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User:DrDostovei/Sandbox
This is a just-for-fun page of sorts for a mod I really love: the AMC TC. I've been meaning to do this for the past several months, but only recently have I started working on it. Anyways, here you go.
Work In Progress This article is still under construction. It may contain factual errors. See User talk:DrDostovei/Sandbox for current discussions. Content is subject to change. |
AMC TC
AMC TC is a free-to-play standalone Duke Nukem 3D total conversion for the PC. It is developed by the AMC TC Developers, a team of freelance modders who have released several mods for the 1996 FPS prior to the development of the TC. The game's first episode was released in 2011, with the second and third episodes being released in 2015 and 2019, respectively.
Overview
The game is set an unspecified amount of time after the events of Duke Nukem 3D. In response to the as-of-yet unexplained disappearance of the Earth Defense Force's top agent, Duke Nukem, a man working for both the EDF and its offense-oriented counterpart, the Earth Attack Force, commissions one of his old friends to put together an elite task force to tackle the most severe threats against Earth, called the AMC Squad. The player can play as one of 10 agents, each with their own abilities and arsenals, and engage in different missions of varying difficulty and fight against several factions inhabiting the game's world.
Each character's arsenal can be customized with different special weapons to allow for different approaches to combating enemies, such as equipping an assault rifle with armor-piercing rounds to fight armored enemies. In addition, the game has a research system where the player can unlock different buffs, ammo types, weapons, and other items to help fight against enemies, and a weapon upgrade system where the player can spend credits on vending machines to upgrade a character's base weaponry.
The following weapons appear in the video game AMC TC:
Handguns
Glock 18
The Glock 18 is James Stanfield's default Slot 2 weapon. It is a decent pistol, with good accuracy, an 18-round magazine and a fast rate of fire, but weak damage. The Glock can be upgraded with an extended magazine (increasing the size to an incorrect 30 rounds), a fire rate mod (giving it a full-auto fire mode), and a mod that increases the Glock's damage, turning it into a powerful machine pistol.
Colt M1911A1
A nickel-plated Colt M1911A1 appears as the "M1911" and is a special Slot 2 weapon for James, replacing his default Glock 18. It has much better stopping power at the cost of a lower rate of fire and a smaller magazine (8 rounds); however, it has the ability to accept silver bullets, which allows the gun to be used against supernatural enemies, such as sorcerers and Lost spirits. Acquiring this gun is a bit esoteric, as the player needs to complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, get the good ending of the episode, and then copy the newly created "iw_complete.amctc" file over to the AMC TC's data folder.
OTs-33 Pernach
The OTs-33 Pernach appears as simply the "OTs-33" and is a special Slot 2 weapon for James. Compared to the Glock 18, the OTs-33 Pernach boasts a larger magazine size of 27 rounds and a faster rate of fire. It can be purchased from the Shopkeeper once the player has rescued Matvei from the bunker in the mission "The Revolution."
FN Five-seveN
The FN Five-seveN appears as the "FN-57" and is a special Slot 2 weapon for James. It boasts a 20-round magazine with armor-piercing rounds and is equipped with a laser-aiming module, which can be toggled with the alt-fire key. It is a good weapon overall, with better damage, better accuracy and the ability to penetrate enemy body armor. It can be purchased from the Shopkeeper for 15k base budget.
Jericho 941
A gold-plated Jericho 941 appears as the "Golden Jericho" and is a special Slot 2 weapon for James. It is unlocked by completing all of Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 70k base budget. It boasts better damage and accuracy, plus it has the ability to damage all enemy types (including supernatural enemies) with its gold bullets; however, it has a slower rate of fire and a smaller magazine size of 9 rounds.
Walther PPK
The Walther PPK appears as simply the "PPK" and is a special Slot 2 weapon for James. It is equipped with a suppressor and an 8-round magazine, has armor-piercing capability, and is concealable, meaning it will not be taken from the player should they enter areas where they will lose their weapons otherwise. It can be purchased from the Shopkeeper.
