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Author: | czg |
Title: | Honey |
Download: | honey.zip (5c66609025b7de7d1cbcfac69a92551d) |
Filesize: | 20980 Kilobytes |
Release date: | 31.03.2012 |
Homepage: | |
Additional Links: | The Abandoned Workshops • Func_Msgboard • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
honey/honey.txt | 4 KB | 30.03.2012 |
honey/maps/bm_brkceil.bsp | 45 KB | 14.09.2011 |
honey/maps/bm_brkceil2.bsp | 45 KB | 15.09.2011 |
honey/maps/bm_chain.bsp | 118 KB | 06.03.2012 |
honey/maps/bm_chain2.bsp | 413 KB | 06.03.2012 |
honey/maps/credits.bsp | 2029 KB | 20.03.2012 |
honey/maps/h_end.bsp | 3557 KB | 20.03.2012 |
honey/maps/h_hub1.bsp | 3075 KB | 15.03.2012 |
honey/maps/h_hub2.bsp | 1988 KB | 15.03.2012 |
honey/maps/honey.bsp | 6614 KB | 30.03.2012 |
honey/maps/saint.bsp | 8493 KB | 30.03.2012 |
honey/maps/start.bsp | 5132 KB | 30.03.2012 |
honey/progs.dat | 519 KB | 28.03.2012 |
honey/progs/candle.mdl | 24 KB | 22.03.2009 |
honey/progs/mogre.mdl | 219 KB | 20.03.2012 |
honey/progs/s_light2.spr | 2 KB | 26.03.2012 |
honey/progs/tree1.mdl | 78 KB | 09.01.2012 |
honey/sound/honey/blaahd.wav | 198 KB | 17.01.2012 |
honey/sound/honey/machine.wav | 585 KB | 17.01.2012 |
honey/sound/honey/muzak4.wav | 5231 KB | 20.08.2008 |
honey/sound/honey/q2watr.wav | 199 KB | 20.08.2000 |
honey/sound/honey/ting1.wav | 166 KB | 10.02.2012 |
honey/sound/honey/ting2.wav | 166 KB | 10.02.2012 |
honey/sound/honey/ting3.wav | 166 KB | 10.02.2012 |
honey/sound/honey/ting4.wav | 166 KB | 10.02.2012 |
honey/src.zip | 3409 KB | 30.03.2012 |
honey.zip
Honey
Two cleverly designed maps with massive scale and thick atmosphere, using an expanded cistern texture set. Standard Quake gameplay with several enhancements and surprises. Includes a start/outro map and a bonus credits map. QC and map sources are included.Tags: fog, medieval, victorian, cistern, epic, huge scale, large, bricks, source, cutscenes, sewer, narrative, humor, mustplay
Editor's Rating: Excellent
User Rating:
4.8/5 with 159 ratings
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Entering the main "courtyard" in map 1.
Revisiting the most disheveled parts of map 2 with the "keys".
The lift protruding from the ceiling.
The bloody occult place with a properly scary ambush.
"(...) some extra firepower!"
Spawn on steroids.
Every time a jump across a small gap like in E1M1 is necessary to progress.
The lone zombie gazing into the depths.
The final fights that have you go "oh shit", then "wait, this seems doable" and then "hell yeah".
Excellent work.
Further down the game: How much time did it take to make this map?!? 5/5
glad to see Quake classic authors are still alive!
I have problems saving, too.
Sometimes I get the same error than bent. And other one I get is :
Host_Error: PRVM_EDICT_NUM: server: bad number 603 (called at prvm_edict.c:515)
It seems that savefiles are there but it throws same errors when loading.
But a great job indeed.
Congrats !!!
Check out taw.duke4.net for the first comprehensive review of the package.
And I hope Tronyn gets to covering this and that other recent map soon!
~jfh
P.S. As usual, I couldn't find all of the secrets, :( but that's ok. This was a necessary diversion at exactly the right time for me, and you can depend on that! :)
Great Inspiration for All!
Thanks CZG!
