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 1 comment

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  (0 - 10 of 280)
ANDROIDFERRET
ANDROIDFERRET

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

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

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

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

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the_vm
the_vm

As a long time Q3 player, this is an amazing mod with a lot of work put into it! I'm amazed GZDoom can run all this stuff that well. My only real nitpick is scales of the weapon pick ups that look too small so they're easy to overlook.
I played the entire thing as Crash, and true to her nature she's also here to ease you up into the game; I didn't like her ult at first, but when I learned it makes you invulnerable I realized how really strong it is, definitely a must pick in multiplayer I think.
Also I'm surprised grenade launcher is doing less damage than the rocket launcher, is that correct? Wasn't it the other way around in Q3? And what about rocket jumps? I was unable to perform them on any of the characters I've played, is it related to the lack of self splash damage?

As for maps, I only had a few issues with finding secrets (I found none lol), some instakill objects have no warnings like the laser on Rarlocan (not the moving one, just the static red one on the lower floor) which I thought was just a light prop. And the holes with the red fog in Thunder Threat which I thought was a swimmable lake of blood that could lead to a secret? Welp I was wrong on that one. Another point was with the boss itself where something would occasionally knock me off the platform during the wave leading to my death, that was annoying. On Path to Oblivion during the Quad Damage rampage against the totem I hit some kind of input limit that it started beeping and temporarily took away my controls, happened only once though, weird freak accident I guess. Also I assumed the healing Blood Stone would spawn near the portal itself, so it took me a while to find it because they're so plain looking to the point that I had to redo the heart phase again, that's definitely evil haha.

I was a little saddened to find out that the campaign isn't available yet, so I'm eagerly waiting. I don't think there are many games or mods that can give you the same absolute rush you get during insane bloodbaths that can happen sometimes with the hordes.

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Zanieon Creator
Zanieon

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.

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the_vm
the_vm

Hmm, strange, I get absolutely no pushback at all from rocket jumping. I try to do it as you would in Q3, but there's no effect. Maybe I'm missing an option in GZDoom? I was playing on 4.7.1 which should be compatible.
Update: I just checked the options, for some reason I had MBF level compatibility enabled, when I turned complevel off it started working properly. Must've been my leftover settings. Maybe some other issues I had were related to wrong complevel? Only one way to find out.

I'm sure it was no Life Binder activation because I wasn't dying at that moment. I had it activate before so I could tell it was completely different, I mean even my character was stuck moving in one direction without me pressing anything.

Yeah the death fog was a bit too high and too dense, I got fooled alright.

It's strange that Mehanir can still release projectiles while he's preparing for a nova attack, I didn't even see them coming. I mean you really have no time to mess around if you want to survive, and one such push is enough to end the run right there. Well, at least the boss is a pushover.

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Zanieon Creator
Zanieon

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.

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Elum
Elum

can you send me the old Doom 3 Hellknight version? i prefer doom 3 hellknight over doom 4 hellknight.. also can you make a Doom 3 only monster pack without hunter moon?

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Guest
Guest

I can't get the campaign map working ... I know I played at least one map of the campaign .made a video on yt .but this map doesn't load when I walk to the big portal .it says .no more maps yet

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Zanieon Creator
Zanieon

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.

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ANDROIDFERRET
ANDROIDFERRET

Why ? Can you maybe upload the map again ? It was amazing

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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