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
Discord Server: Discord.gg
Hello once more Arena Warriors, it's been months without any new in here and so i decided to share more info about how's the mod and its development state.
First and foremost, Rarlocan Main Base is being heavily reworked this time to accomodate the new difficulty label rules i decided to establish, so with this in mind, entire rooms were replaced with completely new ones to offer better quality fidelity to what Quake 3 was in its Techbase maps, and also reduce enemy usage of high tiers due to being labeled as "Medium":
This name may sound familiar or not, depending if you played Quake 3 Team Arena, but due the sheer power of nostalgia i have for the original map, here it is Overdose with a brand new look and changes to work like an Enduring Invasion map:
This map is labeled as "Hard" difficulty currently and is currently single-player friendly, unlike Monoliths of Agora.
I decided to update Sorlag's model and sound to her Quake Champions version, mostly because i wanted to change a couple traits on her and that required custom animations, a thing i couldn't do with her Quake 3 model due the animation being baked directly into the vertices of the model. Anyway, Sorlag can now bite enemies by using the Special Action key, this bite does enough damage only to kill fodder enemies or finish wounded ones, and if they get killed, they will drop alot of health vials to heal herself or heal teammates, her passive ability of dropping health vials whenever killing enemies is still there, but the drops are reduced to favor this new biting attack.
For now this is all what i have to show, but another release of the mod and the Map Pack probably will happen before the year ends.
-Zanieon
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.
Version 3.5 will be releasing this Friday! And alot of changes has been made, Hossman and Grunt recieved their abilities, and Baalgar and Astral Rage...
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...
Update March 27. This is a simple add-on for GZDoom which adds back the natural shading of many models to makes them look better nearby dynamic lights.
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...
Update 1.5 NEW changes,Repair Errors And Spawners Here I Have A Zombies Mod Based On Hunter Moon And Doom Reinforced Replaces All The Monstrous Of Doom...
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absolutely everything is too tall .. enemies you...
it ruines a lot of the game feel.
You need to use the Map Pack or a patched WAD.
hey man its unplayable because your character view is so high its like i am a giant can you make him be as tall as the doom guy please or give me a sollution
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.
I've always wondered what's the origin of making this engine render things seemingly in the same way as Quake III arena?
Biggest thing being 3d character and enemy models because the original game only used sprites. As well as being able to aim up and down as well.
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.
I know this a bit of an odd request but can you make a soldier of fortune gameplay mod for Doom? I would like to play with the guns from the first and second games. Could you please do this?
Hey folks, i have question, i can play this mod it self but i can“t play the map pack!
Everytime when i start this mod together with the map pack i get this error message: Script error, "HMMapPackV0.4.pk3:decorate/characters/ghostplayer.txt" line 8:
'@property@player.viewheight' is an unknown actor property
Can anybody help me please? No i can only play with Quake Modells and the standard doom maps.
Best regards
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.
Can I ask you for making this mod, but only weapon part? I liked the entire mod, but i'm being annoyed from enemies and how they are looks and i don't need characters. I prefer to destroy classic Doom enemies and getting from that more enjoyed. If you will response about it, thanks man
P.S. Sorry for my quite bad English
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