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



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Hello once more Warriors!

Today i'm announcing that Version 3.1 will hang on a little until i finish pending tasks that i definetely want to be in Version 3.1 due to being abscent in 3.0 already, so first things first:


Powerup external visibility:

Quad Damage1


Quad Damage Aura


So one thing that recently came to my mind is make the powerups display to other players as well, so people knows which player is under a powerup effect or even more than one, Quad Damage as being shown here to give a glimpse, is what other people will get as information when someone is using a powerup.

However this feature is in early stages and i just got it working properly with players on foot, i still need to make it work with vehicles as well which probably will take a while to implement without breaking anything that was already done.

Animation Improvements:

Cyberdemon Walking Cycle


Given the long lifetime the mod has already, some content is really really old, and this mostly includes Doom 3 enemies which dates from the very first stages of the mod, all death animations were made by me and many other custom animations as well, but over the years i try to rework and improve those i feel they are aging badly.

Cyberdemon's animation set is one of them, his current one is not bad for sure, but they also gives no characteristic to him. He simply walks like a walk in the park, suddently stop to aim his Rocket Launcher at you and returns to walking again and he may also randomly jump with backflips and such, these acrobatic pieces i'll be keeping because one of the crazyness points of Quake 3 is that some characters does backflips and other acrobatic animations for the pure charm of doing it.

In his new animations he will keep with a more tactical characteristic to his walking cycle as seen in the gif, his other animations is also changed to be something more clever to make him feel a little more intelligent than some other demons.

Decorations:

Well i got no screenshots to show on this department, but as i said previously, i wanted to focus a little more on this part, and i really want Version 3.1 to have a least two or three more custom decoration replacements to help improve the experience the mod gives.


That's all for this month, sorry for letting you guys waiting more time than expected, but whenever this sort of thing happens, it is not because i stopped working in the mod, i'm just working on it veeery slowly due to a wide variety of reasons.

Thanks for the patience!

-Zanieon

Developer's Month Log - January 2019

Developer's Month Log - January 2019

News 1 comment

Short news about Version 3.1, when Zandronum branch is going to be updated and more.

Version 3.0 Release Date and Map Pack info

Version 3.0 Release Date and Map Pack info

News 6 comments

Version 3.0 is going to be released as christmas gift, however the new Map Pack will still be on hold.

No monthly releases for now, but for a good reason

No monthly releases for now, but for a good reason

News 3 comments

Currently i'll be ceasing the monthly releases of the mod and 2.9.5 will be the last one for now until i am done with the remaining abilities on characters...

Developer's Month Log - January 2018

Developer's Month Log - January 2018

News

Coming back from vacation and resuming things, let's see what is coming for this month.

Add file RSS Files
Hunter's Moon - Version 3.0

Hunter's Moon - Version 3.0

Full Version 18 comments

This version brings a huge update to many aspects of the mod, performance optimizations and more bugfixes, reworks in many assets and the addition of...

Hunter's Moon - Version 2.9.5d (Zandronum Edition)

Hunter's Moon - Version 2.9.5d (Zandronum Edition)

Full Version

Zandronum version of Version 2.9.5, this edition fixes the problem with certain sounds being too ear rape in FMOD Sound Backend in Zandronum. (Small Update...

Hunter's Moon Map Pack Version 0.3

Hunter's Moon Map Pack Version 0.3

Full Version 6 comments

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 8 Update)

Hunter's Moon Editor Resource (Revision 8 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: Better Machinegun Sound Effects

Hunter's Moon: Better Machinegun Sound Effects

Weapons Audio

The machinegun sounded awkwardly dinky compared to every other gun. It's better now.

Hunter's Moon - PBR Add-on V1

Hunter's Moon - PBR Add-on V1

Effects GFX 4 comments

Simple add-on for GZDoom which adds back the natural shading of many models to makes them look better nearby dynamic lights.

Comments  (0 - 10 of 214)
AndehGX
AndehGX

Good to see I was given credit for the use of the Quake Arena Arcade weapon models, that I ported to standard Quake 3. Oh wait....

Reply Good karma Bad karma+2 votes
Zanieon Creator
Zanieon

it was you? If so i can certainly add you in the credits list, actually i was given those models by a friend, the same which provided me the Heavy Machine Gun from Quake Live that i didn't even plan to include in the mod.

