Welcome to The Temple Of The Portals, prepare to fight hordes of giant monstrosities of hell for the control of the multiverse, Hunter's Moon is a mod for Zandronum and GZDoom that consists in bring the single-player/cooperative campaign that Quake III Arena never had, the story continues a very, very long time after the Vadrigars and the Eternal Arenas taking the warriors out of the arenas' endless battles to fight for the control of what have locked them there, The Temple Of The Portals is the place where everything connects, it is the universe between the universes, it is a source of unlimited and unimaginable power that even gods wants control it.



Characters:

You can play with each character that Quake III Arena have, this includes the additional characters from the Team Arena Expansion and even a extra character from Unreal Tournament 3, 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 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



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Hello again arena warriors, today is a day for another log report about the long path the mod still have to follow to reach its true identity.

First of all, i apologize for saying Version 2.9.2 would be released in celebration for Zandronum 3.0 the past month since i broke my promise by one week of delay as well only the GZDoom version being released, currently Zandronum 3.0 is still unable to read all the features the mod has in its GZDoom version and code still needs to be adapted properly.

Anyways first the sad news:

BaerhonsLair

Given the actual feedback from players across these last 3 years and taking the long development the mod has passed since 2011, it is time to readjust few things and the first and hard decision i took is that the actual Baerhon's Lair Dungeon is not representing well the true intentions i want with the mod, surely some people may have experienced some fun on those maps with the giant bosses they possess, but i can't hold them in the mod anymore after so many players proving to have computers not powerful enough to have playable framerate on them and those maps are pretty old already for the new ideas i have with the true Campaign.

Rarlocan Main Base was made across 6 months in 2016 and this is the only Dungeon which will probably stay in the Map Pack after 3.0 update, but unfortunately, Baerhon's Lair Part 1 and 2 will be scrapped as the old Demo map will be again after me still not having nice ideas to keep the flow of that map, all the 3 maps has been made from 2012 to 2015, i discovered things about GZDoom in the process that cannot be avoided since it is a natural thing of the engine and i can't simply ignore the fact that probably half of the people who plays the mod doesn't have a decent computer to run those maps properly, specially Baerhon's Lair Part 1 great corridor which is a total FPS killer for many people.

So the deal is play those maps while they are in the map pack, they will probably stay on it for the rest of this year, but there will be an update to the map pack which they will simply disappear and probably not coming back ever again, if you want to keep a backup of an old version of the map pack to keep these maps saved, it is completely fine, however keep in mind they can break with newer versions of the mod since they will be deprecated as well.

"But what about the bosses? Will they be scrapped as well?"
No, definetely not, Veltanir and Mehanir will not make their departure from the mod, they will be moved to newer maps, probably maps which is part of the true Campaign instead of the Dungeons.


Now what's on the horizon so far:

Updates inside Version 2.9 will be made until the mod is ready to be entitled 3.0, so expect a Version 2.9.3, 2.9.4, 2.9.5 and on, these small updates will serve to i finish the remaining content that is pending to be added into the mod:

  • 3D models replacements to all solid decorations of the game, as everyone knows, many decorations are still sprites.
  • Add the Alliance soldiers to start producing the Campaign maps as well make them as a fair help reinforcement other than an overpowered Tamer Of The Dark.
  • Add abilities in all playable characters, so the players will have a reason to play them other than pure visual preference as by now many people may have been playing Doomslayer due to his Berserk Mode now.
  • Tutorial map to teach new players how the mod works, the proper use of the weaponry, their tricks and how each monster threat is mitigated with them as well a brief introduction of the main lore, about the Temple Of The Portals, the Multiversal War, the Alliance of The Eldest Universe, Hell and the Tamers Of The Dark.
  • A Menu Codex like the one present in DOOM 2016 to explain a deeper lore about every bit of the mod that will not be mentioned directly in the true Campaign when it arrives.
  • The complete rework of the remaining Tamers Of The Dark, Ranerion and Veridion as they are still using the old ripped model and add the last remaining Tamer, Kadrenon to the beastiary.
  • Rework of Berserk monster, and add Doom 2016 Pinky variant.
  • Versus mode.

