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.
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:
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:
The mod intially started public over ZDoom and Zandronum forums, there are download mirrors from MediaFire if you experience problems with ModDB servers:
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.
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.
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:
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:
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).
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:
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
A brief info about how's the state of development of the mod in its core and the Map Pack. A Nostalgic surprise awaits!
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...
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...
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.
More Version 3.6 improvements, such as new water splash effect, fixes to some enemies' missing assets and minor rebalances.
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...
This is Version 3.5 patched to properly work with Zandronum 3.0.
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...
Continuing with Version 3.6 improvements, this version reworks Sorlag to her Quake Champions model and also reworks the OED Beacon.
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...
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
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!
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?
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.
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.
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. ;)
this is incredibly cool :) just had a quick question, is there a way to turn the floor blood off? tried monkeying around on my end but am n00b and didn't really find a way to do it lol any tips? if not no worries :)
Should be "do not spawn bloodshed in gore effects" in the Mod Options.
Is there any way to disable Astral Rage? Cause an invincible super fast enemy that one-shots on contact... yeah i call ********. Ruins this mod which used to be cool. Who thought that was a good idea?
EDIT: I checked HuntersMoonV3.5.1.pk3\Decorate\Enemies\Demons\AstralRage.txt and it has
Speed 8
Health 25
which is somewhat faster and less tough than an Imp or Zombie
but also
+GHOST
+NOPAIN
+THRUSPECIES
+BRIGHT
-AMBUSH
I think +GHOST just means it can walk through walls. Which of these state flags make it invincible though?
Can you litterally just ******* read the wiki instead? I lost braincells D:
He's not invicible, the +GHOST is also not meant to make him clip through walls it is meant to make him interact with certain weapons only.
Astral Rage is an enemy that requires energy-based weapons or splash damage to get hit, physical weapons have its projectiles passing through him, this means bullets, grenades and rockets goes through, but Plasma, BFG shots, Dark Matter and Electricity will hit.
This enemy have a very specific usage case because this specific trait they have, and not sure if you notice, but they are blind and will never react to the player on sight, only if you fire your weapon, in such cases you can use a Railgun to kill them before they can charge at you to explode. Trakion Cannon can also help with that if many appears because the pillars applies only splash damage.
I wish there was a version of hunters moon monsters only where i could change the health of monsters to better suit the weapons mod im using Like turning off and on Hell Knight Fireballs Pinky Jumping and who spawns over who Since the original Hunters Moon Monsters Only Lacks Falling animations the universal gibs 3d mod built in which adds shootable corpses. I had to rip From Doom Remake 4 but many of the monsters still don't disappear when gibbed the monsters with colored blood may have had colored gibs. the Monsters having gib pieces pop of their corpses is much better i'd also like the 3d Blood but without the weird outlines.
"Why I ******* hate ModDB: Part Two"
Wait a second, I'm confused....
Did you remove all of the levels that were in 2.8?
Because I remember playing this years ago and it was awesome. It was version 2.8 as I recall. I downloaded your new version here and theres nothing there and you removed all the download links to older versions.
Can you maybe put them back?
It's always been two files, one which is the mod itself, and the other that is the map pack, probably the levels you are mentioning.
The old Map Pack 0.3 had only 3 levels, 2 were scrapped for the New Map Pack 0.4 which has 5 levels with 2 of them being sorta "remakes" to the scrapped ones.
I seem to recall way more files than that. PK3 that had the music, one that had the bosses, one that had other stuff....
Whenever I loaded Hunter's Moon Ide have to load like 5 different PK3 files. Like I said, this was some time ago. Regardless, think you could repost some of the older stuff, at least the map packs, for posterity?
You are referring to the 2015 initial release of the Map Pack, which had 4 files instead of 2, the mod itself, the maps, the assets file which these maps required and the bosses file, all that became the single pk3 which is the Map Pack nowdays.
I still have that old Map Pack, however i don't see any real reason to make it public again, the 2 scrapped maps were nothing but mistakes i did with level design such as bad navigation and sudden frustrating events, they were gone for good.