Tokarev TT-30
The Tokarev TT-30 appears as the "TT-30 Tokarev" and is Highwire's default Slot 2 weapon. A good weapon, it boasts decent damage and accuracy, but is hampered by its small magazine of 8 rounds. It can be upgraded with an extended magazine (increasing the size to 20 rounds), a fire rate mod (which somehow turns the pistol into a fully automatic machine pistol), and an accuracy mod.
AMC Auto Mag
The AMC Auto Mag Pistol appears as the "Auto Mag" and is a special Slot 2 weapon for Highwire. It boasts very high stopping power and great accuracy for a pistol, but shares the same rate of fire and magazine size as an nonupgraded Tokarev TT-30. In addition, the pistol's accuracy will falter with rapid shots, thus necessitating a slow but steady fire rate in order to hit distant targets. The weapon's rounds are capable of penetrating enemy body armor, but will bounce off of heavy armor, such as powersuits. It is available by purchasing it from the Shopkeeper for 20k base budget.
Heckler & Koch VP70M
A modified Heckler & Koch VP70M pistol appears as the "Remote Dart Gun" and serves as the default Slot 7 weapon for Rusty Nails. It fires small high-explosive darts that can be remotely detonated through an unseen mechanism, as well as incendiary darts that emit a ring of fire upon detonation, setting alight anyone unfortunate to be caught in the blast. There is no limit as to how many darts can be set, allowing for crafty players to set traps on unsuspecting enemies.
Sphinx 3000
A pistol based on the Sphinx 3000 pistol appears as the "MS-Corp Pistol" and serves as the default Slot 2 weapon for Mikko Sandt. It is a select-fire machine pistol, capable of semi-automatic and fully automatic fire, and is equipped with a laser aiming module and armor-piercing rounds. It boasts a good rate of fire, accuracy, and armor penetration capability. The pistol can be upgraded with an extended magazine (increasing its size from 20 rounds to 40 rounds), an accuracy mod, and a rate-of-fire mod.
Beretta Px4 Storm
A modified Beretta Px4 Storm appears as the "Metal Storm Pistol" and serves as the default Slot 2 weapon for Micky Crisp. The pistol boasts a decent rate of fire and accuracy, along with decent armor-piercing capability and the ability to fire its entire magazine in one shot (how this is possible with a pistol of conventional design is beyond anyone's imagination). Upgrades for it include an armor-piercing mod (which allows it to pierce heavy armor; also turns the pistol into a long-slide Inox model) and an accuracy mod.
In addition, if the player completes Episode 1 on Expert difficulty or higher, they can unlock the a gold-plated version of the Metal Storm Pistol, also for Micky. Not only does it retain the original Metal Storm pistol's damage, accuracy, alt-fire, and armor-piercing capability, it also gains the ability to damage all other enemy types, including supernatural enemies, with its gold bullets. However, its accuracy and armor-piercing capability cannot be upgraded. It can be purchased from the Shopkeeper for 75k base budget.
IMI/Magnum Research Desert Eagle
The Desert Eagle is Bombshell's default Slot 2 weapon. It boasts high damage, good accuracy and a decent rate of fire, and it is equipped with a laser-aiming module for improved accuracy; however, it is hampered by its small magazine of 7 rounds. It currently does not have any upgrades.
Revolvers
MP-412 REX
The MP-412 REX appears as simply the "Revolver" and serves as the default Slot 2 weapon for Rusty Nails. It possesses good damage, accuracy and rate of fire, and has an alt-fire where Rusty fans the hammer for increased fire rate. It also possesses the shortest reload time of only 1 second, allegedly due to Rusty being so familiar with revolvers that he can reload them by simply flicking them open and shutting it quickly, the rounds magically appearing just as he flicks it shut. These attributes make this weapon very powerful to use, especially against single targets. The MP-412 REX has only one upgrade, which is an accuracy upgrade which makes the gun suitable for hunting distant targets.
In addition, a gold-plated version of the MP-412 REX appears as the "Gold Revolver" and is a special Slot 2 weapon also for Rusty Nails. Statistically, it possesses the same attributes as the regular Revolver, with the addition of the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.
