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.


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


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:



Also if you want give a like on the official facebook page: Facebook.com

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Welcome to Quake III Are-... Oh, wait! Wrong intro.

Hello Arena Warriors, today is the day that Version 3.0 release date is finally announced! Even though i didn't manage to finish all of my intentions with it due to lack of ideas, but still, i have been holding this for too long, so let's get an overview of what is about to come in this version:


One of the major points that Version 3.0 will bring into the fray is the weapons rebalance, some of them have slighty changed, some others heavily, here are the highlights:

  • All weapons now have that little clicking sound from Quake III when they are out of ammo if you try to fire them and they will not autoswitch to any other gun, YOU are the only one who will switch them now.
  • All weapons WILL require the Ultimate Charge in order to fire them and the charge WILL be consumed after it was successfully fired, turning Infinite Ammo in the gameplay flags or using Megan's Ability will not change this behavior.
  • Backpacks will always give the double amount of ammo found in the common ammo pickups for their respective guns.
  • The Weapon Ultimate Charge Pool now have a small counter in the HUD and it requires 50 kills instead of 30 to fully charge.
  • Lightning Gun will go back to its roots, now it does have a limited range of 1024 map units.

There's alot more changes to the weapons, they will be all listed in the Changelog.


The other major point that Version 3.0 will bring is the addition of more abilities in Characters that hadn't any previously.


  • Lucy can deploy a Sentry Turret that search for any target around it within 1280 map units.
  • Sarge fires a missile that whenever it explodes nearby monsters, that explosion will be recast recursively between monsters until there are no monsters nearby each other.
  • Hunter can make an electrical field around her that draws her immune to projectile damage and damages all monsters within the field.
  • PI is now the fastest knife thrower you will ever see! She throws lots, but LOTS of knifes where she's looking at for 10 seconds.
  • Orbb has aimbot for 20 seconds
  • Mynx became scout-role character like Slash and Anarki are, she can bring up a circular barrier around her that blocks all projectiles outside, enemies inside can't shoot to outside as well.

Screenshot Doom 20181204 211700

  • Bitterman throws 7 energy discs in from of him that pierces all non-boss monsters and deals massive damage on explosion.
  • Changed Bones Skeleton Warriors' behavior to keep more offensive towards enemies instead of trying to stick to allies.
  • Tyzen got a complete model rework to get rid of all issues in his textures and mesh influences, he's also a little taller and wider as this new model was made based on his initial size when he was firstly introduced into the mod.

Tyzen Model Comparison


Vehicles was also meant to be third major point of Version 3.0, however i decided to leave the great updates in this category for later versions, but hey!... Cyclops already got its rework completely:

The GEV Hovertank will remain the same thing as it is now, but soon it will change as well with the addition of new vehicles, the Walker from Quake 4 and Desecrator Tank from Quake Wars.


Alongside the huge changes in weapons, of course the Power-Ups will change too, they have been readjusted in order to not let the players stay overpowered for too long:

  • Quad Damage now lasts 30 seconds as it is in the Quakes and it also takes 4 minutes to respawn in coop matches.
  • Regeneration now regens 15 points of health below 100HP and 5 points above 100HP per second as it is in Quake 3 and also regens 10 Armor Points per second up to maximum stack.
  • Hazard Protection now lasts 40 seconds instead of 60, everyone keeps thinking this powerup is a simple replacement to the Radiation Suit but in fact, it not only nullfies environmental damage but also reduces incoming projectile damage by 50% and melee damage by 70%, so this was a necessary change to not let the Tank-role characters (and Vehicles) gets too resistant to incoming damage whenever they are facing too many enemies alone.


The code department of the mod is always constantly improving in each version, but with 3.0 things went further:

  • All enemies projectiles got complete rework on trails and other effects (this feature is already in effect for the Zandronum version of 2.9.5 if you wanna check the difference)
  • The Gore System has been completely rewritten to have less performance impact but still retaining the look it always had and now with a bonus! It does have configurable time of how long the giblets and blood pools will stay.
  • Certain explosions got better sprites to fit their effects better, like Razor's major bomb explosion which previously looked like a huge explosion of pizza.


The slowest section of mod, i still need to gather some more ideas for maps and such for the main campaign, but as i have told before, i started from the Tutorial map which is currently what i am working on, though it is very slow on progress since original ideas for rooms and details in the style of Quake III is not an easy task, however here's the thing:

  • Baerhon's Lair Part 1 and Part 2 has been removed from the map pack already.
  • Monoliths of Agora currently replaces Baerhon's Lair Part 1, this map features a different style of gameplay which is an hybrid between MOBA and Tower Defense, in case you get a map like a MOBA one, but it plays like a Tower Defense map and when i mean Tower Defense, it is LITERALLY some TOWERS to defend:

  • Training Grounds is where i stopped at, this map didn't progress much further until i finish pending tasks like adding abilities to remaining characters without them, as well adding all monsters that i want to add yet.