Reply Good karma+2 votes
AndehGX
AndehGX

Yeah, I original released them on the Quake3World forums about 4 years ago. I only recognised them because of the modified Railgun skin that I made.

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Zanieon Creator
Zanieon

Oh alrighty then, i'll be adding your name in the credit list for those HQ versions of the weapon models, next version should have your name in there already.

I wasn't sure where they come from originally, if id Software did those models themselves for Quake Arena Arcade or if they got some community-made content for those as far as i know the last years of Quake Live tournaments they always used some HD texture packs provided by the community, so i thought the same about those weapon models.

Reply Good karma+2 votes
KaptainCnucklz
KaptainCnucklz

I've never played the Quake games, only ever played Ultimate Doom and Freedoom. Should I still give the mod a try? And should I consider waiting for v3.1?

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Zanieon Creator
Zanieon

Well i can say that doesn't matter much the version, your experience with the mod will be a little frustrating because it's not Doom you should consider as gameplay rules for the mod, but Quake 3 instead.

If anything i'm considering in doing a separate release in the Tutorial Map that is about to come in the next Map Pack update to people learn about the content of the mod properly, so newcomers don't get frustrated by all of the new mechanics and features.

Reply Good karma+3 votes
H3XM0D
H3XM0D

How is development coming on v3.1? I hope it's still being worked on because this is some excellent quality stuff here. I only ask because we are looking forward to the optimized maps for this mod. It's okay playing through the vanilla campaigns, but its a bit wonky (like the Baron of Hells in E1M8, they are so big they can not get out of their cages lol).

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Zanieon Creator
Zanieon

Honestly, i need to do another announcement soon to say that i'll be holding V3.1 for a little more, recently i decided to work a bit in the menus because for now they are rather confusing and misleading.

There's also the fact that i want to bring another enemy from DOOM 2016 into the mod before the next release, i'll be explaining with more details about in the next news update i'll be making this weekend.

Reply Good karma+3 votes
[MC]Pimpão
[MC]Pimpão

hi, i'm new to the doom modding scene and i was hoping you could enlighten me a bit. i'm used to run custom campaigns such as blade of agony by simply dragging the mod pk3 file to the the zandronum/gzdoom executable and selecting the freedom wad (phase 1 or 2) to run it but with your mod I can't load the custom levels by doing that. it loads the quake weapons, enemies and pick-ups but by selecting 'new game' it only allows me to play through the vanilla freedom campaign. I've been through the forums but i couldn't find an answer as to what i'm supposed to do, would you care to explain to me?

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Zanieon Creator
Zanieon

If you mean the map pack, you need to select it drag and drop together with the main mod in order to make it run. It should appear a "Temple's Dungeons" as extra episode in the episode selection list.

Reply Good karma+1 vote
[MC]Pimpão
[MC]Pimpão

thank you. now can you tell me if there's anything i should be doing in order to get a stable fps at a good resolution? i'm running it on a fairly good rig that's perfectly capable of running modern games with everything maxed out at a solid 60 fps yet when i try to run this mod at any resolution higher than 800x600 i get massive framerate dips that absolutely break the immersion. i've tried both software and hardware (opengl) render with no success, am i missing something?

Reply Good karma Bad karma+1 vote
Zanieon Creator
Zanieon

Not really, the fps problem for now is the maps themselves, those are kinda old and i made them before knowing specific behaviors of GZDoom with open field maps and 3D floors.

Currently this is why the actual maps you see in the map pack will be scrapped and new ones will be included in their place.

Reply Good karma+2 votes
[MC]Pimpão
[MC]Pimpão

that's awesome, the maps look great. i'm looking forward for an optimized version so i can play them

Reply Good karma Bad karma+1 vote
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Community Rating

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8.7

26 votes submitted.

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Highest Rated (3 agree) 10/10

Quake 3 and Quake 4 weapons, plus some others along with Doom 3 style monsters! You can't go wrong!
The gameplay is quite challenging and that's what makes this mod shine for me. About half of the weapons have a special alternative fire which simply dominate and can change the course of combat in a blink of an eye!
Very well done!
That BFG secondary though, lol. Just damn!

Jan 16 2018 by Sheer_Cold

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