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AMC TC released - Merry x-mas!  "One hell of a christmas present"

User is offline   Jblade 

  • 1,633

#361

View Postthemaniacboy, on 16 April 2012 - 01:06 PM, said:

I am sorry if this question was asked before but what inspired you to develop the TC ?
For example, i made a horror game 2 years back, after all those years of watching crazy movies, internet videos and playing the scariest and strangest games, i created some ideas over the years and put these in my game, but never finished it.
So another question, what kept you motivated to finish the TC ?

The whole TC started one night on MSN when me and Highwire were up late for some stupid reason. We thought it'd be fun to work on a base map, with every member of AMC having little rooms and stuff (At the time it was still alive and the community was still split into different forums and stuff) I built a base area, and made my room and then sent it to him and he made his. This was during Nuclear Showdown (a gameplay mod I made a few years back) development and during this time I was rapidly getting much better at coding. I then thought it would be awesome to have a multi-character TC carrying on the stories of many mods and TCs, like Mikko's Brave New World, Zaxtor's Oblivion, and my Imagination World game. It also took in ideas and story elements from mods like LR/WB/Chimera, The Gate, Pray your prayers, .etc .etc

As the mod went on, more elements and stuff got added. I think the biggest boost it received was once again when me and Highwire were on MSN discussing multiplayer. I didn't think it would even work but we tried it ingame and were amazed when it actually DID work - there were lots of sync errors but we managed to fix them. We spent nearly the whole of summer 2010 (I think 2010?) playing AMC TC multiplayer. Everyone apart from Zaxtor played a couple of games, one of the most iconic for me was when me, Sang, Geoffrey, Highwire and Sebastian all jumped into a quick DM version of 'For Providence' as ourselfs as a sort of stress test. It's too bad the net code isn't working now, but shit happens. I really do hope serious work is put into it this year, since co-op mode is a huge amount of fun.

Anyways the mod itself was different from IW and other stuff I've done since it's scope eventually turned out to be MUCH larger. IWv2 suffered badly from feature creep but everything put into AMC TC just 'fit' in - many things were experiments and 90% of the TC wasn't even really planned. I coded in the mech suit just as a suprise for one of our co-op games, it was fucking amazing to spend ages coding the thing and then seeing the other guys jump in and run around. INVURB was also great fun, and was played many many times over the course of development (Every time we beat it, I'd add something else to make it more difficult) Things like loadouts and research were added later in the game, but it's still amazing how well it came together in the end. The basic base building stuff was also relatively new.

For inspirations, everything really. If you're playing it and are reminded of a game or movie, (and a few references to a few books) then it's more likely than not one of the team played or watched the same thing and got inspired too :) As for motivation...simply because unlike my past projects everything just fell into place. The gameplay worked, any enhancements that got added just seemed to work. Pretty much everyone on the team had ideas that went into it. Towards the end things did get burned out and it slowed things down alot but I did not want to miss the 2011 X-mas window and made a mad push for release. It wasn't perfect - there were voice overs not recorded but in the end the reaction made it worth it.


This post has been edited by James: 16 April 2012 - 11:52 PM

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User is offline   HT1 

  • 1

#362

thanks james, that's pretty inspiring.

i've always wanted to make my own mod or map or something, just to say i've done it, but i'm just not that good at 3D stuff, mapping, models, etc

so i enjoy the fruits of other ppl's labor, and this one was a labor of love for youguys.

Thanks guys !

ps: Technically you haven't missed the 2012 xmas window , still 3/4 of the year to go :)
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User is offline   Jblade 

  • 1,633

#363

Well spotted haha :) it's worth a try at making a level for Duke since it's easy and there's no real pressure to do it perfectly like most of the newer games out.
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User is offline   themaniacboy 

  • 91

#364

Thanks for the answer, interesting story, i played your tc until that scary level.
I'll finish it once you've released the new patch, i want to make sure i experience it to the max.
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User is offline   Jblade 

  • 1,633

#365

Gonna ask this again, anybody willing to voice the russian character Vladmir? He's an older guy but I'll take anybody if you can do a gruff russian accent.
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User is offline   themaniacboy 

  • 91

#366

View PostJames, on 22 April 2012 - 04:10 AM, said:

Gonna ask this again, anybody willing to voice the russian character Vladmir? He's an older guy but I'll take anybody if you can do a gruff russian accent.


Does age matter ?
I am dutch but i can do a russian accent.
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User is offline   Jblade 

  • 1,633

#367

Well if you send a sample of you saying like "for mother russia!" to my e-mail at jstanf36 @ gmail.com (remove the spaces) than we'll see :)
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User is offline   Jblade 

  • 1,633

#368

http://www.moddb.com...ads/amc-tc-v110

Version v1.10 is ready for download :) The full list of changes are listed on the download page, but I'll bring up the big ones here. You'll need to re-download the whole mod as the patch effects pretty much everything. Either download and unzip into your existing directory to keep your data files and configurations, or into a new directory if you're just starting.

Posted Image
-Revamped skill levels; the Expert and Professional skill levels give far greater challenge than Normal mode. Professional adds an even bigger challenge than Expert; the crosshair is disabled meaning guns with sights are far more vital to success, many weapons kick upwards meaning that you'll need to keep greater control of your weapon, and reloading takes longer meaning a careful approach is recommended. Don't forget that you can lean around corners to assess threats by standing, holding the use key, and pressing turn left/right.
-Beat all levels on Expert mode to unlock Gold standard weapons that can be purchased from the Shopkeeper. Although expensive, these weapons are effective against
all enemy types. Episode 1 has gold standard replacements for all character's slot 1 weapons.
-Beat all levels on Professional mode to unlock an extended ending for Episode 1. You only need to do this once, afterwards the ending will be unlocked and always show after the epilogue map.
-New weapons! 2 new guns can be found in Snow Base for Mikko, and several others are available for purchase from the Shopkeeper, as well as a new spell for Sang found in Dis Base.
-New enemies! The Zombie soldier and a suprising new addition to Dis base!
-New areas to Dis Base and Millhaven, and map improvements to many others as well
-Improved weapon bar showing akimbo gun modes and grenade launcher attachments, .etc .etc
-Lots and lots of bug fixes and improvements (see changelog)
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User is offline   Mblackwell 

  • Evil Overlord
  • 829

#369

Posted Image

Carry on the discussion here:
http://forums.duke4....amc-tc-general/

Music: The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshots
I'm getting too old for this shit...
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