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.

Add file RSS Files
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...

Comments  (0 - 10 of 287)
gsemin1992
gsemin1992 - - 2 comments

Hi every one i try load mod on GZDOOM 4.12.2 and i have vanilla doom 2 maps but enemies and weapons from Hunter's moon mod.Maybe i do something wrong?

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Guest
Guest - - 698,813 comments

Here are some suggestions for monsters (Hell Razer, Arachnotron (Doom Eternal), Pain Elemental (Doom Eternal), Fireborne Baron, Whiplash, CyberMancubus).
By the way, nice mod.

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Tyrant247
Tyrant247 - - 4 comments

Nice mod, incredible :D

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casualfan
casualfan - - 71 comments

Ok, I have a dumb question: Do you start the campaign from the portal on the right? When I try to walk through the portal in the middle I get a message about having no maps available. I have the mapset loaded after the mod with no other mods installed, running through GZDoom 4.12.2.

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Zanieon Creator
Zanieon - - 199 comments

Yeah the right portal is the only one that currently contains maps for now, the central one is still reserved by the real campaign which will have the whole storytelling.

Reply Good karma+1 vote
Guest
Guest - - 698,813 comments

Oh, so the campaign hasn't been released yet?

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Zanieon Creator
Zanieon - - 199 comments

It hasn't, there are some elements i'm yet to include in the mod in order start doing it.

Reply Good karma+1 vote
ANDROIDFERRET
ANDROIDFERRET - - 1,196 comments

Don't get me wrong . I absolutely LOVE this mod And basically all projects I follow .

But for f...sake .

Can't you all (not only this mod Devs here,a lot of others too)
Put a simple ,easy to see desclaimer in the mod startup screen warning people about copyright music ?

I record a video , cut it ,edit it . And after 4 hours work ,upload it to YouTube ,only to see .. f.. the music is copyright protected . Now I have to delete 4 hours of work

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Nabradius
Nabradius - - 9 comments

Another youtuber here, been there, done that:
This problem has more nuance than "copyrighted music is no-no".
Sometimes the bots detect it by mistake (happened to me many times...), in which case you can apply to get the copyright notice taken down,and all is well.
even if there's ACTUAL copyrighted music,usually all this means is that that specific video will get demonetized. If you REALLY want to cash in all your videos, go ahead, but it's really not worth the trouble. Just leave these videos up, they almost certainly won't get your channel deleted. Bobby Prince has all his Duke3D song copyrighted for god's sake, so good luck making gameplay of that without getting a notice.

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Matteck
Matteck - - 5 comments

This game is great, I always wanted to see the weapons of Quake 3 in a single player game. But seeing the monsters of DOOM in a game based entirely on Quake 3 is very strange and jarring, I wonder if it will be possible to cut and paste the monsters of Quak 1 in the game.

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Guest
Guest - - 698,813 comments

I vote for Doom Monsters, Quake Monsters, and Quake 2 Monsters, since all three protagonists are here.

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Latest posts from @zanieon

[Video Bitrate proceeds to disintegrate] T.co

Jun 12 2023

RT @archillect: T.co

Jun 12 2023

RT @KevinMartins: First key area done! Now 5 more to go... #doom #gzdoom #leveldesign #mapping #gamedev T.co

Jun 3 2023

RT @KevinMartins: Intro sequence done! #doom #gzdoom #leveldesign #mapping #gamedev T.co

May 23 2023

RT @KevinMartins: This is becoming quite a challenge #doom #gzdoom #leveldesign #mapping T.co

May 18 2023

RT @archillect: T.co

May 13 2023

RT @NashMuhandes: 🎵 If I keep this up, I think I'm gonna break down🎵 #DisdainFPS #GZDoom #VkDoom #ScreenshotSaturday T.co

May 6 2023

Hmm arena keyroom? Lighting is not entirely complete though. #leveldesign #DisdainFPS T.co

May 4 2023