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[Gameplay mod] Highway Acceleroid Booster v1 - Life in the Fast Lane


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hello thank you for being interested in my oc, she is very strong and prety and could take on dr. sigma xx and hyperbass.exe at the same time.
 

Spoiler

 

First off, a little bit of backstory.


You could probably consider this a personal mod that got way out of hand. I don't expect this to be popular among folks considering its gameplay niche is niche beyond niche, but hey.
In 2017, I made a character to play through 8-Bit Deathmatch with extra mobility and a gun. If you know anything about me, it's that I love mobility. I love going fast and using different movement techniques to go fast, skip things, and sequence break. I don't have a lot of mapper friends.

I really liked playing as her. And when I finished through 8-Bit DM with her, I decided to put her in Doom so I could keep zipping about everywhere.
Somewhere along the line, it got a little out of hand--if High Noon Drifter is my simplest mod yet, this is probably my most in-depth yet. I went into this with no design document or overarching plans, everything ended up being implemented and scrapped on a whim depending on how cool/not cool it was. This ended up making for a staggeringly-slow development time (two years!) because I was constantly trying and redoing stuff, but it was a new experience and allowed me to experiment with things that I normally wouldn't have thought of.
If you're at all familiar with Cyberrunner, you can consider this a reboot or a resurrection of it, rehauled so as to break on less mapsets and be a complete thing.
If you're a fan of Megaman, you can consider this a fanmod trying to merge the two things together into my super special neato OC please do not steal.
If you're a general fan of my mods, thank you for checking this out. Hopefully you enjoy my original the donut.

 

Okay, now that that's out of the way.

 

 

=========================

 

MAIN MOD:
Dropbox: https://www.dropbox.com/s/3vm92o52jz1y3hc/HighwayAcceleroidBooster-v1.pk3?dl=1 (23.7 mb)
Google: https://drive.google.com/file/d/1N00BH2IbfWSXjP2ij00oA1navw7EzYcn/view?usp=sharing

 

ORIGINAL 8-BIT DM MOD:
(What inspired the above, circa 2017. Only works with MegaMan 8-Bit Deathmatch, singleplayer only. Super imbalanced. Don't expect anything in-depth, it's only here for posterity's sake)
Dropbox: https://www.dropbox.com/s/aff3o4z3fe03i7c/te13-Booster_8BDM.pk3?dl=1
Google: https://drive.google.com/file/d/1CnZd7QJIgIKDauZEz3wdQJyyGXBFAQCa/view?usp=sharing

 

=========================

 

Highway Acceleroid Booster is a GZDoom gameplay mod where you play as a robot girl that's part car and part super fighting robot. Armed primarily with mobility, a series of battle chips for extra combat data, and a variety of utensils installed into her gauntlets, she zips from place to place to gather additional combat data. And to help out wherever she's needed, admittedly. Helping feels nice.
Inspired by Mega Man X, gameplay feel is a little bit more cartoony and high-tech than usual, with some pretty outlandish weapons doing some silly functions.. Designed to act as a complement for sci-fi/space-age mapsets, the gameplay mod acts as a direct contrast with High Noon Drifter. Rather than being very simple and low-tech, this mod is a little bit more complicated and hi-tech.
If you've been looking for a mod where you can play as a robot, android, gynoid, or you've been looking for something to compliment Stardate 20X7, this might be up your alley.

 

Note 1: Keep in mind that because of all the mobility options, it's extremely easy to sequence break even by accident! It's encouraged not to try this mod on a mapset you haven't already played, unless you're brave. If you get stuck, just hit Use Inventory.
Note 2: This mod was designed with GZDoom 3.4.1 in mind. Super-extended resolutions brought about by any further versions are probably going to make things look funny.
Note 3: Make sure your Sprint is bound! Same with Reload and/or Zoom. Grab walls by hitting Use in mid-air.

