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 Arena Warriors! Today is the great announcement of Version 3.5 release PLUS more news about the new Map Pack being worked on.


HMMapsButton

Path to Oblivion


Developed from August 23 to October 23, this map is an entirely new one being added to the map pack, it wont be replacing Baerhon's Lair Part 2 like Glimpse of Dimensions replacing Part 1, because as for Part 2 replacement, i still have to make another map to serve as replacement for that one.

In the case of Path to Oblivion, the purpose of this map is being a short remake of the first map of the campaign i have made in DOOM (2016) SnapMap, but also being a new addition to the map list. It features a final boss fight a little different from what can be found in Baerhon's Lair, i'm sure the Black Totem will be putting up a decent "Icon of Sin styled" fight:

BlackTotemHoldsPortal


Here's a sneak peek of the map's gameplay in coop:


After the rework and addition of more elements to the gameplay in the map pack with Glimpse of Dimensions, this map is also introducing the Curse Hearts. They are basically like the Bloodstones, but instead of hiding in a shadow state, they will be floating in the front of a demonic seal and the players needs to break it in order to proceed, however while doing such thing, the Curse Heart will be spawning enemies constantly to defend itself.


HMEnemiesButton

Astral Rage


Those guys will be wandering around the maps while chanting weirdly, they are the only ghost-type enemy to appear for now, which means that ballistic weapons won't affect them, in order to kill an Astral Rage, the player requires an energy weapon to do so, or at least a weapon that causes splash damage.

They are blind, which means the player can pass by them just fine, however they will react violently if they hear any gunshot, if such case happens, pray to not get caught by them before they return to their "calm" state, because if any of them touches the player, they will explode and apply an huge knockback.


HMCharactersButton

Grunt Ability: Firebomb


Grunt now have the ability to fire Firebombs! Well this ability doesn't have to do anything with Quake 2, but rather with Rise of The Triad, so yeah Firebomb is exactly what you expect! Explosions in a cross-shape.

Like Keel, Grunt can have up to 4 charges in his Firebomb and can earn one charge every 4 kills, the Firebomb rockets are also homing, so they should hit an enemy even if they are out of the player's sight.

With Grunt and Hossman having their abilities, this shrinks the count of characters without abilities to 2, Xaero and Klesk, which will probably recieve their own in the next updates as well.


This is all news i have to tell for now, but i'm quite happy to say that the Map Pack is finally being worked alot more than ever before! This means that by the first months of 2020 there should be a release with more maps than before and being much more fun to play on them!

-Zanieon

Developer's Log And News

Developer's Log And News

News 1 comment

New map finished, monsters added, character with new ability, weapons with specific traits, balance changes and more.

Developer's Month Log - March 2019

Developer's Month Log - March 2019

News 3 comments

Holding Version 3.1 a little more for improvements that couldn't make into 3.0 yet.

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.

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Hunter's Moon - Version 3.5

Hunter's Moon - Version 3.5

Full Version 3 comments

This version brings up more balance and QoL changes, as well 2 new enemies and 2 new abilities for characters. Improvements to decorations and effects.

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 Map Pack Version 0.3

Hunter's Moon Map Pack Version 0.3

Full Version 7 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 9 Update)

Hunter's Moon Editor Resource (Revision 9 Update)

SDK

Update November 22. 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 V1.1

Hunter's Moon - PBR Add-on V1.1

Effects GFX

Update November 22. 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...

Comments  (0 - 10 of 233)
smigshot
smigshot

can you get back DooM reinforced Core (weapons not maps) only version of this mod i can find is beta 9.8 where's weapons and enemies are 2d.

Reply Good karma Bad karma+1 vote
Zanieon Creator
Zanieon

You can find DRCore lying in TSPG database, i used to host some survival matches in there and kept the pk3 there: Allfearthesentinel.net

Reply Good karma+2 votes
smigshot
smigshot

thank you.

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PlombirmanTerracotta
PlombirmanTerracotta

I have a weird issue; I don't see neither the enemies, nor the weapons to pick up. Is this common?

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Zanieon Creator
Zanieon

Are you using Zandronum version? If yes, be sure to be using the OpenGL renderer, and set the variable "gl_use_models 1" in the console.

Reply Good karma+1 vote
zj580002
zj580002

every monster need resize to in order to fit doom original size monsters

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StarmantheBlaziken
StarmantheBlaziken

I want to ask a question, but it might seem rather silly though.
My question is... Why are the enemies quite fast for the UV equiv of the mod? Because when I go up against like say, an Astral Rage, those things run in like as if they are powered by all the sugary sodas with an extra red bull to them.
Not only that, but the gun units seem to be quite quick for a bunch of already good shooters just because I want to play with the most enemies.

Reply Good karma Bad karma+1 vote
Zanieon Creator
Zanieon

Well those are all sprinter-type enemies, you actually don't need to worry too much about them, Rocket Launcher is your best friend to deal with them. If you was avoiding using it due to self-damage, consider yourself lucky, because it doesn't do that, no weapon in the mod causes self-damage.

Reply Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken

Odd that the rockets do not deal self damage, but okay. I just only find most of the enemies running fast otherwise to be confusing and hard to track them.
Also as I came back to the post it reminds me of playing Doom's E1M8 that the Barons get stuck in the very box they are in, making it easy to poke away at their health.

Reply Good karma Bad karma+1 vote
StarmantheBlaziken
StarmantheBlaziken

Actually it could be the lanky models sometimes fooling me, but sometimes they are kind of speedy of a sprinter but shoot fast in the UV equiv with a lack of wind up time being noticable.

Reply Good karma Bad karma+1 vote
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Highest Rated (2 agree) 10/10

It really brings the Quake feel in DooM, it is awesome, gory as fu*k, amazing 3D models (especially on The Tamer of Dark). This is Hunter's Moon in a nutshell.

Oct 8 2015 by ThEdRuNkSkUnK

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