The AMC TC is an epic multi-character single player stand-alone game based on Duke Nukem 3D, utilising Eduke32 and the 2.5D BUILD engine. There are 5 episodes planned; episodes 1 and 2 are released and episode 3 is in development (ETA tall end of 2018)

Episode one consists of maps built by myself, Rusty, Geoffrey, Highwire, Mikko and Sang. All the con coding, excluding a few parts by other coders such as DeeperThought, was by myself as well.

Episode Two consists of maps built by myself, Michael Crisp, Sangluss, Mikko Sandt, Cedric 'Zaxtor Znort' Lutes, Loke, and Snowfall. It also consists of maps built from unfinished segments by Highwire, DavoX, and Mike Von Skellington. All the con coding, excluding a few parts by other coders such as DeeperThought and craigfatman, is by myself as well.

The AMC Squad is a paramilitary group formed by a man whose identity is unknown to all but a select few in the EDF and EAF. Using funds from both of those agencies as well as his own, he hired an old friend to track down 7 of the best and most skilled fighters on Earth. This squad was formed to tackle the most severe threats to Earth's safety, including fighting off the notorious Cycloid race of aliens. However, events soon unfold that dramatically increase the scale of conflict, and the AMC squad must soon deal with a new paranormal world that is new to even the most supernatural members of the team.

Can you fight as the AMC Squad, and take care of this threat? Will you scour the battlefield, find and aquire research and equipment and tackle the threat strategically, or just run in guns blazing? Will you choose to play as Sangluss, A warlock with great power who overcame a dark past? Or as Merlijn, the knight from Holland who wields ancient weaponry to deadly effect? Mikko, the Cybernetic leader of MS Corp industries, brings a range of deadly and hi-tech weaponry to the battlefield whereas Highwire relies only on good old fashioned guns (Preferably russian made!)

Check out the wiki here!

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Development Update

Hopefully 2018 is providing a good year for you so far! The goal is to make this the year of Episode 3's release - work is barrelling ahead, with many key elements (the intro, outro and extended outro) being completed. The main work left is finishing off the last few maps, then adding a few extra things for you to check out. Hopefully we can start beta testing and get this out by fall; obviously I can't promise this 100% since life has a way of getting in the way, but things are looking good.

A mysterious facility...

Improvements and tweaks

As always, I've been going through and bringing EP1 and EP2 up to speed alongside EP3. Alongside that however, is a huge ton of back end work to result in the TC playing and performing much better than before. A lot of the stuff is underneath the hood things that can't be seen, but other things are a concrete benefit to the TC, and also an improvement of the atmosphere as well as making things easier to play. Things like research projects are now no longer just generic messages; you'll get a display showing you a picture of what the project is as well as colour coding to show what department it belongs to. Keycards will show up more prominently when picked up, as well as new loadout weapons which will tell you who a weapon is for. Interfaces have been improved, made more dynamic but also more readable in general so you know exactly where you're at when seeing if you can afford an upgrade or not. There's finally subtitles for gameplay speech; and even a randomised name for allies!

A lot of this work will set the groundwork for future episodes as well as 3, making our development life a bit easier in the process.

Subtitles!

Voice acting requests

As always, the mod could use voice actors for a number of roles. If you're interested just send me a PM - a primary role I'd like to cast is Jane, the fellow British EDF agent who will hopefully get a more prominent role in the TC. There's also need for an Australian voice actor for a scientist, as well as a more general British/American scientist accent for the ones back at AMC base. We also need voice actors for the MJ12 and EAF allied soldiers, so if you've got a tough grizzly voice we could definitely use your assistance. If you know of anybody who wants to do voice acting for these roles, please send them our way as we could greatly use the help!


Little update

Little update

News 5 comments

Small progress update, things are still going well!

Episode 3 Teaser Trailer

Episode 3 Teaser Trailer

News 7 comments

Just a small heads up, development is going well and Loke has treated you all to a small teaser trailer!

Brief development update!

Brief development update!

News 4 comments

Just a quick message to let you guys know that development is still going; whilst various members are busy with work or education, progress is still going...

Release feedback, Pipe Dream and Neutrino usermaps!

Release feedback, Pipe Dream and Neutrino usermaps!

News 3 comments

A small write up to say thanks, episode 3 information and some usermaps by Snowfall!

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AMC TC v2.0

AMC TC v2.0

Full Version 18 comments

Episodes one and two of the AMC TC - a standalone game based on Duke Nukem 3D. This release contains both Episodes one and two of the AMC TC, so if you've...

MEGABASE medical kit fix

MEGABASE medical kit fix

Patch

This fixes the medical kit research project from being stuck inside a wall of the lab in the top section of Megabase. Map changes aren't compatible with...

