AMC TC Episode 2 release! "COME GET IT!"
#1 Posted 23 March 2015 - 04:09 AM
Episode 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 never played before all you need is this. If you've already beaten the first episode, grab this file and then copy your data and eduke32.cfg file over to the new Episode 2 directory in order to carry all your progress over.
After a period of peace during which the AMC Squad has been building its strength and numbers, dark forces begin to stir up trouble in the prosperous city of Hong Kong; wielding an army of shadow creatures such as those fought by Lo Wang. Later on, new and old enemies unite with the means and the capacity to wreak havok to the entire solar system. Do you have what it takes to stop them?
Featuring new weapons, equipment, enemies, bosses, and a new playable character, Episode 2 brings a massive amount of content to the table. Prepare yourself for an epic adventure.
The madmen behind the AMC TC Episode two are James Stanfield, Michael Crisp, Sangluss, Mikko Sandt, Cedric 'Zaxtor Znort' Lutes, Loke, and Snowfall (with certain maps using segments built by Highwire, DavoX, and Mike Von Skellington)
Download mirrors:
http://www.moddb.com...episode-two-v10
http://dukeworld.duk...rrent/tc/amctc/
Also be sure to check out the wiki!
A full list of credits is available in the moddb version, but not the Duke4 mirror (as I am an idiot)
From me, Micky and the rest of the team - we sincerely hope you enjoy this release and that the wait was worth it!
This post has been edited by Jblade: 25 March 2015 - 03:49 AM
#2 Posted 23 March 2015 - 04:15 AM
It was a lot of fun working on the episode but it's nice to finally be done with and get it out the door.
Don't forget to play with the classic renderer if you don't want a buffet of visual glitches. Enjoy!
(Special challenge to finish the whole thing in 1 sitting).
This post has been edited by Micky C: 23 March 2015 - 04:16 AM
#3 Posted 23 March 2015 - 05:05 AM
#7 Posted 23 March 2015 - 10:15 AM
#8 Posted 23 March 2015 - 11:28 AM
#10 Posted 23 March 2015 - 01:46 PM
zykov eddy, on 23 March 2015 - 11:28 AM, said:
It's walls, not rolls.
#12 Posted 23 March 2015 - 02:18 PM
This post has been edited by Forge: 23 March 2015 - 02:18 PM
#14 Posted 23 March 2015 - 04:39 PM
Also, how do I transfer my unlocked stuff to Episode 2? I have already beaten Episode 1 on Professional.
#15 Posted 23 March 2015 - 09:05 PM
Here's a snippet from the first post of this thread:
Quote
#16 Posted 23 March 2015 - 10:48 PM
A few bugs to report:
- The gun store in Millhaven can't be entered. The lock comes off with the key, but trying to enter continues to bring up the red lock icon... though without the player commenting on it.
- Playing the Millhaven mission from E1 in E2 to completion results in all E2 missions being removed from Misson Command.
- I observed this in 1.32, but it's obscure enough that it could possibly have slipped through: If you're playing as Rusty and something kills you as his shotgun is ejecting a casing, you are treated to an amazing show as shotgun shells spawn forever above your corpse.
#17 Posted 23 March 2015 - 11:17 PM
#18 Posted 24 March 2015 - 12:23 AM
#20 Posted 24 March 2015 - 07:19 AM
#21 Posted 24 March 2015 - 09:43 AM
This post has been edited by Player Lin: 24 March 2015 - 09:48 AM
#23 Posted 24 March 2015 - 09:58 AM
Jblade, on 24 March 2015 - 09:50 AM, said:
Because I'm confusing what mission I should play when I start a new game and selected episode 2...maybe it should show something about the mission belong to ep1 or ep2, I guess...and...I see the filter has ep3 option after I beat the LA ruins mission(City under Siege)...lol
BTW, the ep2 intro is really cool.
This post has been edited by Player Lin: 24 March 2015 - 09:59 AM
#24 Posted 24 March 2015 - 11:31 AM
#25 Posted 24 March 2015 - 12:32 PM
#26 Posted 24 March 2015 - 01:03 PM
RhaiNukem, on 24 March 2015 - 12:32 PM, said:
It should be in your melee equipment slot, it's a new quick melee weapon alongside the knifes
EDIT: I just checked the cons and it's set to the wrong number, which means it won't be accessible. Damn, that'll be fixed in a patch don't worry.
This post has been edited by Jblade: 24 March 2015 - 01:04 PM
#27 Posted 24 March 2015 - 01:25 PM
- The big light effect in front of the outside of the reactor in Island Facility is solid and can't be walked through.
- If you go to the yakuza boss' chair after he's rotated it around, it's possible to use sprinting to get around the front edges of them, but impossible to get out afterwards.
- Tank turrets still rotate with the player's movement after you get out of them.
- For some odd reason, the giant ninjas are nearly impossible to hit with projectiles.
- Numpad 5 didn't bring up controls for the boat or the tank.
And not a bug, per se, but I figured I'd point out it's REALLY easy to sequence break in Island Facility. I think I get how the map was supposed to flow, but I was actually able to do the power plant area first by hopping on treetops and jumping a fence, after which I jumped carefully across the power lines and got shocked off of them just the right way to land on the other side of the canyon. I'd raised the bridge for the tank before I even knew there was a tank in the level, and it was sort of a moot point anyways since I'd already been to that part of the map. I wouldn't worry too much, though, as it didn't appear to break anything about the map, apart from discovering that the alarmed door sets off even when opened from the switch on the inside. Just thought I'd let you guys know that I thoroughly defeated you as designers.
#28 Posted 24 March 2015 - 01:29 PM
Zero X. Diamond, on 24 March 2015 - 01:25 PM, said:
That explains why you're so good at finding the secrets eh?
#29 Posted 24 March 2015 - 01:37 PM
Micky C, on 24 March 2015 - 01:29 PM, said:
Okay, admittedly I'm hanging up on that... but main progression! I thwarted it! I guess!
EDIT: Another odd bug I forgot to mention: For some reason, if you fully upgrade Rusty's fourth weapon, the bayonet fires a shot when you first hit quick kick. The shot uses no ammo, and oddly, it doesn't ALWAYS seem to work. It was doing it every time last night, but just now when I was playing again, I couldn't get it to do it.
This post has been edited by Zero X. Diamond: 24 March 2015 - 01:44 PM
#30 Posted 24 March 2015 - 01:47 PM
Zero X. Diamond, on 23 March 2015 - 10:48 PM, said:
Awww shucks
Glad to see this released!