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

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Mr.Rocket
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Re: [WIP] Hunter's Moon V1.9.1

Post by Mr.Rocket »

Np, the map will need some updating with the jump pads and some placement.
Afterwards, it should be quite possible to play in gzdoom deathmatch etc. ;)
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TiberiumSoul
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Re: [WIP] Hunter's Moon V1.9.2

Post by TiberiumSoul »

is my request from years ago in yet -w-
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Zanieon
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Re: [WIP] Hunter's Moon V1.9.2

Post by Zanieon »

also, i think i will take more one or two months to finish the first map:

Spoiler:
Zombieguy
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Re: [WIP] Hunter's Moon V1.9.2

Post by Zombieguy »

Okay, you're really starting to freak me out by how much this is looking more and more like Quake III Arena. :-)
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Arch
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Re: [WIP] Hunter's Moon V1.9.2

Post by Arch »

Very nice screenshots!
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Earth
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Re: [WIP] Hunter's Moon V1.9.2

Post by Earth »

Those new screenshots.... :wub:

I love this WAD, I host a server and play it everyday on skulltag for at least a few hours but no one ever joins :/
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Zanieon
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Re: [WIP] Hunter's Moon V1.9.2

Post by Zanieon »

Earth wrote:Those new screenshots.... :wub:

I love this WAD, I host a server and play it everyday on skulltag for at least a few hours but no one ever joins :/


i know how you feel, i host almost every day too, and just a friend plays with me there, most of the times

i think nobody joins because two things: the first being the mod have 100MB^ and a good computer to get a playable fps in OpenGL
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Zanieon
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Re: [WIP] Hunter's Moon V1.9.2

Post by Zanieon »

Well, the map will come in V2.1, i'm near to finish 2.0 and have some news to show

Image
Image

I removed the old NashGore blood and replaced by this one, don't care about this fountain of blood, only Chaingun does it because the fire ratio.

The Characters list will be reseted, i will re-rip the models with a new code i created for movement and also discovered how to make Blender understand the method of model that id Tech 3 uses to join the 3 parts, head, torso and legs, by this way i don't need use separated models to make the player model works properly in-game, reducing the size of the mod.
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Zanieon
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Re: [WIP] Hunter's Moon 2.0

Post by Zanieon »

Version 2.0 is released, after a session of improvements
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ibm5155
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Re: [WIP] Hunter's Moon 2.0

Post by ibm5155 »

Wooow (y)
now it only need 3D textures on wall for complete the full 3D maps xD
Zombieguy
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Re: [WIP] Hunter's Moon 2.0

Post by Zombieguy »

Very nice job on the gore. ;)
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Ravick
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Re: [WIP] Hunter's Moon 2.0

Post by Ravick »

Yay! Nice! :D
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Enjay
 
 
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Re: [WIP] Hunter's Moon 2.0

Post by Enjay »

I'm really looking forward to seeing some maps intended for this. It's good fun to play with regular maps but some of the replacement actors are so big compared to the originals that they just end up getting stuck. It's an impressive collection of actors and models though and increasingly well put together.
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Zanieon
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Re: [WIP] Hunter's Moon 2.0

Post by Zanieon »

Image

Actually, i'm working hard on the map now, since i started it 5 months ago and i want release it before the end of this year.
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.+:icytux:+.
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Re: [WIP] Hunter's Moon 2.0

Post by .+:icytux:+. »

Heh, good ol E1M1? :D

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