Highway Acceleroid Booster v1 - Life in the Fast Lane

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dawnbreez
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by dawnbreez »

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.
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Wivicer
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Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Wivicer »

TerminusEst13 wrote:Yeah, the line belongs to a projectile that has +HITTRACER, so logically anything it should hit should automatically be considered a tracer. But sometimes things slip.
I'll fix it next update, thank you.
I think there may be a few other places where this problem arises. Just FYI
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Captain J
 
 
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Captain J »

Thanks a ton for your clear replies. And about the Game Over sequence, i might suggest more than stopping the music, of course. Like displaying the randomly generated texts like mockery, protip, insert-dead-memes-here and etc... Your're the boss!

Also let me just drop this right here, because it sounds retro and fine to me.
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Baratus
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Baratus »

Hell yes. Congrats on the release Term, I'll be sure to play the hell out of this now.

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.
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slipcase
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by slipcase »

Captain J wrote:
Spoiler: hold on... I think i've got some gripes
yeah i think i made the Control Sticks a bit to big and im not super happy with how they turned out overall so if Term is ok with it i can see about making changes to them.
AvzinElkein
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Joined: Wed Nov 17, 2010 6:35 pm

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by AvzinElkein »

Another thing: The video claims it to be monster-agnostic, but some monster mods have their own difficulty settings, which results in a conflict with Booster's.
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Ryuhi
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Ryuhi »

AvzinElkein wrote:Another thing: The video claims it to be monster-agnostic, but some monster mods have their own difficulty settings, which results in a conflict with Booster's.
Thats just caused by the monster mods themselves, and can usually be fixed by adjusting the load order
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Alptraum
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Graphics Processor: nVidia (Modern GZDoom)

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Alptraum »

It's a good fun mod ^^ You're one of the best Doom modders.
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dawnbreez
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by dawnbreez »

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.

First, the basic stuff:
Spoiler:
Now, the pipe dream, the Radical Rework:
Spoiler:
Pompous Seed
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Joined: Fri Aug 05, 2016 8:41 am

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Pompous Seed »

Jarewill wrote:All weapons feel great, however there is one which tops them all.
Speed booster/shinespark (can it be called a weapon though? More like an ability) is just amazing and satisfying to execute.

Although not executed like I thought it would be (simply jumping like in Metroid), it took me quite a bit of brute learning to finally understand how to execute the spark.
Still, maneuvering around tight corners and in small rooms to execute it to swiftly deal with an enemy in a one quick swipe is just beyond great.

Though, to be honest, it feels more like an infinitely long nova strike than a shinespark to me, just with how it's executed.
(X did a quick leap forwards before doing the nova strike, meanwhile Samus just jumps upwards to do it.)
So, how exactly do you activate the shinespark?
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Wivicer
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Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Wivicer »

To quote myself:
Wivicer wrote:I love everything about this, but I'm having trouble activating the shinespark reliably. What's the key combo? it's fantastic

Edit: figured it out. Run + forward
Pompous Seed
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Pompous Seed »

I thought that was the speed booster? Are the shinespark and speedbooster the same thing?
AvzinElkein
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Joined: Wed Nov 17, 2010 6:35 pm

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by AvzinElkein »

How does one perform the All Brake ability?
Pompous Seed
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Joined: Fri Aug 05, 2016 8:41 am

Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Pompous Seed »

One must acquire the BFG 9000 replacement (all brake chip), and press altfire while selected. Primary fire slows time.
Jarewill
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Re: Highway Acceleroid Booster v1 - Life in the Fast Lane

Post by Jarewill »

Pompous Seed wrote:I thought that was the speed booster? Are the shinespark and speedbooster the same thing?
Pretty much yes, they are the same thing.

Holding run and forwards will trigger the speed booster.
Pressing crouch while speed booster is active will "contain" the charge.
And holding run and forwards again will release it in the form of a shinespark.

Also a small question: would it be possible to get a CVar for a more metroid-like execution of the shinespark?
Like, if the player is moving and jumps nothing happens, but if the player is stationary and jumps then shinespark will be triggered.

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