Currently, this is something i want to show to say that the Map Pack is not entirely forgotten or halted, it is the only thing that will not be released either until i finish the Tutorial and at least one more map to fill the gap of Baerhon's Lair Part 2.


Another section in slow development, the enemies are still mostly the same as before but of course i will not let this new huge update go alone without at least some new baddies to fight:

  • Added Summoner, she currently shares the spawn point with Arch Vile, she can summon a horde of enemies in a blink of an eye, her role is to slow down players with her argent wave attack:

  • The Harvester from DOOM 2016 is pending to be added, he will make his appearance in Version 3.0 for sure and i will be updating this news post to include a ingame screenshot of how he looks like.


The last thing to talk about is Add-ons. In the past 3 years, towards the end of each one, i used to release a Music Add-on that works not only for Hunter's Moon, but for most mods in overall since they are simple music replacement packs, however for this year i got something new, with the recent evolution of GZDoom rendering capabilities, the mod will feature an add-on to improve its graphical quality, the PBR add-on:




This add-on will add that lack of shading the models had previously by reintegrating their normal and specular maps back again, of course this is valid only for model textures that had this natively, in case all models that came from games that have support to this, Doom 3, Quake 4, DOOM 2016, etc... respectively. This affects mostly the monsters in case, but also applies to Vehicles, the Doomslayer character, the new Tyzen model as well the already reworked Tamer of The Dark model, with any changes in monsters or characters, this add-on will be updated as well to keep track of those fancy shadings.

So, in December 25 all what you see here (with exception of Map Pack) will be released and i hope everyone have a blast with it once more.

Welp, guess that's all for now folks, keep fragging! Ah! And as usual, don't forget to join the mod's official discord for realtime updates and cooperative match makings in Zandronum:

HM Discord Server

No monthly releases for now, but for a good reason

No monthly releases for now, but for a good reason

News 8 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


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

Version 2.9.4 and Happy 2018

Version 2.9.4 and Happy 2018

News 4 comments

It's been a long road during this entire Year and so, well... thanks for enjoying every frag made on the demons and here is the retrospect of the mod...

Developer's Month Log - November 2017

Developer's Month Log - November 2017

News 1 comment

More 3D decorations, slight weapon and power up rebalancing and the character abilities.

Add file RSS Files
Hunter's Moon - Version 2.9.5

Hunter's Moon - Version 2.9.5

Full Version 11 comments

This version brings 4 characters with new abilities and the DOOM (2016) Pinky variant alongside lots of bugfixes and changes to actual content.

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 7 Update)

Hunter's Moon Editor Resource (Revision 7 Update)

SDK 2 comments

Update February 4. If you want create maps for Hunter's Moon or want adapt already existing Doom maps for personal use, load this into GZDoom Builder...

Madness of an Epic Massacre Music Pack - Volume 2

Madness of an Epic Massacre Music Pack - Volume 2

Music 2 comments

Second edition of the add-on that contains various tracks from movies and other games, works with pretty every megawad but mainly made for Hunter's Moon.

Madness of an Epic Massacre Music Pack

Madness of an Epic Massacre Music Pack


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.

Comments  (0 - 10 of 189)

Soooooo hyped for the next release! Seriously, amazing work. Curious, will PBR be included with textures and weapons, or is it just for the enemies? Not only that, but will all resources finally be converted to 3d models? (I'm referring to things like gibbed-marine, monster corpses and such)

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Zanieon Creator

PBR will apply to everything that had native support to it, since Quake 3 don't have it, so weapons and characters from there will not have it, same for vanilla textures and Quake 3 textures as well.

About more decorations becoming 3D models, indeed more stuff will be converted, not everything will be converted at V3.0 release, but more will be added along the subreleases again with V3.0.1, V3.0.2 etc...

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Bones whe-
oh wait

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Zanieon Creator

You mofo, Bones is a thing for Quake 3 since 1999 hah!

Reply Good karma+1 vote

Does anyone know if you can get just the 3D Doom 4 enemies from this? I tried, but I'm not good with exploring doom mods.

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How do you use abilities?

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Zanieon Creator

Go to Options > Player Setup, you will find all new binds and mod configuration there.

Reply Good karma+2 votes

I love this mod, but i want to play it with the single player campaign that is doom and doom 2. however, the doomslayer is too tall for the maps and too slow. can you make a addon that increases the movements speed of the doomslayer to be faster and make him a tad bit shorter for the campaign?

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Zanieon Creator

He runs at the default speed of the mod for regular characters, so unless you're talking about walking speed which is not intended to be played with all the time in the mod then he is working as intended.

About the size, you can crouch him to fit the place he needs to and then release the button to him use the maximum height of such room, that affects speed as well and should go too slow when doing it.

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will the next version have the additon of keep corpses??? just to add a litle sense of carnage to the mod??? :)

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Zanieon Creator

I'm unsure when i will add that, but definetely i didn't forgot.

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