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 6 episodes planned; episodes 1, 2 and 3 have been released and episode 4 is in development. Each episode is a full length campaign featuring detailed and intricate levels to explore, with dozens of secrets and scores of enemies to fight and weapons to utilise.
Episode one consists of maps built by James Stanfield, Rusty, Geoffrey, Highwire, Mikko Sandt and Sangman.
Episode Two consists of maps built by James Stanfield, Michael Crisp, Sangman, 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, Sangman, Cedric 'Zaxtor Znort' Lutes, Rhaisher, Loke, Alicatgamer, and Snowfall. It also consists of maps built from unfinished segments by Highwire and Jenz/Amaka.
Lead CON scripter is James Stanfield, with help from Doom64Hunter and Sangman. Additional engine programming is by Doom64hunter and Sangman. Many sprites, cinematics, and model renders are by Sebabdukeboss20. GUI artwork by Alicatgamer. 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.
Work on Episode 4 is continuing at a healthy pace; whilst our usual policy of relative radio silence is still in place I thought it appropriate to give a brief update.
Alongside the new Axe temp weapon, as well as the wooden shield pickup, you can see a new ammo type here. Dotted around on Elysion are 4 types of Mana; Blue, Green, Orange, and Purple. These serve as new alternate ammo types for magical weapons; but you will also be able to upgrade some of the squad's existing weapons to utilise these as well. Also pictured is the Horse; you'll want to make frequent use of this new companion to traverse some of the larger spaces you'll encounter.
In other news, there's been some quality of life improvements as per usual. A few of the bigger changes are an initial small tutorial cinematic for the base mechanics; many new players felt overwhelmed being thrown into the AMC base without a guide. You'll now get a brief cinematic narrated by Epsilon, a returning character from Imagination World, detailing what each of the sections do. One other big change is that Crosshairs will be visible again on Professional and Armageddon difficulty; my initial reason for the change was to encourage some more use of laser and gunsights. However as time when on I realised this was a flawed approach, and so they have returned.
One last change is hit markers; now when hitting an enemy, you'll get a discrete marker appear on the screen that not only lets you know you hit an enemy, but also lets you know if you performed a critical hit (either a headshot or using an ammo type the enemy was weak to) or contrarily, the enemy took reduced damage (blue for resistance, red for invulnerability) This should improve readability in combat and remove ambiguity from if you dealt good damage or not. I toyed with a number of ideas, including damage numbers and health bars, and decided this one was the best for immersion and would also maintain immersion.
As per usual, we're always on the lookout for mappers as well as musicians. Mappers would help us get episode 4 out faster; we're willing to take more rookie mappers as long as you're open to collaboration/feedback. Any help with music would be appreciated too; 99% of our music is from OpenGameArt which is fantastic, but having original content would be great too.
I've started a personal Ko-fi account; if you'd like to sling a few bucks my way there's a way now. Note that this is purely just a tip-jar; as of now I have a job and stable income so only tip me if you've got some money to burn.
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