[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)

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Zanieon
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Re: [WIP] Hunter's Moon V2.6.5 (V2.7 and Dungeon coming soon

Post by Zanieon »

So... how about you shat tons of bricks to build a house while you try find your jaw around the floor, kek:

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DoomKrakken
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Re: [WIP] Hunter's Moon V2.6.5 (Mehanir Fight intro P.21)

Post by DoomKrakken »

DEAR GOD... THAT THING IS EPIC.

Man, these teasers are really OP...

Excellent work! This should get a Cacoward!
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Reactor
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Re: [WIP] Hunter's Moon V2.6.5 (Mehanir Fight intro P.21)

Post by Reactor »

Damn it, this should get 10 Cacowards in a row :D
I'm still looking for my jaw :)
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Espilonarge
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Re: [WIP] Hunter's Moon V2.6.5 (Mehanir Fight intro P.21)

Post by Espilonarge »

Dear lord!

One could easily be mistaken if they think this isn't even a D°°M mod. :shock:

At the same time, I'm eager to take on those big bad bosses (though I might skip on using the 10x mobs mod because I doubt I'll survive 10 bosses at once). :twisted:
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XanderK9
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Re: [WIP] Hunter's Moon V2.6.5 (Mehanir Fight intro P.21)

Post by XanderK9 »

So I finally sat down and try out Hunter's Moon. Well, for the second time because I haven't taken enough time to find levels that was working well with it when I tried it for the first time, but I digress.

Equinox with the patch was fun to play with. I don't think I ever painted so many walls in red before. :P

Anyway, good job! I will be looking forward for the next version as well.
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Zanieon
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Re: [WIP] Hunter's Moon V2.6.5 (Mehanir Fight intro P.21)

Post by Zanieon »

Yay thanks guys, i really hope deliver the maps around January because even myself wanna play the maps in multiplayer other than some closed tests also the reviews about it.

I want see what people have to tell about their experience with those bosses and the ambient that the maps have.
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Zanieon
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Re: [WIP] Hunter's Moon (The Trailer is here!)

Post by Zanieon »

Bump FTW! Trailer in OP.
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DoomKrakken
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Re: [WIP] Hunter's Moon (The Trailer is here!)

Post by DoomKrakken »

I'm telling ya, THIS DESERVES A DAMN CACOWARD. :D
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Zanieon
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by Zanieon »

Ye...

Let the carnage begin!
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WARCHILD_89
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by WARCHILD_89 »

Hey guys, I don´t know if it´s possible but I have a nice Deathclaw model from Fallout, but I haven´t got the skills how to get this monster animated in Blender, so if you want to take it ....I would LOVE to see this awesome horrifying Creature coming to live in your mod....just an idea...
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Zanieon
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by Zanieon »

Well dude, thanks for the offer but for now i don't have more plans to add new mobs to the mod but only bosses, Deathclaw being a very creepy monster still have a design of a Hell Noble tier but not really to be a boss.
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DoomKrakken
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by DoomKrakken »

WOOOOOOO!
Matsilagi
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by Matsilagi »

I looked at that long corridor and the first thing that came to my mind was:

"Uh oh! Looks like Mental joined forces with the devil himself, here i go fight hordes of infernal minions."

It didn't take long before i realized i was into for a huge trip! Nice work on the mappack. I didn't get far but i can tell you, the architecture, design and layout is exactly what i would expect from a perfect Quake III/Doom crossover: Large, gothic and open.
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Shiny Metagross
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by Shiny Metagross »

I really like this mod a lot but there is one big problem you are probably aware of (specifically the dungeon maps): The performance. This may not be so much your fault as GZDoom, but please try to make some better performance. Just that giant out-door hallway on map one of the dungeon maps throws my GTX 750 Ti in the the shitter.
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Zanieon
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Re: [WIP] Hunter's Moon V2.7 OUT!

Post by Zanieon »

IKR it does the same with my R9 270X as well, but i doubt i am going to make any other maps the same way of that Garden, i don't want a Console-Emulator mod for real XD
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