 

FEATURES:
- All sorts of mobility tricks and abilities I could fit in! Double-jumping, dashing, wall-grabbing, wall-jumping, speed boosting, mantling, rocketjumping, mid-air rocketjumping, and more...
- A crazy amount of work for ensuring compatibility with situations found in Boom/Vanilla and most ZDoom mapsets! Well, ones that don't replace players/weapons, at least.
- Support for both rocketjumping maps with extreme mobility, platforming maps that require precise movement, and normal run-and-gun maps you'd find with normal Doom shenanigans!
- 9 new weapons, each with a separate primary fire and alt-fire each for 18 different attacks! Technically there's a couple more weapons but phhbbttt
- Simple SNES-style aesthetic! Simple particle effects that won't clog your computer! Bit-crushed sounds that emphasize the crunch! 0% adherence to actual SNES authenticity!
- Cvars out the ass! It just wouldn't be a TerminusEst13 mod without a pants-shittingly overwhelming amount of options.
- A whole bunch of new and original graphics!


CREDITS:
 

Spoiler

 

VIDYA GRAPHICS:
- RBOM sprites taken from RoboArmy
- Hud speedometers taken from Test Drive 2: The Duel
- Rear view mirror from Top Gear 3000
- Exhaust sprites from Mega Man & Bass
- DSPK, EPLT, ECPS, CBOM, BSPT, and EXPB sprites from Mega Man X
- RWEN edited from Mega Man X
- EBIG sprites edited from Mega Man 7
- HLFR, HLF2, HLF3 sprites from Mega Man X2
- LBLT/SHKH sprites from Mega Man X3
- RBSP taken from Mega Man X4
- BPHT, LHIT, MHIT, and BLKN from Street Fighter Alpha
- NHT* from Darkstalkers 3
- PBOM sprites from Ganbare Goemon 3
- GCAN sprites from Front Mission: Gun Hazard
- FLML sprites from Final Fight
- CFLR sprites from Ghouls n' Ghosts
- RFL1 sprites from The Ninja Warriors
- RFL2 sprites from CastleVania Chronicles
- GFL1 and JTP* sprites from Tales of Destiny
- FLRP and FLRS sprites from CastleVania: Harmony of Dissonance (GBA is basically a portable SNES, I'll take it)
- FLT1, FLT2, FLT3, FLT4, and FLT5 sprites from CastleVania: Aria of Sorrow
- BSBS sprites from Kirby Super Star
- TRST sprite from Top Gear 3000
- CRM2 sprites from Top Gear 2
- CGLS, CSCP, and CTIR sprites from Street Fighter II
- X3TG from Megaman X3
- CBOM from Neo Geo Battle Coliseum
- CHSL from King of Fighters 11
- RCPR sprites taken from Necrodome
- TPRT, EPRT, and EWRP taken from Tales of Destiny
- ARMPA and ARMPB edited from Tales of Eternia
- ARMPC edited from Namco X Capcom
- WCB0/WCB2/WCB3/WCB4/WCB5/WCB6/WCB7 edited from Mega Man X3
- CSFB from Mega Man X5
- NFLR from Maui Mallard in Cold Shadow
- AMMSB0/AMMHB0/AMMFB0/AMMDB0 edited from Duke Nukem 3D (with a top for AMMSB0 by Pillowblaster)
- AMMCB0 edited from Shadow Warrior
- AMMBA0-F0 taken from Xenon 2: Megablast
- AMMSA0 edited from Strike Gunner
- SPFL taken from Aero Fighters
- SHFF taken from CastleVania: Symphony of the Night
- SHKN taken from Mega Man Zero
- MENCURS* taken from Mega Man X1
- REXP taken from Super Star Soldier
- RAXP taken from Pretty Soldier Sailor Moon
- RFXP/RFX2 taken from Dragon Ball Z: Supersonic Warriors
- TL_CB from Fighters Megamix.
- BRRM* taken from Strife.