Remington 1858 New Army
The Remington 1858 New Army appears as the "Remington 1858" and is a special Slot 2 weapon for Rusty Nails. It is weaker than the default MP-412 REX, but still possesses good accuracy and rate of fire. To compensate for its weaker damage output, the Remington 1858 New Army has been modified to accept silver cartridges, which gives it the capability to damage supernatural enemies. In addition, the cartridges have limited armor-piercing ability, allowing it to penetrate enemy body armor. The Remington 1858 New Army can be unlocked by defeating Dr. Jekyll in his first phase, then picking up his gun on the podium behind him in his second phase; if the player misses this, the weapon can be found in Rusty's room in the AMC Base after completing the mission "Welcome to Millhaven."
Mateba Autorevolver
A gold-plated Mateba Model 6 Unica revolver appears as the "Gold Magnum" and is a special Slot 2 weapon for Geoffrey. It is incorrectly depicted as a fully automatic weapon, with a bottomless magazine and the ability to fire 3 rounds in a single shotgun-like blast as its alt-fire. Regardless, it possesses the same attribute as other gold-plated weapons, that being the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.
Shotguns
Armsel Protecta
The Armsel Protecta appears just the "Protecta" and is James' default Slot 3 weapon. It boasts a large magazine of 12 shells, decent accuracy, high fire rate, and good damage. However, it is hampered by a slow reloading process where James must load each shell in one at a time (unless the player has equipped the shotgun loading belt, which speeds up the process). The shotgun can also accept alternate ammo types, such as explosive shells. The weapon has only 1 upgrade, which is only available after the player has completed the "Oil Rig" mission; it is a magazine upgrade, which increases the magazine size to 16 shells.
Pancor Jackhammer
The Pancor Jackhammer appears as just the "Jackhammer" and is a special Slot 3 weapon for James. It is a powerful shotgun, with a 10-shell cassette and a high rate of fire, but suffers from heavy recoil. The Jackhammer cannot accept alternate shotgun ammo types due to its cassette-fed design. To unlock this weapon, the player must complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, and get the good ending, then copy the "iw_complete.amctc" file over to the AMC TC's data folder.
Browning Auto-5
The Browning Auto-5 appears as the "Auto 5" and is a special Slot 3 weapon for James. It has a smaller magazine size of 5 shells and a slightly slower rate of fire; however, it boasts the highest accuracy of all of James' shotguns, and can accept alternate shotgun ammo types. The alt-fire even has James aim down the sights of the shotgun. It is found in the mission "Welcome to Millhaven," in a building near the lake in the upper area of the town.
Kel-Tec KSG Tactical
A Kel-Tec KSG Tactical appears as the "KSG-12" and is a special Slot 3 weapon for James. Its twin side-by-side tube magazines are actually functional here, with separate ammo counters for each tube magazine, allowing the player to load different ammo types into the shotgun. In addition to this, the shotgun boasts good accuracy and damage, making it a formidable weapon to use. The KSG Tactical is found in the mission "Island Facility," in a room with heavy machinery and crates; the weapon is locked in a briefcase in a small area surrounded by various tools.
Heckler & Koch CAWS
A gold-plated Heckler & Koch CAWS appears as the "Gold HK CAWS" and is a special Slot 3 weapon for James. It is chambered in specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts a high rate of fire, good damage, and good accuracy; however, it cannot accept alternate shotgun ammo types. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper.
Remington 870 MCS
The Remington 870 MCS appears as the "R870" and is Highwire's default Slot 3 weapon. It is the most balance of all of Highwire's Slot 3 weapons, with good damage, good accuracy, and the ability to accept alternate ammo types. However, it is hampered by a small magazine size of 5 shells (plus 1 in the chamber) and a slow rate of fire. It only has one upgrade, which increases the magazine size to 7+1 shells.
Saiga-12
A Saiga-12K with a flat dark earth finish, EOTech sight, and Magpul AFG foregrip appears as the "Saiga-12" and is a special Slot 3 weapon for Highwire. This shotgun has a high rate of fire, decent accuracy, and good damage, but can only accept 8-round magazines, which makes it unable to use alternate shotgun ammo types; to compensate, the shotgun has a very fast reload speed of 1 second. Overall, it is useful for either crowd control or eliminating heftier targets. It is unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei from the bunker in the mission "The Revolution."
