I dunno if Im just doing something wrong but for some reason every time I have this mod enabled it removes all enemies from maps.
Edit: This seems to be related to the difficulty, as when I put it on the default it does not do this. I'm guessing its probably related to the health and damage modifications.
AZURYTE - Withdrawal
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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: AZURYTE - Withdrawal
We don't have any difficulty that removes or adjusts spawn rates of enemies outside of vanilla parameters.
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Re: AZURYTE - Withdrawal
Not sure if it's just me, but it feels like the shockwave shotgun and UMP have a tiny delay between reloading and shooting, like the animation is a hair faster than the actual reload, even with a full from empty mag reload.
Grenades feel like they could use a little more range as well, they drop pretty close without really throwing them at a high angle.
Grenades feel like they could use a little more range as well, they drop pretty close without really throwing them at a high angle.
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Re: AZURYTE - Withdrawal
Been having a lot of fun with this, but during a playthrough of Lunatic I discovered that sound for most weapons seems to only travel a set distance. It's easiest to see in Map05, where you set off big waves of teleporting enemies by shooting a switch to open the first door, and nothing but the grenade launcher actually alerts them to make them start teleporting in. I don't know the first thing about how weapon mods in general are actually coded, but I'm wondering if there's some sort of effect that's supposed to only apply to the MP5 and AW50 that's accidentally applying to every hitscan weapon or something.
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Re: AZURYTE - Withdrawal
It's intentional. every weapon has diferent alert ranges.
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Re: AZURYTE - Withdrawal
Hey, I loaded a saved game I was playing with this mod but when I loaded the camera was tilted, my gzdoom version is 4.13
Edit:Never mind I fixed
Edit:Never mind I fixed
Last edited by OptimusCj113 on Wed Jan 08, 2025 7:27 am, edited 3 times in total.
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Re: AZURYTE - Withdrawal
My one complaint is that with the strength of the weapons, it tends to feel more like a power fantasy weapon mod - as opposed to the seemingly survival aesthetics you seem to be going for.
A negative ammo multiplier on pickups - maybe even with some randomization - could probably do a lot to make things more challenging.
A negative ammo multiplier on pickups - maybe even with some randomization - could probably do a lot to make things more challenging.
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Re: AZURYTE - Withdrawal
This looks very solid, and I love a good merc-themed mod. I look forward to trying it out!
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Re: AZURYTE - Withdrawal
Yeah, being able to adjust how much ammo you get would help. I usually play this with something like Ultimate Custom Doom or Project Malice so I can adjust the enemy HP up a bit (2-3x is usually good for them to not feel too spongey but still eat up enough ammo that I'm not swimming in it.)Trashbag wrote: ↑Sat Jan 04, 2025 10:21 am My one complaint is that with the strength of the weapons, it tends to feel more like a power fantasy weapon mod - as opposed to the seemingly survival aesthetics you seem to be going for.
A negative ammo multiplier on pickups - maybe even with some randomization - could probably do a lot to make things more challenging.