachment (no one class was set). Looks like Lithium has class flag check.

ACS warrning still apear. IDK what's wrong with that. And yeah, i don't know when i will upload a new version of wad, so if you can't wait anymore, you can just open WAD in Doom Builder, map by map choose all things on them and correct info (set class 1 - class 5 checkboxes).

And yeah... After this you can't to chose skill level actually, because all will be spawned anyway.

P:S: I played with different mods with class-chose feature, but this first WAD that actually have troubles with that.

Reply Good karma+1 vote
DawnHibiki
DawnHibiki

Wow, I didn't know that Lithium is like the first mod that doesn't get the monsters to spawn in HontE at all, and I felt like Lithium would work great in this kind of mappack, considering how dark Lithium is. I've been playing Death Foretold with HontE, and it worked perfectly!

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

After some tests i can say, that all is working right (include skill levels) if class# checkboxes will be set on. About ACS, well, still can't find solution. It's really somwhere in my WAD, but idk where is.

Reply Good karma+2 votes
+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

Well... Nope! Problem not in same script names. I trying to figure out, but something really strange just happened. For example, without any reason some lights disappeared.

Reply Good karma+2 votes
DawnHibiki
DawnHibiki

I've also tried HontE Remastered with Project Brutality, and for some reason, the monsters keep increasing according to my kill count when I'm in Underhalls. Is this mappack not working so well with Project Brutality? I'm using the 3.0 test version.

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+

It's old one bug of Brutal Doom (and of course Project Brutality because it based on it). It's one problem, that actually i cant fix (like freezes after headshot in water). BTW in the last vesion of Brutal Doom, this problem has been solved. IDK why PB missed this, but IMPs are really crazy in water. I think this happening because something wrong in code. PB has "states" for swiming monsters, but this feature was unfinished.

In other cases, PB working without any problems (except lags on Barrels 'O fun, because this happening even on original map).

Hope so, that after new BD release, PB will be based on it.

P.S: Sorry for same reply. Something wrong and my last message was as reply of last comment.

Reply Good karma+1 vote
TherixPingas
TherixPingas

I don't think that they will change the version because they already do bug fixes and new features themselves, probably most of the features in BD21 will already be in PB.

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