[WIP] Hunter's Moon V3.6 (New movement and vehicle!)

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Re: [WIP] Hunter's Moon V2.5 (Recovered)

Postby Zanieon » Sat Apr 19, 2014 10:50 pm

Surely it is.

And this time i will give the so expected map pack even if i don't finish the maps in the correct time, they will be public-beta development.
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Re: [WIP] Hunter's Moon V2.5 (Recovered)

Postby Valherran » Sun Apr 20, 2014 1:59 am

That's excellent news mate!
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Wed Apr 23, 2014 11:55 am

Updating to 2.5.1 with fixed Shotgun and to give me time to begin upload all resources to Github and Mediafire.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Nems » Wed Apr 23, 2014 1:41 pm

So glad to hear you were able to recover your stuff and resume this. (: I'll have to give 2.5.1 a spin when I have more time.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Wed Apr 23, 2014 11:05 pm

The actual ACS have a mismatch in the item that makes the movement script recognizes when the player are dead, prolly when i updated the mod's movement script to the one i published here it caused this, so i am providing this small fix for it until another version comes out.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Sun Apr 27, 2014 2:37 pm

To fulfill my promise, this time i'm doing the map first to then continue working on the main content, i finished this "part" of the corridor (yes it's a monstruous giant corridor) some minutes ago and took 6 hours to made:

Spoiler:
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Re: [WIP] Hunter's Moon V2.5.1

Postby Enjay » Sun Apr 27, 2014 2:43 pm

Impressive. Most impressive.

It's not often you see something that big in a Doom map while still staying visually interesting and believable. Very nice.

On an entirely different point, a while back, you ripped the little Doom3 sentry bot model for me and converted it to the MD3 format. I don't suppose you still have that do you? Much like you, I had some hard drive problems and that was one of the victims. :(
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Sun Apr 27, 2014 3:14 pm

Well, actually i'm trying make the Temple looks like a really big and treacherous place while it have lots of armies of hell on it, but also some Alliance ship will appear of course, i didn't used that Quake 4 ships models only to make that old Introduction video.

And i also sent you the sentry via PM, when i recovered my folder, i recovered everything really, since is the only folder that i put everything necessary for Doom modding.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Enjay » Sun Apr 27, 2014 4:34 pm

PM received. Much appreciated. :D
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Re: [WIP] Hunter's Moon V2.5.1

Postby Nash » Sun Apr 27, 2014 8:23 pm

Oh wow that is one massive hall. I imagine there will be Serious Sam-style wave encounters!?
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Re: [WIP] Hunter's Moon V2.5.1

Postby YukiHerz » Sun Apr 27, 2014 9:37 pm

Revilution wrote:To fulfill my promise, this time i'm doing the map first to then continue working on the main content, i finished this "part" of the corridor (yes it's a monstruous giant corridor) some minutes ago and took 6 hours to made:

Spoiler:


Dunno why, but this one feels like q3dm1 (Arena Gate) and many other maps using similar textures, hunter's moon is one of my favs, no complaints, i just wish my computer loaded it faster :lol:
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Re: [WIP] Hunter's Moon V2.5.1

Postby Ed the Bat » Sun Apr 27, 2014 9:53 pm

HazeBandicoot wrote:i just wish my computer loaded it faster :lol:

Perhaps that could be helped just slightly if all of the resources from the .wad contained inside the .pk3 were sorted neatly like the rest of the lumps.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Mon Apr 28, 2014 5:29 am

Nash wrote:Oh wow that is one massive hall. I imagine there will be Serious Sam-style wave encounters!?


It's a Dungeon (yea acts exactly as any MMO Dungeon).

HazeBandicoot wrote:Dunno why, but this one feels like q3dm1 (Arena Gate) and many other maps using similar textures, hunter's moon is one of my favs, no complaints, i just wish my computer loaded it faster :lol:


I don't even thought in Q3DM1 when i was making this, i was just mapping that listening the music that i will use on it.

Ed the Bat wrote:
HazeBandicoot wrote:i just wish my computer loaded it faster :lol:

Perhaps that could be helped just slightly if all of the resources from the .wad contained inside the .pk3 were sorted neatly like the rest of the lumps.


Depends on where he got problem to load the mod, if is after start a new game, then it is the model textures which reaches 1024px easily and that for not so great video cards is a pain in the ass.

If the problem is when the engine starts so i have to agree with you but i don't think on this because on this wad file have only the main "essence" of the mod, contains only all necessary player/vehicle codes and sounds for them, also the menu/intermission/vehicles music, which doesn't take so long to the engine loads.
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Tue Apr 29, 2014 6:39 pm

As i said, it is a giant fukin corridor:

Spoiler:
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Re: [WIP] Hunter's Moon V2.5.1

Postby Zanieon » Tue Sep 16, 2014 5:14 am

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