ORIGINAL GRAPHICS:
- Sportsman's Guide for AMMFA0
- TFrancooo for the CTH* graphics
- Pordontae for the rocket sprites taken from Metal Slug Doom
- Xaser for the bullet puffs taken from Psychic
- MD-2a03 and Dimpsy for the Megaman X and Ashe skins, edited for the 8-bit skin base.
- DrPyspy for the non-8-bit skin. Like, damn.
- 123rf.com, for "Vector - Car keys isolated on white photo-realistic vector illustration", where the RKEY/BKEY/YKEY were edited from
- Chaofanatic for VROOM*
- HyperUltra64 for the RBC* sprites
- kensuyjin33 for the "Armor Capsule (X-X4-X8) Sprites design in 16-bits", edited into WCBS/WCTS/WCBZ/WCTZ edited
- Captain J for the ABNC* and ABEX*
- Fraan and Skelegant for the MFLR* sprites
- INTERPIC/TITLEPIC by Roselii49
- TL_H*, TL_A*, TL_B*, TL_F*, TL_P* by Fraan
- TL_CA0 by Fraan and Omnilunary
- SCNH, SCNR, SCNC, SCNL, and SCNA sprites done by TsukiZer0, replicating the Mega Man X1 intro scanner
- CONBACK by Sgt. Shivers
- AMMJ* by Revae

ORIGINAL HUD GRAPHICS:
- Mor'ladim for redoing the HUD like bloody hell it looks amazing
- Sgt. Shivers and Combine_Kegan for the beam saber
- TFrancooo for gauntlet muzzleflashes and overheated punch effects
- BatteryBlack/ProjectHazoid for the base gauntlet graphics
- CGIN*, CTH1*, CTH2*, FCH0*, FCH1*, and FCH2* sprites done by using ProjectHazoid/BatteryBlack's base hands, putting props by Sgt. Shivers on top, and polishing by Fraan
- FIDL*, FTHR*, and FSHT* sprites done by using ProjectHazoid/BatteryBlack's base hands, adding MarlboroMike props on top, and polishing by Fraan
- CPFR* sprites done by using ProjectHazoid/BatteryBlack's base hands, adding Sgt. Shivers props on top, and polishing by Fraan
- All Brake weapon sprites done by using ProjectHazoid/BatteryBlack's base hands, with Sgt. Shivers editing on top. It's good. It's really good.
- NoozeArts and slipcase1 for the HUD of the Ride Armor
- slipcase1 for the joysticks of the Ride Armor
- Fraan and Sgt. Shivers for the RFST*/LFST* sprites
- RCGN* by Captain J
- SDFD*, SDPY*, and SDPR* by Sgt. Shivers

ETC:
- DavidPH55 for being such a wonderful, cool, and fun friend that I like being with!!!
- Megaman X, 20XX, Bullet-Eye, GMOTA, Cyberrunner and Megaman 8-Bit Deathmatch for inspiration
- Mor'ladim and Combine_Kegan for SNES sound ripping assistance
- My stream audience for constantly tossing suggestions, ideas, and other inspiration at me, and encouraging me to go through this in the first place. Thanks, guys!

CODE:
- Jayjay the Jetplane for the basis for the wall-clinging
- Dodopod for the ledge-climbing system
- Gutawer for the Underwater shader, repurposed for the time slow's view-warping
- Messatsu and LegoCS/RusselCS for the Copy Vision from Mega Man 8-Bit Deathmatch, repurposed for the Side Passenger
- LegoCS/RusselCS for some debugging and code tweaks.
- Caligari87 for the DarkDoomZ ZScript flashlight, used under the zlib License.

MUSIC:
- D_DM2TTL: Initial D: Special Stage - Defeat 3
- D_READ_M: Initial D: Special Stage - Monologue 1
- D_DM2INT: Big Brother - Wild Reputation (Instrumental)

 

 

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Played a little now with doom2.wad and i think that iwad maps (at least MAP01 and MAP02) kinda locks the gameplay mechanics, since this looks like it could be work better with large, open maps....

 

Overall, looks like a fun gameplay mod...

Edited by Walter confetti

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This looks really cool, but it really needs its own dedicated mapset, because of how different the movement is. This reminds me of the Ratchet and Clank mod. 

 

Ill certainly be giving this one a download. If I ever want to do some mapping with it, ill let you know!

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