Highway Acceleroid Booster v1 - Life in the Fast Lane
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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.
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.
- Captain J
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Super congrats! I wish more streamers would play this so they could give you some spotlight!
Last edited by Captain J on Sat Jan 18, 2020 9:49 am, edited 1 time in total.
- TerminusEst13
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Something like this might be good. A wide-spread crowd control weapon. No guarantees on if it'll be included, but I'll experiment with this, thank you.dawnbreez wrote:Re: the Heavy Cylinder altfire, maybe tapping the button sends the grenades in a spread pattern, and holding the button launches them in a group (like it does right now) when you release? That way, you have a good weapon for large or spread-out crowds, but you can still get the grenade jump if you take the time to do it.
Fixed, thank you.Baratus wrote:Just one bug I noticed: When you pick up the large ammo for the Jet Divider, the pickup message says that it gives you +4 ammo when it actually gives 20.
Thank you!Alptraum wrote:It's a good fun mod ^^ You're one of the best Doom modders.
I like these ideas quite a lot. I was honestly thinking of just reworking it to be a clone of Shihong's Tiger from DemonSteele, but these ideas might be better to fiddle with.dawnbreez wrote:Oh, before I forget: Thoughts on reworking the Fuse Injector. I've divided them into simple stuff that can be implemented without *too* much work, and the Radical Rework.
Thank you! This was a lot of fun to watch.Alptraum wrote:I made a gameplay video
boost_shitposting, and no, unfortunately.TheAdamantArchvile wrote:I remember seeing a shitpost cvar you could activate, during your dev streams. Any idea what it is and does it work with your older mods?
Hearing that from you is high praise! Thank you.lizardcommando wrote:Holy shit that is amazing. I had tried making my own Mega Man X/Maverick Hunter mod many years ago, but I ended up cancelling it. I like the many different skills and weapons that are present in this mod.
I played this with a lot of RocketJump maps and Equinox. It also breaks intended progression in Equinox, but that's one of the problems with making a mod based around going your own way--pretty much anywhere you go there's a chance of that.DYD wrote:Niiiiice, this is Megaman X-in-Doom!
But there is a major problem... what map pack should I play with this? Valiant seems in line as for the theme, but I feel the mod might break the intended sequences too much. Any suggestions for this poor man?
Ah! I'm glad he liked it.QuakedoomNukem Cz wrote:Icarus's review of the mod just dropped.
- Twitchy2019
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Hey Terminus, would there be a readme or an instructional video somewheres on this mod?
- Twitchy2019
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Ok, so after testing out the mod, I have a suggestion, infinite boost option for the two boosting abilities. I tended to like the dash feature for getting out of tight spots and wish I could do that at as much as I want without a cooldown timer.
Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
So...the headlight powerup that you pick up in lieu of the amp goggles...how do those work? They don't passively change the light level when picked up so I assume there's some specific button to activate them, but I can't for the life of me figure out what it is.
And par for the course, seconds after submitting this post I see the option to bind a key in the options. Not sure how I missed that before.
And par for the course, seconds after submitting this post I see the option to bind a key in the options. Not sure how I missed that before.
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
i found a small problem, apparently theres a missing armor sprite that makes my game crash, is there a way to fix it?
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Stop making me miss bubblegum crisis
Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Amazing mod, seriously digging the Mega Man X aesthetic!
There seems to be a bug with green and blue armor. When items/big powerups respawn is on, after picking up green/blue armor they no longer give armor points when they respawn. Doesn't happen with medkits, spheres, or health/armor bonuses.
There seems to be a bug with green and blue armor. When items/big powerups respawn is on, after picking up green/blue armor they no longer give armor points when they respawn. Doesn't happen with medkits, spheres, or health/armor bonuses.
Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Can you make a separate button for the speed booster?
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Oh, it's already finished. I'm sorry for not checking your tumblr for 3 months.
- NTSM
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
I love this Mod. ^^ And for some Reason i have created a Booster Skin in Minecraft too. xD
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
I honestly love the shit out of this mod. You really did an amazing spectacular job with every aspect in my opinion. I did complete playthroughs of Scythe 2, Valiant, and Alienated with it the past couple days and it was some of the most fun I've had gaming in a long time. It even made me laugh a lot just from all the cool and over the top stuff that was going on, it was great. I'm not a modder in any way, so my feedback in that regard would suck, but from a gameplay perspective after thorough testing, here's a few minor critiques for what it's worth...
- It's tough to quickly transition from primary firing to secondary firing with most weapons. Meaning, if you are firing your Clutch Buster's primary, then immediately try to start punching with your secondary, nothing will happen, and you must first stop shooting and wait 1-2 sec, then you can begin using your secondary. It's extremely evident while using the Jet Divider.
- the Jet Divider is a great weapon, but kind of strange. It shoots very similar to the Heavy Cylinder, but is weaker and slower than it, and cannot be held down for continuous fire. Would you consider either increasing the Jet Divider's fire rate or damage, and possible allow it to be held down for continuous fire, and possibly not allow the Heavy Cylinder? Also, maybe slow down the fire rate of the Heavy Cylinder. That might help balance those 2 out a little better. If not, it's not a big deal, the 2 just seem very similar, with one the obvious superior.
- I don't even want to say it because I love it so much, but the Nitro Wheel is a little too handy and dominating. Rather than lower it's damage or effectiveness, maybe you could consider having it either consume more ammo or lower the maximum amount of ammo that can be held for it. I'm only saying that because it's truly the God Hand and needs to be toned down, but if you'd rather not, I don't blame you, and won't care.
