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 first quarter of 2019)

Episode one consists of maps built by myself, Rusty, Geoffrey, Highwire, Mikko and Sang.

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.

Episode Three consists of maps built by myself, Michael Crisp, Sangluss, Cedric 'Zaxtor Znort' Lutes, Loke, and Snowfall. It also consists of maps built from unfinished segments by Highwire and Jenz/Amaka.

All the con coding, excluding a few parts by other coders such as DeeperThought, Fox, and craigfatman, is by myself as well. Artwork is sourced from a wide variety of places, with some original artwork by myself, Geoffrey, Rusty_Nails, and Snowfall. Music is sourced from opengameart.org

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!) Whomever you chose, be prepared for the fight of a lifetime.

Check out the wiki here!

Join the AMC TC discord!

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Beta testing

News 2 comments

Just a very quick update to let you guys know, beta testing is underway - our very kind tester Forge is running through episode 3 now to spot any problems; then I'll start testing release candidates once he's done to make sure the release version is up to scratch. We're looking at a March release; so keep your eyes peeled.

AMC TC 2018 news update and voice acting

AMC TC 2018 news update and voice acting

News 6 comments

An update to go with the new year, as well as a slightly late birthday wish to Duke Nukem 3D which just turned 22!

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...

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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 326)
GamingFanX
GamingFanX

Is it possible that a version of this mod or a spin off can be made for any of the id Tech 1 games using GZDoom and Zandronum?

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Jblade35 CreatorSubscriber
Jblade35

I kinda thought about making a Zandronum version with just the characters...but I know nothing about Doom editing and don't really have the time to start another project like that alongside AMC.

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GamingFanX
GamingFanX

Oh.

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Snooper17
Snooper17

If there's one thing that i probably should recommend before release, it's that the tutorial level could use a makeover of sorts, considering the fact that it displays some of the key features you will be using throughout the game...you only come across it when talking to the receptionist.

I know that the idea is that players are given the choice to play it or not, but i do believe, it is a bigger issue that even though this is technically a 'Duke Nukem 3D' mod, if players play it that way, they would get confused and irritated (myself included) for instance:

The 'Pig-Cop' in this TC has Body-Armor to resist basic attacks. Now to get around this, you need to either 'switch to armor-piercing rounds or simply go for head-shots'...here's the thing, new-comers to the TC won't initially figure this out and most likely have 'Auto-Aim' still on, making matters all the more difficult.

This TC is a 'Remarkable' piece of creation, which I will continue to adore as it's development proceeds, but some of the fundamental controls and mechanics that the TC will put you through (as well as some of the cryptic boss encounters) can be quite problematic and will turn off new players.

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Dynamo128
Dynamo128

I do not agree. When playing a TC, you are expecting to experience something that is wildly different from the original production (else you'd be playing a levelpack) and the same argument could be made for a lot of TCs which have similar looking enemies with however vastly different behavior, a tradition that goes back to 90s Doom modding and frankly I've never hear anyone complain about different behaviors there. I don't think anyone objects to the idea of a better tutorial but personally I think learning the game as you go is part of the experience of playing a TC in the first place, and of all the things to work on that one IMO should be fairly low priority. Just my two cents.

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Snooper17
Snooper17

don't get me wrong, in fact, one of best moments that I've experienced is always discovering new ways to engage enemies from new weapons, equipment, environmental hazards (i have yet to find all the alternate weapons) so each new play-through is unique.

But here's the thing, how many people in the modding community 'Actually' know the difference between a mod and a Total Conversion, I say this on the because most of the time, the two terms have mostly blended together in terms of being Categorized.

Listen, i'm not saying that the TC should be have hand-holding sequences with Big neon signs pointing the way. To fully understand where i'm coming from here's another example:

On my first playthrough, on the level Mil-Haven, you encounter the 'Sorcerers' who are heavily resistant to conventional weapons. Anytime I came across one, I either unloaded all my ammo into them or otherwise just outright ignore them (doesn't help that they can follow you from one side of the map to the other) the only way to harm them more effectively is through 'Silver' projectiles (bullets, bolts & knives) and 'Tesla' ammo, thing is, they don't tell this helpful information until 'After' the level and you look it up on the 'Research Terminal'.

Just a little idea to potentially fix this, you could use the PDA's scanning feature to tell you, your enemies strengths and weaknesses, if that's ever possible or something similar.

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GamingFanX
GamingFanX

AMC TC should not have hand holding. This isn't Call of Duty, Snooper.

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Snooper17
Snooper17

...um, did I not just say that? (3rd paragraph)

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GamingFanX
GamingFanX

Sorry about that.

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Jblade35 CreatorSubscriber
Jblade35

That's a good point; at the very least there should of been a spirit talking about those guys. It definitely is something I should of explained a bit better.

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Jblade35 CreatorSubscriber
Jblade35

I definitely agree here, it's just hard to really formulate what is vital and should be taught up front and what is less important and can be reserved for later. Originally the tutorial was mandatory but most of my original testers didn't like that. Ideally I'd re-work the first level and integrate the tutorial into that...it would have to wait till later but it's definitely something I'm considering.

Ion Maiden had a really neat idea about auto-aim that would disable it when directly pointing at an enemy...I might work on my own variant of that idea since it works really well.

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The AMC TC: Episode Three
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Windows
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Jblade35
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EDuke32
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