It's not a long roadmap anymore, the mod already reached halfway of the entire plans i had for it, the only thing that remains to be done for sure now is make the story and explanations for everything as by now, i know the mod is suffering a review negativity due to the lack of documentation, help, hints and tips about all of its features as well the performance issues in the dungeon maps.

In case anyone missed:

The Map Pack has been updated in the same day of the Version 2.9.2 release, all the 3 packages required to run the maps properly is now merged into a single one, currently i reorganized the play order of the maps and Rarlocan Main Base is now the first map when you start the Temple's Dungeons since that map is smaller, and alot more linear than the other two, as for Baerhon's Lair Part 1, the great corridor lost its forcefields in favor of some fps boost but this does not save this map from being removed from the map pack in the near future.


That's it for this month people, have a nice fragging.

Refactoring the Mod's page

Refactoring the Mod's page

News 1 comment

Currently the mod has passed trough ages and had its high and low peaks, the next days the mod's page will pass trough an entire reformulation for better...

Developer's Month Log - September 2017

Developer's Month Log - September 2017

News 3 comments

Doomslayer's berserk mode, reworked models and Doom 2016 Cacodemon introduction, plans for Zandronum 3.0 official release and more.

Version 2.9 coming out this Saturday!

Version 2.9 coming out this Saturday!

News 3 comments

The long wait has over, on May 27 you will get a new mechanic with the weapons and a bunch of bugfixes and improvements.

Things are going slow again but for a reason

Things are going slow again but for a reason

News 4 comments

Since the last news i announced that one more map will be released for the mod before the end of year, well, unfortunately i will have to postpone this.

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Hunters Moon - Version 2.9.2

Hunters Moon - Version 2.9.2

Full Version 6 comments

This version brings revamps to Cacodemon, one Tamer of The Dark and Doomslayer's Berserk mode among few bugfixes and code rework.

Hunter's Moon - Version 2.9.1 (Zandronum Edition)

Hunter's Moon - Version 2.9.1 (Zandronum Edition)

Full Version 3 comments

This edition is meant to be played with Zandronum 3.0, it is almost exactly like the GZDoom edition with minor changes in code and effects to run properly...

Madness of an Epic Massacre Music Pack

Madness of an Epic Massacre Music Pack

Music

This add-on contains various tracks from many sources, from movies and other games, works with pretty every megawad but mainly made for Hunter's Moon.

Total Sonic Mayhem Music Pack

Total Sonic Mayhem Music Pack

Music

A music pack for Hunter's Moon containing tracks from Quake 2, Quake 3 and few other works from our beloved Sonic Mayhem o/

Hunter's Moon Map Pack Version 0.3

Hunter's Moon Map Pack Version 0.3

Full Version

Prepare to meet the true challenges intended for Hunter's Moon, this file contains the maps with intended gameplay for the mod. Update: October 6, Single...

Hunter's Moon Editor Resource (Revision 5 Update)

Hunter's Moon Editor Resource (Revision 5 Update)

SDK

Update October 9. If you want create maps for Hunter's Moon or want adapt already existing Doom maps for personal use, load this into GZDoom Builder as...

Comments  (0 - 10 of 140)
XenophobicSkaarj
XenophobicSkaarj

Just started playing this Wad on GZDoom 2.3.2 and while it is enjoyable so far (even if it runs like crap with performance, tried it on Zandronum and the lag was even worse), I ran into an issue as soon as the first level:

The "lava puzzle" about 3/4 in the level is impossible for me to complete, after dying instantly multiple times I thought I must have done something wrong and looked around the area and noticed the blue marker nearby, killed off a few monsters hiding there but found absolutely nothing except some ammo, no power-ups or switches/buttons or any unique weapons (unlike the first blue marker which had the Dark Matter Gun, this had nothing)

Is something bugged or am I missing something?

