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)
Please, read Requirements bellow. And yeah, sorry for my awful english... :3. Read more...
Requirements:
Required version GZDoom 2.0.0.5 and higher. For older and newest 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!
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 he 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 new 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)
- 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
Is this wad still going strong?
Oh man this looks incredible. Please don't abandon this set - I totally want to see play full version at some point! :-)
WAD in progress. 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.
Hey, sorry if you keep getting mugged with this question, but when are we gonna get news about the update?
Unfortunately, update will be only when i will finish last map. I think, no sense to give people little fixes and 1-map updates, because playing same levels again, again and again is bad decision. Anyway, 24th and 25th maps were finished and finally i can work with map26
Why so long? Well, i don't want to jump on same rake. Also, all ideas somewhere deep in my head and sometimes i need time to "extract" them.
So, no need think that i'll stop doing this map-pack. My
subconscious never give me that chance :)
Thank you, when your wad comes out, I will share it to everyone
Wow, well aside form finishing 4 more maps, are you gonna revamp the old ones like you said, or do you think its good the way it is?, map 07 was pretty good in my eyes, map 11 was pretty good, but if you don't think so, then take your time ok. I am loving this wad, and I wonder what map 30 would be like, I know what ever you do I will support it, but maybe change map 30 into more of a battle?, with mouselook and all, would it be a good idea to "Force" the player to fight the demons for a while?, just an idea, you are damn good at making wads, so whatever you do, I will play it. Sorry if I am being a major fan-boy, but this is a good megawad so far. Have a very safe day
Hey, you almost have 200 downloads, how do you feel about that?
Actually, it's not real number of downloads. I have extra download link (on cloud service) and there i have more then 600 downloads. In summary, real number somewhere 800 or more.
Anyway, about feelings, i really glad to see, that people give attention to my project. Actually, it's best reward for me.
I am sorry if these comments are getting out of hand, but I have a question. What is you're inspiration for making this Megawad, and do you enjoy making it? And since you have 4 maps to go (I think), what is the hardest map that you made, or are going to make. And also on the scale of % on how complete it is, what do you think what % is it at...not asking you for a release date cause they can cause some problems. The waiting will be worth it, but my guess is that the hardest maps you are going is map 29 & 30. Once again I am sorry if you are keep getting asked the same questions over and over again, I am looking forward to the Megawad and hope it's fun for you to. Have a very safe day
For this megawad, i use different sources of my imagination. Sometimes something from dreams, sometimes from random ideas, etc. Do i enjoy? After some years of bad projects and problems in different spheres, I finally found my sense in this. I'm fully in this project and i can't hate it or something else. May be because it's a part of my soul.
About percentage, it's really hard to make it, because sometimes i need fix previous maps (and of course i can't find problems instantly, i need play to it again, again and again... and ideas coming not instantly too). For example, i fixed a not-logical places and buildings on original maps, but somewhere i jumped on the same rake, and only now i have noticed it. So, fix by fix = step by step back. But, not all is bad. One step back is two step forward. I have already ideas for new maps and fixes for old maps (believe, it's much better then nothing). Anyway, i'm perfectionist (or kind of this) and I don't want do "quickie" maps. Also, except this project, i have a different problems outside. I mean, sometimes i even can't to do something (no time or no inspiration).
So, i understand, that waiting it is torture, but unfortunately i can't connect my imagination to my PC... I doing all via damn hands :)
Thank you for the reply, speaking of bugs there is this one bug that sometimes the all of the lights just go off. Sometimes it goes off and comes back on, and sometimes it stays that way for the entire level, I think it's a problem with the GZDoom 2.1.1. I also use Project Brutality to, have you came across this problem before?, and also sorry if I seemed a bit pushy about the status of the wad, I believe this is a Cacoward worthy wad when it's finished. (Edit) the light levels are all on 1 just FYI
Hm... sounds strange. Do you use dev-build of GZdoom (i mean beta version of GZDoom which called SVN-build)? Some SVN versions of GZDoom working unstable and can glitch lights (especially lights on 3D floors).
P.S: I played with PB mod, but really first time hear about this bug. I need repeat this bug, for taking some measures. So, try use another version of GZDoom, may be it will help.
Found strange problem on forums. looks like same:
Forum.drdteam.org
Holy crap you replay fast, yea I will try the 1.9 version, it worked with that
I am now using the stable GZDoom 2.1.1, I have some screenshots of the issue, I also have the UDV Addon and the PB Overhaul addon, without the Overhaul the bug still happens.
Это просто охуенно! Я прям вдохновился архитектурой!
Pls pls I'm begging u continue this its really awesome and amazing I enjoy how the lighting is and easy it is to use
Nice these are good i hope you are planning on doing the same with doom 1 maps.
I've only created an account today after two weeks of lurking on this forum and trying out map packs and megawads, and I'm glad I now have an account here, because I feel I must thank you for this remaster.
I've been playing this for a while now, with Project Brutality v2.03 and a custom set of wads and pk3s in ZDL, and suffice to say, it became one of my favourite DOOM megawads and mods.
It's so visually stunning, and the environments are re-done so well that level transition is a lot more logical and they're beautifully linked together, and a lot of environmental elements now make much more sense.
The core element of this megawad's beauty, is how beautifully the lighting was done. Dynamic all the way, and the diffuse sets a whole new standard. Coupled with the lens distortion effect within Project Brutality's settings, this thing is pure beauty.
Being a veteran DOOM player myself, I've even struggled through various maps in this megawad, simply because it transcends the original HellOnEarth to a completely new level of visuals.
