Doom modder and mapper since 2006, also do few mods/maps for other games as well, high passion for futurism. Real name is Yaso Volcov, but i prefer using my pseudonym for reference.

Comment History  (0 - 30 of 197)
Zanieon
Zanieon - - 197 comments @ Progress status on Map Pack

I do have plans for Space Maps such as those actually, but since only now i'm developing more maps for the mod, it may take a while until i can reach such plans.

Also i do like the atmosphere given by q3dm18 and q3dm19, if you tried the tutorial map, it gives a similar energy despite being set on planet surface.

So far i have been experimenting lots of atmosphere types for the mod, each map provides a different aura to its ambience.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Progress status on Map Pack

Which one of the songs do you mean? Rarlocan Main Base features like 3 songs depending on the moment.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

Yeah for best experience i suggest leaving compat options on default of GZDoom, and also use one of the presets given by the Mod in the Mod Options menu, those settings won't save after you leave, so you don't need to worry if you don't want GZDoom to look like that when playing other mods.

Mehanir doesn't do any action while he's charging the lightning strike, but those projectiles that pushes you around are slow and tracks you, so he may have released them earlier and then reached you in a bad timing.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

Heya glad you enjoyed the mod this much, and so yeah dealing with a whole new set of elements of a total conversion is confusing initially.

Well, replying to your questions, Grenade Launcher does less damage than Rocket Launcher but it have larger splash radius as trade, and Rocket/Grenade/BFG jumping is totally allowed, you just need to press jump at the same time you shoot straight below you, the propulsion given by the rocket splash alone won't do much.

That thing that took away your controls, was probably the activation of a Life Binder, if you heard the announcer saying "DENIED" and then you got frozen in place only to face a huge explosion seconds later, that's how the Life Binder item works.

As for the environmental hazard, well... some elements i brought straight up from Quake 3 with no changes, this includes the Death Fog which you thought it was a swimmable blood pool heh. Also Mehanir do pushes you around with the kinetic balls him and the Arcane Stones releases, it's a mechanic listed in his boss panel.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

The Tech Demo map from 2015 is not present into the current version of the Map Pack anymore, i scrapped it when i replanned the whole plot for the campaign, only the Dungeon maps are currently avaliable.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Map Pack Version 0.4

Znadronum doesn't support many features i used in the code of the Map Pack, so unfortunately no.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Version 3.6.1

There always been separate branches for GZDoom and Zandronum, unfortunately i stopped the Zandronum branch because its codebase support is becoming too far behind GZDoom, thus becoming hard to downgrade the code of the mod to work properly without breaking anything.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Version 3.6.1

Are you using the latest GZDoom version? Too old versions may not have the current features being used.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

If you're trying to play Doomslayer in specific or the other characters towards the end of the list, they're all taller than normal. Everyone before him in the list still uses the original hitbox dimensions. Since crouch and jump are intended to propely play the mod, you could just crouch to fit into those small places.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

You mean the GZDoom source port? It acquired that ability due to its origins based in some older source ports that tried to focus a little more in the graphical department, i recall GZDoom rendering features were acquired from ZDoomGL.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

Hello there and sorry for the late reply.

The Map Pack always needs to be loaded after the mod itself in order to work properly, if you are using the classic method of selecting both files and dragging them onto GZDoom, try selecting the Map Pack first and then the mod itself to GZDoom, if you did it this way, try the inverse method.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

Quite a rarity people asking only for the weapons, and fortunately the mod started as a weapons mod only first, then it became a complete gameplay conversion, one these early versions can still be found at The Sentinel's Playground: Allfearthesentinel.net

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+3 votes
Zanieon
Zanieon - - 197 comments @ Going slow but not stopped

No worries, and many many things has changed since this post, the mod is in a much more advanced state now.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Zanieon

That model is already used in the mod: Doom-hunters-moon.fandom.com

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

Well first time someone is asking for weapons-only, instead of monsters this time, but i'll have to reply the same thing, i wouldn't do that until the mod is finished, which then all the content may become resources for other mods.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

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.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Map Pack Version 0.4

The story-driven maps are not made yet, which that portal is reserved for, currently only the one in the sides are functional, left for standard Doom 2 maps and right for the dungeon maps, which are maps purely driven by gameplay.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

The Middle portal is for story-driven maps, which there's none currently, only the right portal is functional, you can select maps by using the terminal right in front of Crash's statue there.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon

If you tried and succeeded then fine, this has been requested for years and i won't be refusing it external help for sure. Just hope you mind the maintenance as well, as some before you also branched the mod but don't keep up with the updates i do.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Map Pack Version 0.4

Select map pack first then select main mod and drag them into GZDoom.

Good karma+1 vote
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Map Pack Version 0.4

Always load the file after the main mod, otherwise as i explained above, GZDoom won't even start due to missing code reliant on the mod itself.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Hunter's Moon - Map Pack Version 0.4

Not for the moment, all of them are reliant on code and other resources that are shared from the mod itself, loading with other mods probably won't let GZDoom even start due to errors of missing code.

Good karma+2 votes
Zanieon
Zanieon - - 197 comments @ Onerium's Hub - Beta

Developing the mod for so long needs to lead somewhere :P

Good karma+1 vote