AMC TC v2.0.1 patch

AMC TC v2.0.1 patch

Patch 2 comments

This is a patch that updates AMC TC v2.0 to V2.01 - it fixes numerous bugs and also adds some new additions to the EDF missions. Patches aren't compatible...

Comments  (0 - 10 of 270)
Snooper17
Snooper17

Okay, I've been thinking this over for a long-time now and unfortunately, I don't think the EDF missions aren't balanced to fit within the rules of the TC. It doesn't help that next to all of the user-maps were designed with Duke Nukem's Run & Gun playstyle in mind, while the TC play's more along the lines of Tactical shooter.
(and don't get me started with how each usermap lives by it's own set of rules which is a pace killer if ever was one)

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Forsete
Forsete

I've always seen the EDF missions as bonus missions not to be taken seriously, more like some extra stuff that the player can enjoy.

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Jblade35 CreatorSubscriber
Jblade35

That's fair enough; I do disagree but that's why I made the missions optional - that way you can not activate them and they won't clog up the mission database. If you'd like a way to 'de-activate' them so you can hide them properly than that shouldn't be too difficult for the next episode.

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Snooper17
Snooper17

I'll try to elaborate on what i'm getting, the EDF missions are fun little distractions and are a perfect way on building up some AMC budget to spend on upgrades and weapons when preparing for the next main mission (y'know, better over-prepared than under-prepared)

Usermaps such as Wet Dream, Tropical Resort and Hydrostation are the right amount of length and gameplay that don't detract from the main missions. The other maps are fine, they just tend to function differently & overstay their welcome...I'M LOOKING AT YOU "PYRAMID"
(Although Snowball's "Zeta Base" is an exception since it was built with the TC's structure in mind and could be considered as an outside DLC)

It's one of the reasons that I first brought up the idea of the Micro Missions, small little distractions that are no bigger than say a survival map that include defending and attacking waves of enemies (Cycloids, Zilla inc, Cabal, Abyssal forces, Mercs, MJ12, Paradigm. And it could vary, depending on the the continent and episode you're playing on)

I'm obviously running my mouth now so i'll stop, if I've sounded like i was dissing other peoples work, then i do apologize, that wasn't my intention.

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Jblade35 CreatorSubscriber
Jblade35

No it's cool, I appreciate the criticism! I do need to revamp the mission information to have an actual text indicator for length + difficulty rather than the square system in place now which isn't explained anywhere in-game and is pretty vague generally. I do want people to know what they're getting into when they start a level; I do still want longer EDF missions in but letting players know that it will take a while to beat is important.

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Dynamo128
Dynamo128

Don't worry about it taking a while, the end result is going to be worth it regardless! I wonder if the car dealership from the screenshot last year means we'll be able to run over pigcops with a supercar... :P

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|Totalitarian|
|Totalitarian|

More from this crazy (and cool) mod? Sign me up right away!

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farellfoxx
farellfoxx

The only problem with this game?

I can't rate higher than 10 on ModDB. It's still one of the greatest games I've ever played. I keep forgetting that it's a mod at regular points.

I finally created an account. Maybe it was to say this, I know it was partially!

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Jblade35 CreatorSubscriber
Jblade35

thanks, I appreciate the kind words!

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sergesh
sergesh

Hello. I made a fix for the speedometer needle. It took me 4 years to be annoyed enough to dig into the code and find the problem. Probably someone want this fix too, so I released it and ask you to attach it here (ofc, you may check it yourself first).
The link: Moddb.com
Thanks!

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Jblade35 CreatorSubscriber
Jblade35

Nice work, I fixed this in EP3 but I definitely appreciate patches for EP2 as well (I wish I had time to push out one more patch for this but I'm just working full steam ahead on EP3 at the moment)

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sergesh
sergesh

Thanks and thanks for the great game.
There are 2 mods I am still waiting for: AMC TC Episode 3 and Duke Nukem Begins
I hope at least one of them will make it to the release :)

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The AMC TC: Episode Two
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Jblade35
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EDuke32
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Highest Rated (3 agree) 10/10

Short Review of Episode 1: A very interesting and ambitious mod to say the least. My absolute favourite aspect of the mod is the additional gameplay depth granted via new mechanics: sliding, leaning, sprinting, wall kicking, karate kicks, alt fire modes, alternate ammo, weapon upgrades, rolling/dodging, weapon reloading, melee weapons, temp weapons, basic loadouts, interaction with more object types, PDA/scanner & inventory. These mechanics are what drew me to the mod in the first place but I was…

May 12 2014 by |Totalitarian|

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