Hunk_Allock: failed on 616944 bytes
Sorry but, 1 star...
However, I do feel ALL these things should be included in the readme file for newcomers, incl. mem settings. Fitzquake is mentioned, but that's it.
5/5!
Visually, the map is the best one i have ever played. It lacks a bit in the game play section and monster placement, like the shamblers at the final part of the honey map. It could be a bit difficultier in nightmare too. The fog looks very good, but in some parts it makes it very grayish, depending of the engine used.
The biggest problem i see is that the water flows again and the slime stops flowing without you using a switch, destroying something or killing the mastermind behind it or any other way it could be used. This ruins the narrative part of the map.
If you were blindly pushing buttons to get through, you'd miss it! :)
More than i were blindly pushing, its more like i couldn't see what they were doing or the relation with the water/slime, because, at least in honey, pressing the button on the machine moves 2 doors, so you just think thats all it does. But now that i took a good look, its obvious what they do.
This was going to be a 'homage' trailer but 6 minutes is too long for a trailer. At least it's slightly less nauseating than my Tormentarium vid.
[youtube video link] (http://youtu.be/U5sTRO31UCA)
On beating the first map, this is incredible
I feel like monster placement could be better (waaaaaay too much opportunity for sniping), but visually and in terms of layout this is top-notch.
Was really impressed with this map, and it inspired me to download more of czg's levels. So far I haven't been disappointed!
Excellent mod from one of the best Quake mappers ever! Forget hkBattousai!
The best ever!
It's flawless!
For many years, even as technically better maps have come out, my absolute favourite Quake download has been czg07, "Insomnia". Finally., it may have been surpassed. "Honey" is absolutely sensational in every respect (monster placement included, commenters above!) The ruined underground castle level is just a thing of absolute beauty. 5/5 isn't high enough.
this might be the best most shockingly well designed couple of maps i've ever seen in quake.
Certainly a milestone in Quake level design, and this so many years after its release still! At first I thought: "OK, two maps, how huge can it be?" The answer is: They are actually MASSIVE - and tied together so cleverly, it couldn't be done in any better way. Your task is clear: Clean a tainted water supply by turning off the poison in one level and turning on the water again in the other (sequence does not matter). Getting this accomplished is quite an experience since your surroundings are absolutely impressive. I was especially amazed by the underground castle with its special ogres and these tricky grenade/rocket switches. And even though the areas are huge, you never get lost, that's the other great thing czg accomplished here. Finally, I can only praise the ending - it's so surprising, rewarding and also funny that it's bringing this pack to perfection. Legendary, amazing, a must-play! [Side note: I played this with Fitzquake Mark V, worked perfectly without additional startup parameters needed.]
I like dudes!
Oh hey, so do I! Let's make out :)
This is not the way to test for bugs, especially if I just wrote about this particular one yesterday: https://www.quaddicted.com/forum/viewtopic.php?pid=1095#p1095
Comments are meant for civil on-topic (the release) discussion, nothing else.
I wonder why on earth Daz rated this a 4? It's the only real non-5 score, and I'm baffled as to what we considers would be worth a 5! Sheer Hellish Miasma is so spectacularly super-great that it's easy to forget how awesome Constantly No Respect also is. Until the recent jam on this map (and anyone who's not seen that should over to func_mapjam1 right now), this was the greatest Quake download of them all, for me. How fitting that it should be surpassed (for quantity of not quite quality) only by its own progeny.
Just replayed this on hard skill and it is still the best thing ever EVER EVER
! I wish I knew how to make things work more properly.
I have got Honey working and it is AMAZINg to play-but it won't save. I am using the darkplaces engine and epsilon (which is confusing) . I just got quakespasm and it makes everything look very 1996 and has no mod option menu, so that seemed pointless.
On most of the readme files from this site say to enter command lines but I can't tell if it means in the console or in the folder? usually they don't work in the game console.
