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

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Re: [WIP] Hunter's Moon (V1.6)

Postby Zombieguy » Wed Jan 11, 2012 8:53 pm

Say, are those bloodspots from the Quake III Arena "Metal Tech MOD"?
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Re: [WIP] Hunter's Moon (V1.6)

Postby Zanieon » Sun Jan 29, 2012 2:47 pm

all decals in Metal Tech is from the same game i got these, Quake 4

also, the next version will not come so soon because i'm including portable vehicles, fixing minor bugs, reviewing the effects, powerups, musics, monsters etc.
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Re: [WIP] Hunter's Moon (V1.7 Coming Soon)

Postby Zanieon » Thu Feb 16, 2012 11:15 pm

Actually Hunter's Moon will now be a megawad, BUT, without broke his compatibility to play Vanilla Wads (so, you choose play in their designed maps or just keep playing as a Weapons/Characters/Enhancements Mod)

Spoiler:
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Re: [WIP] Hunter's Moon (V1.7 Coming Soon)

Postby darkhaven3 » Fri Feb 17, 2012 5:25 am

That titlemap looks really bad

Going to check this out when I get home in a few hours for the screenshots above this post though
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Re: [WIP] Hunter's Moon (V1.7 Coming Soon)

Postby Zanieon » Fri Feb 17, 2012 8:01 am

darkhaven3 wrote:That titlemap looks really bad


If you refers to the Slopes in that "Mountains", i tried make a fast sloped thing, because before this i used the Terrain Generator tool and my computer almost explodes loading the BSP Tree (Only in UDMF format for a mysterious reason).

Other than that i think is acceptable, not a "godmode intro" like other mods have, but still accetable.

Also, the Line Horizon with Grass is to be here because the geography of the planet, but anyway, with some progress, i will change that map to something more complex, for the moment i will leave how is now.
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)

Postby Zanieon » Sun Mar 04, 2012 5:35 pm

V1.7 Released.

Now compatible with both Source Ports, Skulltag and GZDoom
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)

Postby Gothic » Sun Mar 04, 2012 5:57 pm

YAY! :D
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)

Postby Zanieon » Fri Apr 06, 2012 8:15 pm

Version 1.8 released!

i solved some stupid issues and added simple nice features

Download in first post
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)

Postby Big C » Fri Apr 06, 2012 9:31 pm

You seem to have typo'd your Mediafire URL for the main download in the first post, FYI.
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)

Postby Zanieon » Fri Apr 06, 2012 9:56 pm

Big C wrote:You seem to have typo'd your Mediafire URL for the main download in the first post, FYI.



Ooh my bad, CTRL V fail

fixed.
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Re: [WIP] Hunter's Moon (V1.8)

Postby Zanieon » Fri Jun 22, 2012 5:37 pm

Yes yes, i used a "Resurrection Scroll" to bring the thread from the fifth projects page to show this:

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Re: [WIP] Hunter's Moon V1.9

Postby Zanieon » Tue Jul 24, 2012 6:11 pm

after some months V1.9 is finally out.
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Re: [WIP] Hunter's Moon V1.9

Postby cypherphage » Wed Jul 25, 2012 2:14 pm

very neat.
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Re: [WIP] Hunter's Moon V1.9.1

Postby Mr.Rocket » Sat Aug 04, 2012 1:16 pm

This is pretty cool!
Someone spent a lot of time getting these models and effects to work correctly.
I ran Hunters Moon with my q3dm17 remake for Doom, heh it seems they were made for each other. :D
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Re: [WIP] Hunter's Moon V1.9.1

Postby Zanieon » Sat Aug 04, 2012 2:42 pm

Mr.Rocket wrote:This is pretty cool!
Someone spent a lot of time getting these models and effects to work correctly.
I ran Hunters Moon with my q3dm17 remake for Doom, heh it seems they were made for each other. :D


Well..., will have a part of the temple that shows the arenas where the battles of Quake 3 happened and some will be possible to enter.

Lemme see if i can add you map to that part :wink:
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