Today I've had the pleasure of IDCLEVing through the last pack of levels just to explore more visuals before posting my comment, in an attempt to help pinpoint some of the bugs so that they can be fixed in a later date.
On a side note, the jumpscare effect on the last level was so ******* well done. I loved it. First time ever, in an original-looking DOOM megawad. (I won't count the crappy "horror" terrywads I've tried before because, well, they just don't compare to this).
So far, I've run up against these:
- In "Underhalls" (map2), if you drop a grenade down the passageways where the blue key is, it will lag heavily with all the enemies, barrels, and water popping particles all at once.
- In "Underhalls" (map2), the first problems with water appeared: you can jump much higher while in water (and this happens in every map that has water). Also, when you hold jump, you walk on water Jesus Christ mode XD
- In "Circle of Destruction" (map11) and "Tenements" (map17) and "Catacombs" (map22) and "The Chasm" (map24) and "Monster Condo"(map27) and "Icon of Sin"(map30), the toxic pools didn't render, the liquid isn't seen. Maybe I missed a bit more misrendering detail in other maps. And in "Gotcha!" (map20), not sure if something was supposed to render in the starting area, or it's supposed to be dry ground.
- In "Barrels o Fun" (map23), I'm experiencing heavy lag around all the barrels in the starting area. Upon exploding them all, the lag disappears. In the second area after the first teleport, it's the opposite: I don't have lag pre-explosion, the lag starts with the explosions. And in the open area with the chaingunners, the lava didn't render, the liquid isn't seen.
These aren't game-breaking bugs by any means, and it's completely understandable, seeing as I'm using a custom set of wads and pk3s, they obviously had an effect on the megawad; and I'm using GZDoom v.2.3.9999, which you pointed out has problems rendering liquids through various levels, since a lot of liquid requires a specific version of GZDoom. Not to mention, you already stated this megawad has bugs with Project Brutality, and that there's another version for the newer GZDoom releases.
Other than that, my experience with this megawad has been an astonishing ride through a very refreshing HellOnEarth, and it easily became a new favourite. Keep up the stellar work! I, for one, would like to see, and play, another remaster from you! This is too good to miss, and deserves a lot more attention than it currently has.
Absolutely amazing stuff, does anybody know if there is some sort of work around with the water bug?
Hello!
I absolutely love these maps, but is there a way to play them on low spec PC's that perform really badly on maps with a lot of dynamic lights?
I trying to fix some bad things like really bad lags in some places, but this can't help in whole. I can't cut all things for good FPS, unfortunatley. So, this is dark side of wad, you can't play actually if your PC is bad. And unfortunatley, all that i can advice, it's set some options lower. You can play, for example, with smaller resolution (ultra HD 1920x1080 -> Full HD 1280x720 and window mode for more confortable gameplay for eyes). It gives you a good FPS boost. Also you can try to kill explorer.exe process, e.t.c.
Do you know the best settings for this? Because as of right now it looks great but they're too much grey everywhere. I'm using D-Touch by the way
Well, you can play with contrast 1.3 + brightness 0.2 or 0.3 (Options/Display options). Also you can check a new options like "saturation" or set some tonemaps like "Linear" but not sure that you can do it on D-Touch (idk, what version GZDoom in last D-Touch build)
For example, this is screenshot from MAP01 with:
"Contrast" = 1.3/
Brightness = 0/
Saturation = 1.25/
"Tonemap" = Linear/
I.imgur.com
_______________________________
Also, check "force additive lighting" in Display Options/OpenGl Options/Dynamic Lights Options. It sould be turned off.
I am having lots of fun with doom mods in general. But with this ... i have best time with doom in years.
Added lights and effects are in perfect balance. Adding depth to the game not spoiling the original game.
Maps modifications are simply excellent in my opinion.
Maps of chaos is kind of similar idea in regards of expanding basic doom maps, but I find Honte much more enjoyable.
Many people don't like the fact that maps are usually dark, but with flashlight in brutal doom v21 the darkness make it even more cool for me.
Brutal doom v21 + DommMetalVol3 make the whole thing top of the line in doom mods department for me !!!
I tired to find any way to donate, but couldn't find it anywhere. Is there any way to do it?
Regards!!
This is easily one of the best Doom 2 megawads I have ever played.
I only have found one issue with any of the maps thus far.
On MAP12 (The Factory), the streets surrounding the factory building are too narrow for the Spider Mastermind, so he is unable to freely walk the exterior of the factory.
That (in my mind) was an iconic terror of the original MAP12, that the Spider Mastermind could be anywhere outside the factory.
But here he's stuck in a tiny little area, making him an easy target.
I know this would be really anoyying, but
what about you make a dynamic ligths only version? all the new models and features make my pc suffer.
I'leave it as an idea for now, if someone more makes it xd
Hi hope u are doing good !? what is your discord server or id?
i love your work as a fan
can u suggest me a modern texture pack for wads like DR4 - Doom Remake 4?
Not using often. I don't remember when i was there last time.
About texture packs, well, idk. I have not thought about this question. Try to look something at forum.zdoom.org.
Can u create a texture pack like the textures of HontE_remastered
I just want to play any wad with this kind of texture
It's dark (like a nightmare) and modern
I very love it
Hi the maps is too dark for me
Can't play
Fastpic.org
please help me...i very want to play and beat your wad
I fixed my problem by enable the "true color"
What happened to the wad? Why is it only 7mb download?
I've been looking for something exactly like this for years, to no avail. Imagine my surprise when, earlier today, I just randomly stumble across it.
Excellent work, bub. Makes me wonder what your interpretation(s) of Heretic/Hexen would look like...
If this is outdated then whats the real one
Experimental - the newest version