I am currently just adding downloaded maps and folders straight into my Darkplaces Quake folder and accessing them in the mod menu.. for Honey to work I have to put MAP HONEY into the command line , not sure I am doing it right.
I really just want to play all the stuff I can from this cool site but its not proving easy. Boohoo ;/
First order of business: If you want to "make things work more properly" you'll want to uninstall Epsilon.
Load the honey files from the folder, like: "quake.exe -game honey". It should bring you right to the start map.
I second Onetruepurple opinion on Epsilon's pack of mods, delete it or make your own pack from zero, that pack is the worst option for almost every custom Quake map. DarkPlaces has some issues too wih most custom maps but it is still a decent option.
On the help for loading maps, you have a whole page talking about that in the help section in this website, check it out ;)
:D HOOOOORAAAAAY.... ! I deleted the epsilon files as you suggested and everything properly works properly proper now. What an amaaazing MOD!! Mind=blowing maps! I just been it playing for hours and need to change my underwear (for good reasons not bad*) and I am starving.
Thanks very much for the responses and the help, much appreciated!
My favourite fan map for Quake 1 ever. The architecture is just off the charts, the atmosphere is top notch, the gameplay is really well balanced and the level design is just genius.
6/5 easily
One of the best I've ever played. Nice architecture and quite high difficulty level (at least for me).
Has anyone found all 7 secrets in saint? I can only manage 6. From the top of my head, the ones I have found are
1) the megahealth near the start, rocket launcher to release 2) first corridor after megahealth, ceiling shoots switch, SSG 3) drop down to quad damage in the next section 4) the teleport onto the top of the archway, megahealth 5) another drop down to a mega-armor 6) ammo raised up on the scaffold in the Spawn area
Any clues for the 7th?
As funny as the last level is, I kind of wish you hadn't gone the whole "abandoned village" route. This is one of your most fun maps but nothing quite hits the tone I love the way that Insomnia did.
That said, the level design here is absolutely amazing. You also seem to have a terrifying if lovable knack for hiding shamblers in places they should absolutely not be able to hide. I've walked around small rocks to find it was the perfect size to hide a shambler and that the path put me within inches of its face. I strongly prefer this method to the worn out "teleport shambler in player's face" trope you see in all sorts of top quality maps. This is one of those fantastic map packs that makes me approach each item, key, and door like it's going to explode. I love that.
Played Sheer Hellish Miasma again. Oh, man. That level hits <i>every</i> button. It's just perfect in every single respect. Architecture, atmosphere, monster placement, surprises, weapon availability, progression, revisiting already-visited areas under different circumstances, secrets ... Seriously. I can't think of one single thing that could make this better, other than that I want more of it. A true milestone in Q1SP design.
Yeah, its devastating awesome in all aspects. CZG is a hell of a mapper.
Excellent!
Incredible in every single facet possible. If you are playing custom quake maps, then you NEED to play this one.
Two of the most amazing maps I've ever seen
Would rate it 6 if I could! This is all a modern Quake map should be: complex but not complicated, fun and oh, so gorgeous! The first time I saw those arches plunging deep in the golden fog, my jaw dropped! This type of grandiose architecture reminds me of belgian comic book artist Schuitten. Enemy placement is excellent and never deters from the mood set by this incredibly amazing design.
Absolutely outstanding. CZG is an artist.
I was so inspired by these maps, I decided to remake a "Honey theme." The problem is I don't know how to post my maps, so any help would be appreciated.
Gotshun,
Email Spirit or post on http://www.celephais.net/board/forum.php
Would love to see more maps!
Very good Bloughburgh, thanks for the input.
Played this again after first time in 2014. Great, one of the best I ever played.
The best superlatives do not do this map pack justice. The architecture and visual desire are outstanding. The enemy placement and encounters are outstanding. The atmosphere is truly outstanding. The scale of the maps is mind-blowing. The creativity of some of the gameplay mechanics (such as the novel form of key used in the second map is incredible. And all this achieved in an engine that was essentially released in 1996.
You could hang this thing next to the Rembrandts in the National Gellery and people from around the world would come to see it - it's that good.
