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 Experimental REV 1.101 (27 May 2022)
  • 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 Experimental (WIP)

HontE Remastered Experimental (WIP)

Demo 33 comments

Yep! End of the year and i still cant finish my job. Anyway there is the new version of HontE. Just because. Version unstable and some bugs can occur...

HontE Remastered (v 1.1 FOGZ) (even more outdated :3)

HontE Remastered (v 1.1 FOGZ) (even more outdated :3)

Full Version 17 comments

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

HontE Remastered (v 1.1) (outdated)

HontE Remastered (v 1.1) (outdated)

Full Version 37 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...

Post comment Comments  (40 - 50 of 69)
DawnHibiki
DawnHibiki - - 32 comments

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 - - 698,151 comments

it works easily with gz

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+ - - 38 comments

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+ - - 38 comments

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 - - 32 comments

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+ - - 38 comments

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+ - - 38 comments

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 - - 32 comments

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+ - - 38 comments

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
fluffyChocolate
fluffyChocolate - - 87 comments

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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AmericanCaesar
AmericanCaesar - - 50 comments

I've been going through some of your maps with Death Foretold and it's absolutely fantastic. Probably some of the prettiest lighting effects I have ever seen in Doom so far. Thanks so much for sharing this with us.

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TERMiNAL_
TERMiNAL_ - - 31 comments

I can confirm that map 26 crashes the game, i can get in but eventually crashes and can't move.

map 02 is very laggy at the start when doomguy opens the door.
map 22 is laggy at the start for a few seconds.
map 26 i can move for a few seconds then it crashes.

I have an i5 6600 with an AMD 480.

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+ - - 38 comments

Well... Thats sounds strange, because still no crushes for me. The only one hint - PC configuration. May be problem in not enough memory (but i don't think that's actually reason in this situation). Btw, can someone actually post logs of these crushes (and what port has been used, mods, external soft).

About lagging, i can't actually do something with that. Optimization gives nothing (because i alredy tried). And i really don't want to cut effects of some details.

Also, reason can be in your videocard. Idk, but try to update videodrivers.

About MAP22. It's may be because torches. Map22 not so detailed as some another maps. Looks like i need to make some tests.

UPDATE:
About MAP02 - Yep, FPS fall, because no FPS sync or lock. It's same effect that when you watching forward and then turn down.

Also. You can set less resolution. It gives you a lot of additive FPS. But i don't think that actually you will be glad to see advice like that.

Also. Guess what! I check FPS on GZDoom 2.2 and GZDoom 3.1... And result was 200 fps on first and 80 fps on second. What the hell?

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TERMiNAL_
TERMiNAL_ - - 31 comments

So I tried all the maps again, so yes map 02 and 22 laggy at the start..but map 26 always crashes at the start, tried "-debugfile" cvar with ZDL but it's not writing a file...

I do have 8 GB of ram, maybe map 02,22,26 need to be optimized a bit more, but you said you don't want to do that.

I've noticed other people have had the same issues on the same maps also...but all systems are different.

HONTE is one of my favorite map packs, it's brilliant...i hope you can work it out, I would gladly help you!

I am going to increase my page file size and see what happens.

Well...still crashes with maxed out pagefile..****.

I am using the latest stable GZdoom, maybe it's breaking HONTE...200fps to 80fps is a big jump.

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+Ku6EPyXOBEPTKA+ Creator
+Ku6EPyXOBEPTKA+ - - 38 comments

Well... found reason of bad FPS at GZDoom 3. I'm an idiot (good reason enough :)). I mean i forgot turn off shadow maps. Without this fail... i mean feature i have same FPS. So... looks like problem in PC config (i really have no lags in this places). I really think that problem with videocard. (Nvidia GTX 745 working without any bad issuses).

That fact, that game crushing without any logs, just one more piece of mystery. Because i've never seen something like that.

Hmmm, anyway i'll try to do someting but.. idk i can't promiss that i'll fix that.

Reply Good karma+1 vote
TERMiNAL_
TERMiNAL_ - - 31 comments

It really could be an opengl driver issue, or an AMD issue..I tried it again with a default config and it crashes at the same spot...well the game "locks" up.

I also have shadow maps disabled.

If you don't have any issue with your nvidia card, maybe it's an AMD issue.

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