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  (70 - 80 of 287)
StarmantheBlaziken
StarmantheBlaziken - - 119 comments

I want to ask a question, but it might seem rather silly though.
My question is... Why are the enemies quite fast for the UV equiv of the mod? Because when I go up against like say, an Astral Rage, those things run in like as if they are powered by all the sugary sodas with an extra red bull to them.
Not only that, but the gun units seem to be quite quick for a bunch of already good shooters just because I want to play with the most enemies.

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Zanieon Creator
Zanieon - - 199 comments

Well those are all sprinter-type enemies, you actually don't need to worry too much about them, Rocket Launcher is your best friend to deal with them. If you was avoiding using it due to self-damage, consider yourself lucky, because it doesn't do that, no weapon in the mod causes self-damage.

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StarmantheBlaziken
StarmantheBlaziken - - 119 comments

Odd that the rockets do not deal self damage, but okay. I just only find most of the enemies running fast otherwise to be confusing and hard to track them.
Also as I came back to the post it reminds me of playing Doom's E1M8 that the Barons get stuck in the very box they are in, making it easy to poke away at their health.

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StarmantheBlaziken
StarmantheBlaziken - - 119 comments

Actually it could be the lanky models sometimes fooling me, but sometimes they are kind of speedy of a sprinter but shoot fast in the UV equiv with a lack of wind up time being noticable.

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Tc_667
Tc_667 - - 23 comments

The graphics are extra polished, and the map pack deserves a prize for design, but could you fix the character selection? it looks dense and dizzy

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Zanieon Creator
Zanieon - - 199 comments

Unfortunately it's not something i can fix on my side, the character selection list when starting a new game is hardcoded into GZDoom that way, it will force the short list method whenever there's more than 4 player characters to be selected in the list.

Reply Good karma+2 votes
ANDROIDFERRET
ANDROIDFERRET - - 1,204 comments

Hi there.. Would it be possible to get the enemies in a pk3 file so that I can play with other mods also... I absolutely love This awesome mod and especially the enemies are incredible well done.... But if I could play them with zion,d4t,d4d,Lazarus or other D4 mods it would be so damn cool... Any chance of that happening?

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Zanieon Creator
Zanieon - - 199 comments

This is like the most asked question to me, well, as always, i may do separate releases of the monsters as resources in the future, probably only after i'm done with this mod in overall.

Reply Good karma+2 votes
ANDROIDFERRET
ANDROIDFERRET - - 1,204 comments

Don't get me wrong.. I absolutely love your mod especially since it is so well optimized that it runs good on my smartphone with delta-touch apk... And it is amazing what you've made possible in doom... But I also play dozens of other mods and mix them often... So it would definitely be awesome to use both weapons and enemies separately... Sadly your mappack is way to demanding for a smartphone but I can play your mod with a lot of other amazing maps..

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Guest
Guest - - 699,796 comments

I cant get it working on delta do you use it as a mod for doom or on its own

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