I have some minor quibbles:
The colour changing fog was really cool and ensured the atmosphere was always spot on. But sometimes the transition was a bit abrupt. There was one time in particular, where the fog changed from turquoise to pink (it looks better than it sounds) that felt a bit like a 1960s disco.
These maps have spawns, which I always thought made a poor fit in the visual theme of quake and don't make for particularly enjoyable fights. Fortunately, they are used sparingly.
The tongue-in cheek ending in the village and the credits page felt a bit incongruous, given the thick atmosphere that went before. This was obviously deliberate, but felt a bit out of place to me.
"You could hang this thing next to the Rembrandts in the National Gellery and people from around the world would come to see it - it's that good."
'Nuff said.
Getting this error ending the level "constantly no respect":
http://i.imgur.com/cnTWuy4.jpg
I should mention I'm playing on darkplaces with the game downloaded from steam.
@dt Check this post: http://quakeone.com/forums/quake-help/quake-clients/6978-darkplaces-error-reporting-thread-9.html#post134037 I'm pretty sure it'll fix your issue.
@bfg666
Tried all the cvars there, nothing seemed to work. Error didn't even change. Couldn't find any additional info on google either.
Thanks anyways, the map was very good - I played through both sides (not sure if there was more after) before running into this issue.
Might come back to it if I run into more issues with darkplaces and switch to something else.
Quakespasm is the way to go man.
I also used Darkplaces until I stared to get errors with certain maps and mods. I switched to QS for compatibility but stayed for the faithfulness to the original.
Quakespasm is the way to go man.
I also used Darkplaces until I stared to get errors with certain maps and mods. I switched to QS for compatibility but stayed for the faithfulness to the original.
Quakespasm is the way to go man.
I also used Darkplaces until I stared to get errors with certain maps and mods. I switched to QS for compatibility but stayed for the faithfulness to the original.
Well then I can't help you without more info. Do you have any other mod installed? Which DP version are you using? If you have the one bundled in the Epsilon build, you should uninstall that and start over with a clean DP install.
Not if you want fancy stuff like RTlights or advanced replacement content capabilities.
Thanks, I'll give it a go.
Replayed recently and both maps remain bum-slappingly stunning masterpieces of layout, gameplay, pacing, brushwork and atmosphere.
Can you believe that next April this will be five years old?
otp: no it seems like it was released yesterday. Welcome to being an old git I suppose.
Level design of Sheer Hellish Miasma is simply terrific, best of all times in this Game, and not counting the exellent Honey theme and superstandard gameplay. Must play. Must enjoy. By the way, I also missed the 7th secret. Any clue?
I swore a lot, haha. Maybe I shoudn't have picked hard on the first go. Fantastic maps!!!
Fantastic. Loved the ending. Really amazing work.
Played through this yesterday on on hard. Great fun! Loved the large underground areas. The sheer scale of the maps was great. The pacing and resource distribution was just right. Felt like I was ammo starved but not so much so as to make it annoyingly frustrating. Just enough to make things a bit more tense! Awesome little ending to it all too. Quite charming. lol
You can check out a video of the playthrough at the following:
https://www.twitch.tv/videos/164793835
https://www.youtube.com/watch?v=-gxCGKwzkOo
Really liked it. Tried in Darkplaces first, but ended up with a quakeC-error upon finishing both levels, just before going back to the start-map. No problems with saves though, as others have had before (probably previous versions of DP?)
Had to do a quick noclip through the levels in quakespasm to see the awesome ending! :)
"I'm the horse of a ghost" Truly a fantastic set of maps
This was fantastic, very atmospheric and well paced. I agree with others who said that the level of ammo conservation was just right. Let's have a sequel :)
the stained glass windows are amazing. I also love chandeliers
What can I say about this.... Sheer Hellish Miasma indeed. The atmosphere, the challenge, the scope, the epicness, the inventiveness, the imagination, the humour. By far the best 3rd party campaign I've played.
