[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Hunter's Moon (V1.6)
Say, are those bloodspots from the Quake III Arena "Metal Tech MOD"?
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Re: [WIP] Hunter's Moon (V1.6)
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.
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)
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)
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
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)
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).darkhaven3 wrote:That titlemap looks really bad
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)
V1.7 Released.
Now compatible with both Source Ports, Skulltag and GZDoom
Now compatible with both Source Ports, Skulltag and GZDoom
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Re: [WIP] Hunter's Moon (V1.7 Air-Kills Edition)
Version 1.8 released!
i solved some stupid issues and added simple nice features
Download in first post
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)
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)
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)
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
after some months V1.9 is finally out.
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Re: [WIP] Hunter's Moon V1.9.1
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.
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.

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Re: [WIP] Hunter's Moon V1.9.1
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.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.
Lemme see if i can add you map to that part
