This mammoth 9-character TC is finally ready for it's second release, after several years of hard work. Featuring a huge range of features and effects (far too many to list here) The TC can be considered a game in its own right, taking story ideas from Duke Nukem as well as carrying on the storylines set in Imagination World (By myself), Oblivion (By Zaxtor) and Brave New World (By Mikko Sandt).
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!)
It's been nearly a year since the last news post; this won't be a big post but in light of certain news about Half-life's ill-fated development I felt obligated to post about our own Episode 3.
I've long since kept development news relatively quiet; the truth is each episode takes several years to release and it feels unfair to pepper people with screenshots and videos when it could be a good few years before they could ever play it for themselves, if the mod even sees release at all. The problem with this approach is no news = mod is dead, which is certainly not true at all in AMC TC's case. While we all have our own priorities in life due to work or education or whichever, Episode 3 is over half done at the very least (maybe even more depending on who in the team you ask)
As was the case for Episode 2's release, there's going to be a lot of polishing and improvements to the previous 2 episodes; the idea is to maintain a consistent level of quality throughout the AMC TC rather than a noticeable climb. Gameplay improvements and tweaks are also on the cards as well as improving immersion where possible. We definitely think you'll like the improvements on hand for this episode.
We're still chipping away at it where possible; as always the case we're open to fellow BUILDers lending a hand as well as anything else. This episode will hold big revelations and move the plot towards its final goal; the seeds have already been planted throughout the first 2 episodes and the stakes will only raise as time moves forward. We definitely hope to see you when Ep3 hits the light at the end of the tunnel and is released!
A small write up to say thanks, episode 3 information and some usermaps by Snowfall!
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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...
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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|