- this one is purely visual. Possibly extend the Fuse Injector's blade tracer length during a charged swing to help it stand out more as a powered up attack. It does look different now, but could possibly be improved some. Just a thought.
- just a random idea. Maybe allow the brights (flashlight) to temporarily blind enemies and confuse or stun them for a couple seconds.
Whether you make any changes or not, bravo man. Seriously. This mod is incredible and gave me some of the most entertaining gaming ever. Thank you, and good luck on your future projects as well.
- It's tough to quickly transition from primary firing to secondary firing with most weapons. Meaning, if you are firing your Clutch Buster's primary, then immediately try to start punching with your secondary, nothing will happen, and you must first stop shooting and wait 1-2 sec, then you can begin using your secondary. It's extremely evident while using the Jet Divider.
- the Jet Divider is a great weapon, but kind of strange. It shoots very similar to the Heavy Cylinder, but is weaker and slower than it, and cannot be held down for continuous fire. Would you consider either increasing the Jet Divider's fire rate or damage, and possible allow it to be held down for continuous fire, and possibly not allow the Heavy Cylinder? Also, maybe slow down the fire rate of the Heavy Cylinder. That might help balance those 2 out a little better. If not, it's not a big deal, the 2 just seem very similar, with one the obvious superior.
- I don't even want to say it because I love it so much, but the Nitro Wheel is a little too handy and dominating. Rather than lower it's damage or effectiveness, maybe you could consider having it either consume more ammo or lower the maximum amount of ammo that can be held for it. I'm only saying that because it's truly the God Hand and needs to be toned down, but if you'd rather not, I don't blame you, and won't care.
- this one is purely visual. Possibly extend the Fuse Injector's blade tracer length during a charged swing to help it stand out more as a powered up attack. It does look different now, but could possibly be improved some. Just a thought.
- just a random idea. Maybe allow the brights (flashlight) to temporarily blind enemies and confuse or stun them for a couple seconds.
Whether you make any changes or not, bravo man. Seriously. This mod is incredible and gave me some of the most entertaining gaming ever. Thank you, and good luck on your future projects as well.
Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Hey there
I just created this account to post this issue that happened just now.
I don't know if you are recieving bug submissions, but here it is.
I was playing this mod using doom_complete.pk3 as IWAD (generated using WADSMOOSH, has everything it natively supports) ,Sgt_Mark_IV's Brutal Monsters Only (pk3 format file) and a regenerative health mod in a WAD file as complementary PWADs.
As I was slashing some lost souls at the pit room with the first 2 Aracnotrons in MAP03 (Aztec) from The Plutonia Experiment, the gameplay crashed, GZDoom build g4.3.3 from 01-20-20 did a forced endgame and showed this transcription over the console:
Hope I made my 2c on improving this gameplay mod with this submission.
Cheers!.
EDIT: It seems that the saber doesn't like Brutal Monsters' Lost Souls. I was playing this mod with Hell on Earth Starter Pack wad and also Brutal Monsters on a different machine. GZDoom made the same behavior when slashing Lost Souls. So yeah, rather than a bug this looks like a bit of an incompatibility issue. I just gotta avoid using saber attacks against Lost Souls and that's it.
I just created this account to post this issue that happened just now.
I don't know if you are recieving bug submissions, but here it is.
I was playing this mod using doom_complete.pk3 as IWAD (generated using WADSMOOSH, has everything it natively supports) ,Sgt_Mark_IV's Brutal Monsters Only (pk3 format file) and a regenerative health mod in a WAD file as complementary PWADs.
As I was slashing some lost souls at the pit room with the first 2 Aracnotrons in MAP03 (Aztec) from The Plutonia Experiment, the gameplay crashed, GZDoom build g4.3.3 from 01-20-20 did a forced endgame and showed this transcription over the console:
Code: Select all
Called from SaberAttack1.StateFunction.3 at HighwayAcceleroidBooster-v1.pk3:zactors/weapons/wep0-sword.zsc, line 478
Called from FastProjectile.Tick at gzdoom.pk3:zscript/actors/shared/fastprojectile.zs, line 187
Called from state SaberAttack1.3 in SaberAttack1
Called from Actor.SetState [Native]
Cheers!.
EDIT: It seems that the saber doesn't like Brutal Monsters' Lost Souls. I was playing this mod with Hell on Earth Starter Pack wad and also Brutal Monsters on a different machine. GZDoom made the same behavior when slashing Lost Souls. So yeah, rather than a bug this looks like a bit of an incompatibility issue. I just gotta avoid using saber attacks against Lost Souls and that's it.
Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
Code: Select all
Called from SaberAttack1.StateFunction.3 at HighwayAcceleroidBooster-v1.pk3:zactors/weapons/wep0-sword.zsc, line 478
Called from FastProjectile.Tick at gzdoom.pk3:zscript/actors/shared/fastprojectile.zs, line 187
Called from state SaberAttack1.3 in SaberAttack1
Called from Actor.SetState [Native]
- Attachments
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booster_accelerator_saber_attack_fix.zip
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- Doctrine Gamer
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane
It's been a long time looking for a mod that would match to play with synthwave themes.
Highway this one here is one of the best, nice work.

Highway this one here is one of the best, nice work.

Last edited by Doctrine Gamer on Thu Mar 12, 2020 7:59 am, edited 3 times in total.