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, 2 and 3 are released and episode 4 is in development.

Backdrop

Episode one consists of maps built by James Stanfield, Rusty, Geoffrey, Highwire, Mikko Sandt and Sang.

Episode Two consists of maps built by James Stanfield, 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 James Stanfield, Michael Crisp, Sangluss, Cedric 'Zaxtor Znort' Lutes, Rhaisher, 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 James Stanfield as well. Many sprites and model renders are by Sebabdukeboss20. Artwork is sourced from a wide variety of places, with some original artwork by James Stanfield, 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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First of all, AMC TC episode one has been covered in a video by Mr. Icarus:

It serves as a good demonstration of the mod and has also boosted us in the public eye somewhat as downloads for the latest release have gone up at least 1,000 since the video was released - a big boost to team morale for sure. Here's hoping he'll review the other episodes as well.

If you've checked out our media page, you've seen a hint of some of the work of our artist sebabdukeboss20 who just recently joined the team - he's been working on replacements for most of the enemies and weapons; as well as entirely new sprites for the whole team. You can check these out in the media page, as well as the awesome title pic you can see in the mod's description.

We're aiming for an interim release relatively soon with the all new artwork as well as bug fixes and other things - keep your eyes peeled for this release. We're sincerely hoping not to take 4 years for the next episode as well ;) If you're interesting in mapping or helping us out somehow, let us know. You can also join us on our discord here, where we periodically show new content:

Discord.gg

If you enjoyed the mod, please leave a review for us, and even if you didn't constructive criticism is always appreciated as well.

AMC TC episode 3 released!

AMC TC episode 3 released!

News 8 comments

The third episode of the AMC TC, a huge standalone game based on Duke 3D has been released! Taking direct inspiration from the FPS of the 90s, you'll...

Beta testing

Beta testing

News 7 comments

Just a very quick update to let you guys know, beta testing is underway!

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!

Add file RSS Files
AMC TC v3.2 patch

AMC TC v3.2 patch

Patch 2 comments

All in one patch for AMC TC, contains V3.2 and V3.1 Patch for AMC TC V3 - unzip into main AMC TC directory and overwrite all files. This patch is not...

The AMC TC: Episodes 1, 2, and 3

The AMC TC: Episodes 1, 2, and 3

Full Version 28 comments

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

AMC TC Linux Patch

AMC TC Linux Patch

Patch 3 comments

AMC TC Linux patch by Doom64Hunter, fixes capitalisation

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...

AMC TC v2.0 - DEPRECATED

AMC TC v2.0 - DEPRECATED

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...

Comments  (0 - 10 of 501)
Crashday
Crashday

Excuse me if I am asking this dumb question here..
I've been playing this and enjoying it soo far, but I have noticed a small issue with the blood footprints (of all things..)
They appear grey most of the times when I step on blood pools and such
(And yes I am playing this on classic render mode, not polymost).

It's not what I would call a gamebreaking bug.. But it is a bit silly, is there anyway to fix this?

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Jblade35 CreatorSubscriber
Jblade35

I'll look into it.

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Crashday
Crashday

Thanks you! :)
I could also provide screenshots if needed.

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Guest
Guest

Hi AMCTC, I wrote a mission for AMCTC, a few  dialogues and portraits, where I can post to you this material? you may consider it for a mission: it is called 'the pig lady hotel'.

If you like it I will expand and create new dialogues and portraits.

raulgubertart(at)hotmail(dot)com

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Jblade35 CreatorSubscriber
Jblade35

you could post it on our discord (link is in the news post) or on the Duke4 AMC forums for sure.

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MadDragon1
MadDragon1

Help, I am low on tech level. But I can't find any scientist, can someone please tell me were I can find more scientists?

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Guest
Guest

This comment is currently awaiting admin approval, join now to view.

AschTheConjurer
AschTheConjurer

I've been playing this mod for about 2-3 weeks now, and while I'm mostly enjoying the game for what it is, I've noticed a drastic shift in Episode 2 into having hour-long levels that - to put it bluntly - seem to be an intentional exercise in complexity creep in the maps and general sadistic design. Keep in mind that for how long this post is, the level design is really one of my only complaints with the mod, and I have been playing a lot of the EDF Side Missions as well.

Note that I'm not talking about just bugs, more about design decisions like the ending of 'A.B.B.A.' where there seems to be no indicator as to where or how the player is meant to jump from the tiny hole they're in to the far cliffs for Chopper extraction (which took 15 minutes of retrying and exploiting the Steroids replacement to succeed), or in 'Madagascar' where the entire screen is a clusterfuck of Classic-Rendered confusing obstructing spiderwebs in the jungle area.

