Hunter's Moon is a mod for The Ultimate Doom, Doom 2,Final Doom and FreeDoom that works under GZDoom and Zandronum Source Ports. The purpose of the mod is provide the player-versus-environment experience the original Quake III Arena never had, unlike its predecessors. It tries to bring all the glory of Quake III Arena frenzy into a different level of action by fusing minor characteristics from all other Quake installments with all of Doom installments as well.



Characters:

You can play with each character that Quake III Arena have, this includes the additional characters from the Team Arena Expansion and even an extra character specially crafted for the mod as well the Doomslayer from DOOM (2016), currently theres a total of 29 playable characters:

  1. Sarge
  2. Doom
  3. Crash
  4. Grunt
  5. Ranger
  6. Visor
  7. Bitterman
  8. Major
  9. Razor
  10. Xaero
  11. Hunter
  12. Mynx
  13. Lucy
  14. Hossman
  15. Keel
  16. Anarki
  17. Slash
  18. Bones
  19. Orbb
  20. Fritzkrieg
  21. PI
  22. Megan
  23. Morgan
  24. Doomslayer
  25. Klesk
  26. Uriel
  27. TankJr
  28. Sorlag
  29. Tyzen

Weapons:

The weaponry of Hunter's Moon goes beyond the regular found in Quake III Arena, mostly to gives more options on how to kill enemies and provide better damage/crowd control on them:

  • Machine Gun (Quake III Arena)
  • Heavy Machine Gun (Quake Live)
  • Shotgun (Quake III Arena)
  • Cynetik Striker Cannon (New from scratch, model is originally Vorus Plasma Arc from Alien Rage)
  • Grenade Launcher (Quake III Arena)
  • Rocket Launcher (Quake III Arena)
  • Lightning Gun (Quake III Arena)
  • Trakion Cannon (New from scratch, model is originally Flak Cannon from Unreal Tournament 3)
  • Railgun (Quake III Arena)
  • Plasma Gun (Quake III Arena)
  • BFG10k (Quake III Arena)
  • Dark Matter Gun (Quake 4)
  • Chaingun (Quake III Team Arena)
  • Nailgun (Quake III Team Arena)

The mod intially started public over ZDoom and Zandronum forums, there are download mirrors from MediaFire if you experience problems with ModDB servers:

Forum.zdoom.org

Zandronum.com

Also if you want give a like on the official facebook page: Facebook.com

Join my Modding Discord Server if you want to follow more closely the development of the mod!

I have a Patreon if you wish to support my works.


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RSS Articles

Hey again Arena Warriors, once more i delayed too much to post any kind of news in here, i have to admit my procrastination problems is what affects the amount of posts i do, but this time i have plenty of things to show in the maps department.


HMMapsButton

Rarlocan Main Base Rework finished!

In the previous post i have shown the progress of this rework for the oldest map present in the Map Pack now, so here's the latest screenshots of the new final arena it has, replacing the old portal one:

Rarlocan Final Arena 1

Rarlocan Final Arena 2


New Map! Horsemen's Rest.

During the entirety of 2022 i planned to work on 2 more new maps, one to fill the gap of the "Easy" difficulty label, since the map pack lacks any of those at the moment, and another "Medium" difficulty one.

So Horsemen's Rest should get new players into a good presentation and give them a smoother learning curve to play the mod:

Horsemen's Rest Armor Statue

Horsemen's Rest Pool side

This map may be an easy experience for combat, but players may still watch their step as being the first Sky Map into the mod, falling down into the planet means death (Flashbacks from Space Maps in Quake 3).


New Map! Ritualistic Nature.

The second map mentioned, the "Medium" difficulty one is set in a night time moon with a dense forest and non-linear progression for the majority of the journey:

Ritualistic Nature Structure

Ritualistic Nature Main Entrance

Ritualistic Nature Red Skull Section

The initial idea for this map was to invest in the usage of the flashlight feature, which currently isn't much necessary for the previous maps, despite some of them looking dark, there's enough visibility to play without the use of flashlight.


Previously i mentioned another release of the Map Pack would happen soon, but that soon never came, the reason for that is that i decided that would finish the tutorial map before doing that, however the tutorial map is still halted in development and those reworks and new maps came first. In the next release of the Map Pack the tutorial map will still probably be incomplete, the importance of the tutorial map is to cover all elements the mod have at least to the basic level and also show the new mechanics to players and how to use them, the problem with that is that i keep introducting new mechanics with these new maps i do, and with that i decided to leave the tutorial map halted until i feel like i won't be including any more map-related mechanics to the mod.

So far this is all folks!

-Zanieon

Map Pack and development state

Map Pack and development state

News

A brief info about how's the state of development of the mod in its core and the Map Pack. A Nostalgic surprise awaits!

The 10 Year Anniversary

The 10 Year Anniversary

News 4 comments

It's been a long and journey, but this is not over yet. The mod completes 10 years of development this month. And i'm going to talk about a couple things...

Future Versions, Maps and Coop Tutorial

Future Versions, Maps and Coop Tutorial

News

Finally the Map Pack overhaul has released, but what happens after? Sure there are work to do, among other things such as Zandronum support and the Coop...

New Map Pack Trailer and release date!

New Map Pack Trailer and release date!

News 1 comment

After 5 years since the original release of the Map Pack, it is time to get new maps! On May 1 2020 everything will change.

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Hunter's Moon - Version 3.6.2

Hunter's Moon - Version 3.6.2

Full Version 3 comments

More Version 3.6 improvements, such as new water splash effect, fixes to some enemies' missing assets and minor rebalances.

