AZURYTE - Withdrawal

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LossForWords
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AZURYTE - Withdrawal

Post by LossForWords »


The year is 2093.
You're a mercenary, former subject of the 'Azuryte' enhancement project, and ex-UAC field agent.
After a failed attempt at re-integrating into society, you have been contracted by Shieldbreaker Inc., to go back to doing what you do best.
You have been hired for a new job. Your employers haven't told much, at the discretion of their sponsors.
But what you do know is that it won't be a clean job. Far from it.
Breach and clear. Sturm und Drang.
Spoiler: Screenshots
Spoiler: Videos
Download here.
Last edited by LossForWords on Mon Jul 10, 2023 6:35 pm, edited 2 times in total.
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Crazy_Deer
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Re: AZURYTE - Withdrawal

Post by Crazy_Deer »

so far it's very solid, though i think using the time freeze powerup fucks up raising/descending ceilings and lifts. I was playing Lost Civilization, using Supercharge monsters.
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Dr_Cosmobyte
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Re: AZURYTE - Withdrawal

Post by Dr_Cosmobyte »

Congratulations on the release, boss. Glad to see your partnership with mace is resulting in absolute bangers.
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

Crazy_Deer wrote: Fri Jul 07, 2023 12:18 pm i think using the time freeze powerup fucks up raising/descending ceilings and lifts.
I don't seem to be running into this problem.
I tried it with vanilla LC, and the lifts worked properly.
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RaiderX
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Re: AZURYTE - Withdrawal

Post by RaiderX »

very solid arsenal of weapons,but sometimes the AW-50's first shot against a sleeping monster doesn't wake them (I noticed this with SpiderMasterminds and Cyberdemons)
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

RaiderX wrote: Fri Jul 07, 2023 2:41 pm very solid arsenal of weapons,but sometimes the AW-50's first shot against a sleeping monster doesn't wake them (I noticed this with SpiderMasterminds and Cyberdemons)
That's the thing.

The AW is completely silenced.
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

UPDATE:
-Fixed an issue with Doom 1's Backpack spawner.
-Edited the Automag's reload sprites.
- Halved the Automag's pickup ammo to 5.
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-Ghost-
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Re: AZURYTE - Withdrawal

Post by -Ghost- »

Feels good so far! You definitely did a good job on the pistol, I almost don't want to switch to other weapons because it's so satisfying to shoot lol. It's got a little bit of a FEAR feel to it in general with the loadout which I really like. Some suggestions:

Shotgun: Damage seems good, but could use a beefier sound. The pump animation feels a little floaty too, like it's too fast with him jerking the shotgun up.
SMGs: They feel a little similar right now considering you can get both pretty quickly. I like that the MP5 is silenced, maybe swap the UMP for a P90 or something for more of a magdump weapon to contrast it?
HUD: Nice HUD! Have you thought about maybe adding a visor overlay to the edges of the screen to help simulate the gas mask?
More gear, items etc. are always welcome too! Maybe attachments for weapons, additional grenade types, portable medical/armor items?
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

Thanks for the feedback.
- The HUD is intentionally minimalistic and inobtrusive, inspired by Trepang2/Manhunt 2 in particular.
- So far, we don't exactly plan on changing the weapon roster, but the MP5 and UMP do have their own distaff uses.
The UMP deals more damage, and is designed for close-to-mid range combat, while the MP5 is designed to take care of sleeping enemies, with it's burst-fire accuracy.
- Who knows? one day.
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That0neBr075
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Re: AZURYTE - Withdrawal

Post by That0neBr075 »

Very nice gameplay mod, guns feel pretty good n satisfying to use, and the mask intro's pretty neat.
Gun damage feels a bit inconsistent at times, and a good chunk of the weapon n ammo spawns are broken if you use WadSmoosh. Gotta use the base unmerged D1/D2 wads, otherwise you'll be missing over half the arsenal.

Other than that, great work! :D
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

Alright, fixed that.
Sounds for the shotguns and MP5 have been changed.
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »

Changed the MP5's fire rate. It's now a burst-fire alternative to the UMP.
Changed the icons of the ammo types, and swapped the .45 and 9mm's ammo values.
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LossForWords
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Re: AZURYTE - Withdrawal

Post by LossForWords »


Matt Eldrydge just dropped a new showcase of Azuryte's weapons, so give it a check!
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-Ghost-
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Re: AZURYTE - Withdrawal

Post by -Ghost- »

LossForWords wrote: Sun Jul 09, 2023 9:31 am Changed the MP5's fire rate. It's now a burst-fire alternative to the UMP.
Changed the icons of the ammo types, and swapped the .45 and 9mm's ammo values.
Good idea! They feel more different now, think they just needed that extra tweak.
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Death_Ripper666
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Re: AZURYTE - Withdrawal

Post by Death_Ripper666 »

I love this so far! I am getting so much manhunt vibe from it if it was in fps and less melee and more gunplay. lol I may consider doing a playthrough of this soon with some interesting mods.

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