Almost every map I finish as of Episode 2, I'm actually not sure if I've broken the level, and I keep having to make Roid-Jumps or slide-kicks to progress that I'm *sure* are not intended by the map designer -- that is, when I'm not having to use NoClip to finish missions because either triggers aren't going off, or because I actually HAVE somehow broken the level, with some doors not being unlocked or with unfound keys. To be honest, I'm now beginning to just NoClip through levels anyway (Read: 'Madagascar' and 'Complex One' most egregiously) because I just want them to end. They're not fun and involve long stretches of backtracking, and sometimes involve groups of LARD Shotgunners spawn *on top of me* (**** 'Complex One' in particular for doing that).

While I understand missions developed by people who aren't a part of the core team are subject to varying quality -- compare 'Metropolitan Starlight' to 'FORNAX 47', and I consider the former to be much more well-designed -- it's starting to become a big problem in main missions as well.

For all the ******* *amazing* mechanics that are in this mod, I really struggle and more-or-less have to FORCE myself to play it now that I'm starting to progress through the story, because every mission now is an upwards-of-an-hour slog through convoluted geometry and large groups of hitscanning armoured enemies spawning into the room every other time a switch is flicked or a keycard is picked up.

I really like The AMC TC, and I DO intend to keep trying to play to see if the level design gets better, but at the moment, where I'm up to in the story, it's not fun. It feels like work. It's boring and a slog.
I just wish I could think up a solution to the problem that doesn't involve having to redesign all the old levels, because at this point, with the sheer amount of content there is, that's just not a reasonable expectation.

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Jblade35 CreatorSubscriber
Jblade35

Sorry you're not enjoying the levels; the EDF missions are basically just Vanilla Duke levels so they're by no means neccesary to play (which is why there were hidden out of the way)

Madagascar was intended to be an extra-hard optional only mission; if you go through them and aren't having fun, you can abort the mission with the PDU. I don't encourage completionism over entertainment so you're not locked out of anything by not beating those missions (any missions on the world map that are diamonds are optional, only the square missions are mandatory)

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Guest
Guest

So, Zaxtor's levels are AMC TC's gygaxian dungeons? And Jungle Pyramid is AMC TC's Tomb of Horrors?

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Jblade35 CreatorSubscriber
Jblade35

Yes, that's a good way of putting it :D

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AschTheConjurer
AschTheConjurer

Yeah, I've been trying to pace out the EDF stuff more because of how they tend to be structured, and I'm willing to admit it's mostly my over-caution in making sure I have a lot of money and resources in games with Base Management that's making me play so many EDF missions back-to-back.

Also I already was aware of the difficulty pips for missions on the mission select screen, It's just that it's a very vague metric for how difficult a level is going to be. Some of the hardest or most labyrinthine levels are only given 3 Pips for their difficulty. I've been going under the assumption that they're supposed to be a kind of averaging of both monster variety and how long and maze-like the level is, but even knowing the difficulty before going in, it's still hard to summon the patience required for maps like the second stage of 'Xuglop Train', which requires running back and forth through the Cycloid supply base again and again down the same big long green hallways again and again to unlock keycard doors the player has already run past again and again. I'm aware that Xuglop Train isn't a story mission, but it's probably one of the most perfect examples of the constant backtracking and tediousness I was talking about.

All that being said, the actual STORY of the missions and some of the things that happen are ******* fantastic. 'Ghost Ship' and 'Tower of Life' are probably the two best examples I can think of, of being very obtuse and difficult levels to get through, but their respective big twists are so good it redeems them.

Oh, while I'm thinking about it, I also found a Bug in the level 'Shadowrealm', not sure if you guys are aware:

If the player hits the gongs that activate the glowing red pathways around the level before they're supposed to, it can break the level. I stabbed a 'return path' back to a teleporter before breaking the Statue in that area, and destroying the Statue also turned off said return path and made the gong non-interactive; forcing me to turn on NoClip and God Mode in order to walk across the skybox floor, so I could return to the teleporter to the giant Fortress island and head for another statue.

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Jblade35 CreatorSubscriber
Jblade35

Gong is a known bug, I've sorted it out. Also think you're talking about another level since Xuglop train is a single map.

Reply Good karma+1 vote
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The AMC TC
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AMC TC Developers
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Highest Rated (5 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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