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Zanieon Creator
Zanieon

Hi, you are not missing anything, that marker should appear only in cooprative, i forgot to remove the singleplayer flag from it, when playing in coop that marker is the spawn point of a hazard protection that appears after the players has failed to cross the lava room at least 10 times, if you are dying in the lava puzzle because you don't know what to do, just watch the V2.7 trailer here and skip to 2:21 mark, it shows what you need to do there.

Currently i need remake this first map, it is the eldest between the all 3 and i made it before i knew that detailed open fields in GZDoom costs too much performance to render, also i recommend you play the mod in GZDoom 3.1.0 or even in the recent devbuilds if your pc can support it, the optimizations there makes the mod have more fps in overall internal maps and just as gameplay mod.

Reply Good karma+2 votes
XenophobicSkaarj
XenophobicSkaarj

LOL I never knew this optional skill would be mandatory to complete this puzzle, like the fact that you receive 0 damage as well so it's fun to use again.

As for performance, I'm using an old toaster (Win XP SP3) so I can't really blame the mod for it (even if on certain parts it becomes almost unplayable, especially the second boss...)

I'll be writing a review of my general opinion of the wad, I played the entire campaign as of now and tried mixing it with other MegaWads (such as Community chest 1 and Scythe), I truly enjoy it but I do have many negatives to say about it as well...

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Guest
Guest

can you add a keep corpses option??? to add more realisim and the sensation of destruction and carnage.

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Zanieon Creator
Zanieon

This is an option that is pending to be added, you're not the first requesting this, so alongside blood time option this is also planned.

Reply Good karma+2 votes
Sinister442
Sinister442

This is honestly one of the most visually and technically amazing mods i've ever seen. Shame it runs like absolute **** on my toaster pc.

As a side note: just out pure curiousity, what's the name of the first music track in Baerhon's lair? (The one where you enter the enormous outdoor Hallway)

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Zanieon Creator
Zanieon

Thanks for playing and enjoying it, the track you look for is Creator of Worlds from Epic Score, currently you can look the names of all music used in the maps in the text file that comes with the MapPack file, they are currently sorted by order of playing, but as i make more maps i will reformulate that.

Reply Good karma+3 votes
Kardue
Kardue

Just dl'ed Hunter's Moon and I have a question. I am using a controller and I like the way my keys are set up, primarily for brutal doom, I want to mess around with the keys/commands for Hunters Moon as there are a ton of things that become irrelevant such as taunt, flashlight, reload... Is there a way to save the entire state of my settings (Custom controls, sound, display, automap, etc.) so that when I change new keys/settings when playing Hunter's Moon THEN go back to Brutal Doom I don't have to go through all the trouble of remembering every change I made to every single key and setting?

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Zanieon Creator
Zanieon

GZDoom creates an .ini with your computer username in the same folder where the executable is, the best solution to that is copy that ini and leave one of them named like "BDGZDoom-%username.ini" and the other with the original name so the engine will read that one in the startup, then when you switch between mods you also swap their names, the engine will read the one with the proper config you want by doing that.

Reply Good karma+3 votes
Trittyburd
Trittyburd

I downloaded the new version of the mod and played it, but the Ultimate symbol is constantly in the top right corner of my screen. And then even after wiping out tons of monsters with the rocket launcher and other weapons, the Ultimate attack that I have bound on my right mouse button does not work, even trying to see if it was an active, toggle, or hold and shoot. Also, I forgot this in my previous comment about the game, I feel like the fall damage activates too early in a fall, like newly released Skyrim where your character dies from falling five feet.

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Zanieon Creator
Zanieon

The Ult Firemode is the button you have bound to Weapon Alt Fire, now about the icon being constantly shown in your screen this can be either you using IDKFA/IDFA cheats or the Infinite Ammo flag, both can cause that.

About the falling damage, the formula is internal of the engine, all what i can do is just set between 3 formulas it have, ZDoom, Hexen or Strife, currently the maps have ZDoom set which is the one with least damage applied when falling, the other two have a wider damage threshold.

Reply Good karma+2 votes
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