Hunter's Moon - Map Pack Version 0.5

Hunter's Moon - Map Pack Version 0.5

Full Version

The official Map Pack to experience the mod in full potential. Load it after the main mod to prevent startup issues. The are new and reworked maps in...

Hunter's Moon - Version 3.5 (Zandronum Edition)

Hunter's Moon - Version 3.5 (Zandronum Edition)

Full Version 1 comment

This is Version 3.5 patched to properly work with Zandronum 3.0.

Hunter's Moon Editor Resource (Revision 11 Update)

Hunter's Moon Editor Resource (Revision 11 Update)

SDK

Update December 25. If you want create maps for Hunter's Moon or want adapt already existing Doom maps for personal use, load this into GZDoom Builder...

Hunter's Moon - Version 3.6.1

Hunter's Moon - Version 3.6.1

Full Version 7 comments

Continuing with Version 3.6 improvements, this version reworks Sorlag to her Quake Champions model and also reworks the OED Beacon.

Hunter's Moon - Map Pack Version 0.4

Hunter's Moon - Map Pack Version 0.4

Full Version 11 comments

This Map Pack refreshes the experience with the mod entirely. Here are dedicated maps created for the mod to explore its potential at maximum capacity...

Post comment Comments  (30 - 40 of 287)
DeathCold
DeathCold - - 327 comments

So, home come this mod is for Zandronum and GZDoom if it gives me an error on Zandronum saying that???:

Execution could not continue.

Unknown option 'Game', on line 8 in TEAMINFO.

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Zanieon Creator
Zanieon - - 199 comments

You're probably running the GZDoom version which is not compatible with Zandronum.

Due the state of Zandronum not updating for several years i'm not willing to update the mod for Zandronum anymore as well, Version 3.5 will probably be the last version released for Zandronum.

Reply Good karma+2 votes
DeathCold
DeathCold - - 327 comments

That's sad. At least you could do a final update for Zandronum version. Cause, for now Zandronum is the only way for me to play Doom mods. Until i get new hardware.

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Zanieon Creator
Zanieon - - 199 comments

I mean, the Zandronum branch of the mod is not really that far behind if you noticed it in the downloads section in here.

If anything, i'm just demotivated to upkeep Zandronum branch for now, but in case Zandronum eventually updates, then i'll consider in updating that branch again.

Reply Good karma+1 vote
DeathCold
DeathCold - - 327 comments

Well, there is a q-zandronum. I don't know how different it is from regular zandronum, but you can try that one out tho.

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Zanieon Creator
Zanieon - - 199 comments

Q-Zandronum does some changes internally in Zandronum that i do not want for the mod, so i'm not considering using it because these changes.

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mastersoto3
mastersoto3 - - 104 comments

This mod is phenomenal! Takes the never-endingly pointless deathmatch aspect out of Quake 3 and takes out the overly-scripted, slow, System Shock 2-style survival boredom out of Doom 3 and puts them in the wonderful world of fast-paced, action-packed, relentless, brutal, blood-dripping, head-banging, ****-swinging mid to late 90's old-school FPS glory. Thank You for all Your hard work, guys!

One little problem: Doomslayer doesn't work in E3M1 (Ultimate Doom). He can't seem to move out of the walled enclosure he starts off in. :(

And then one little suggestion: those shiny, watery explosive *************. Astral somthing. Don't you guys want to slash a little HP off, or their speed, or their damage? They upset the balance early in a game, because you can barely kill them with the SMG you start with and they almost kill you with one of their allahu akhbar badabooms. It's like a ******* nuke went off in the room. Maybe it's just me, but those ******* are impossible.

Otherwise, 95/100. I am really, really looking forward to the campaign!!!!1!one

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Fraxπ
Fraxπ - - 136 comments

Just in the absolute case: go to the right in the Map Pack hub to access the mod's official dungeon maps. They are much better than playing on normal wads!

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mastersoto3
mastersoto3 - - 104 comments

I did and the map with the weapons and character descriptions looks awesome. Excellent work! From what I see though, there is only that one map for now? Or are there others and I am just not finding the exit/portal to them?

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Zanieon Creator
Zanieon - - 199 comments

You have to use the terminal by the staircase of the Portal in the hub map, you can select the playable maps from there, the default one is the Tutorial Map which is currently WIP, but the other maps are playable from start to finish.

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Zanieon Creator
Zanieon - - 199 comments

Hello, and thanks for enjoying it.

Doomslayer has a little taller hitbox, and that can be solved by simply using crouch, you may value the intention of playing the maps as Doom is in vanilla without crouch or jump, but those two features are crucial in the gameplay design of the mod (which even includes bhopping) hence why many monsters also sprints, jumps and do all kinds of crazy things.

About the Astral Rages, they have been a problem with the RNG spawns among the zombiemen since their design is made towards energy weapons, not ballistic ones, and the player intially will have only ballistic so they are indeed a super high threat.

I'm going to release updates to all patched wads to make the gameplay experience better on them since currently playing on unpatched wads causes a way different experience, especially ammo pickups being different from nearby weapons due the expanded arsenal.

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mastersoto3
mastersoto3 - - 104 comments

Works! :D Very happy about that, feels like you are playing as some 2.2m viking.

Astral Rage, that's what they're called. I read in the wiki that they can't see you if you don't go firing off any weapons, but the problem is that because of the difficulty settings of the game, these ******* will never be alone, but always with a group of zombies and that means you kill one zombie, you catch a big suicide explosion in your face, but at least they kill the other zombies too, so that's not too bad, but yeah, a little balancing with the spawns and the mod will be perfect. ;)

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