Stellar level design, lots of personality. 5/5
Impressively made. The use of rocket keys in the second map was cool. Some cheap shots and iffy monster placements here and there bogged things down. I really did not care for enemies spawning in behind me without making a noise. I super did not care for the inclusion of slimes. The ending was cute.
Absolutely amazing map and great level design. The map is really captivating right from the start with its theming. One of the best maps I've ever played.
Holy Mother of God.
Beautiful Map with great theming and atmosphere.
Nice big map with interesting gameplay.
Believe the hype.
100%
The atmosphere is astounding.
Update: 9001%
The ending completely made my day.
I can't figure out where the entrance to Nightmare mode is. Cocerello, you seem to have found it, any hint? (or did you just use skill 3 before loading maps?)
I'm almost 100% sure there is no Nightmare button in the start map. But I could be wrong.
@Gyoyo3aa, i cannot remember anything about a nigtmare entrance in this map, checked again just in case and also on the release thread, so i suppose i loaded the map already on skill 3. Back then i played everything on that skill level.
Not much else to say here that hasn't already been said. The hype is real. Honey will make you re-think what Quake can be.
First thought: “NessainceE,” but with Lovecraftian kink.
Honey will get you to do some Quake parkour. The ghost stories are cracking me up. So much creativity...
[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]
Spooky, clever, funny, highly recommended!
Incredible maps, especially for 2012. Secrets are very hard to find, I found 2/7 and 0/7.
Excellent set of levels :) Truly expands the scope of what you think Quake can handle.
Really great. But maps aren't equal. One is much-much better than another one - the one with destruction everywhere is better. Well it is better that 90% of ALL maps existing. So hey! THANKS
Wow Honey now comes free as an add-on for Quake Remaster!
New Honey release for Quake Enhanced with better lighting and a new ending.
https://archive.org/details/quakehoney2021
to download the above place underscore after quake and honey ! :)
Good maps! Fun play! Even funnier unorthodox ending) But no new content...
I am running the new quake with the add on ''ONEY" iT SAYS USE THE ROCKET TO OPEN but i dont have a loncer? how it works?
Trying to run 2021 mod dl from the above link in qss. Followed instructions to the letter. New Game:
BAD BUILTIN CALL NUMBER 91 HOST_ERROR: PROGRAM ERROR
All my other mods work. Original 2012 Honey works.
"Trying to run 2021 mod dl from the above link in qss". It's not well suited for non Kex. It was updated specifically for Kex and rerelease/enhaced edition. And it's actually worth it! Recommend
Thx for explaining. I'm not a fan of the look of that "enhanced" version. They missed a chance to add a portal for nightmare too. I think enhancing the graphics of quake is missing the point a bit. But if you're gonna do it, you should do it properly. IMO, they used the wrong engine.
https://ue4arch.com/news/quake-unreal-engine-4/
I re-re-re-re-replayed Sheer Hellish Miasma. Ten years after it was released, it remains by far the most fascinating and inventive progression of any Quake map I have ever seen. Quite literally a work of genius.
Wow.
I loved this a lot. Sheer Hellish Miasma was great fun, from the feeling of being lost in an unfathomably large structure to how it always seemed like you were breaking the map and making your own rules because of how clever the layout was. The best part was how it actually made backtracking entertaining with the rocket and grenade "keys". I was sad to see it end.
Constantly No Respect seemed like the easier map, but it certainly wasn't any less enjoyable. I found more secrets on this map, and that early rocket launcher certainly helped. The Arcane Dimensions style zombie-killer axe was a great touch for helping to conserve ammo, and being able to snipe some enemies from a distance gave some lovely opportunites for serious payback.
Finally, the ending is amazing. I wasn't expecting such a funny and surreal conclusion to such a eerie and atmospheric mapset but czg knocked it out of the park. Damn that was good.
:) This is the very first map I ever saw here, with its nice thumbnail and description.
Incredible atmosphere, challenging but fair combat and gorgeous level design. A masterpiece
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