Oddly enough, the pickup voxel for Rusty Nails' "AutoM Shotgun" is a Saiga-12 mated to a Center Balanced Systems Spike X1S AK Chassis, equipped with an extended magazine and an EOTech sight. Picking it up switches it to an SRSS BullDog 762, however. This is most likely an oversight on the dev team's part, when they were switching the sprites to original assets.
Chiappa Triple Threat
A gold-plated Chiappa Triple Threat appears as the "Gold Triple Threat" and is a special Slot 3 weapon for Highwire. It fires specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts high damage, decent accuracy, and a fast reload time, but it can only hold 3 shells. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for an astounding 150K base budget.
Double-Barreled Over-Under Shotgun
A double-barreled side-by-side shotgun resembling a Beretta 682 appears as the "Over-Under Shotgun" and is a special Slot 3 weapon for Rusty Nails. It boasts good damage, decent accuracy, and a fast reload speed, but can only load 2 shells at a time. It can also accept alternate shotgun ammo types, which gives this weapon more versatility compared to his default semi-automatic shotgun. It is unlocked by purchasing it from the Shopkeeper.
Modified Lever-Action Shotgun
A custom-made gold-plated lever-action shotgun somewhat resembling a Marlin Model 1894 appears as the "Gold Lever-Action" and is a special Slot 3 weapon for Rusty Nails. Like the other gold-plated shotguns, it fires specially-made "gold standard" shells that damage all enemy types. It does not need to be reloaded, boasts a decent fire rate and good accuracy, but it deals moderate damage. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for 150K base budget.
AA-12
The AA-12 appears as Bombshell's default Slot 3 weapon. It is depicted with an unusable laser-aiming module and flashlight attachment. The AA-12 boasts a very high fire rate, good damage, and decent accuracy; however, because of its fire rate, the AA-12 burns through ammo very quickly. Currently, it is only available in the mission "Shellshocked", on the bar in the starting area.
Submachine Guns
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears as the "HK MP7" and is the default Slot 4 weapon for James. It fires armor-piercing rounds, which allows it to damage enemy body armor, and is equipped with a laser aiming module. It boasts a high rate of fire, good damage, and decent accuracy. The MP7A1 can be upgraded with an extended magazine (increasing its size from an incorrect 30 rounds to 40 rounds) and a suppressor, which turns the MP7 into a viable weapon for stealth operations.
Heckler & Koch MP5SD5
The Heckler & Koch MP5SD5 appears as the "MP5-SD" and is a special Slot 4 weapon for James. Its integral suppressor makes it a viable choice for stealth operations; however, it does not fire armor-piercing rounds, instead it fires subsonic rounds. It is equipped with EOTech sight and an M203 grenade launcher, which allows it to accept alternate 40mm cased grenade ammunition. The MP5SD5 is unlocked by purchasing it from the Shopkeeper for 20K base budget.
PP-19 Bizon-2
The PP-19 Bizon-2 appears as the "PP-19" and is a special Slot 4 weapon for James. It is described as firing 57-N-181SM rounds, a variant of the 9x18mm Makarov 57-N-181S round; these rounds are depicted as armor-piercing rounds, which grant the Bizon-2 the ability to damage armored enemies. It possesses a high rate of fire, decent damage and accuracy, and a large magazine size of 64 rounds. It is unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."
Heckler & Koch UMP45
The Heckler & Koch UMP45 appears as simply the "UMP45" and is a special Slot 4 weapon for James. It possesses a decent rate of fire, good accuracy and damage, but is hampered by heavy recoil. The UMP45 can accept silver bullets, which grants it the ability to damage supernatural enemies. This weapon is unlocked in the second level of the mission "Far Mountain Reaches," in a gated-off section of a tunnel near the end of the level.
Heckler & Koch MP5K
The Heckler & Koch MP5K appears as just the "MP5K" and is a special Slot 2 weapon for Zaxtor Znort. It possesses a high rate of fire and decent accuracy, but is set back by its 30-round magazine and weak damage output. However, compared to Zaxtor's other Slot 2 weapons, the MP5K can hold much more ammunition in reserve, which makes it a decent alternative for handling large crowds of weak enemies. It is unlocked in the village portion of the Sanctuary level in the mission "Gaza Pyramids," in a building holding 3 trapped scientists and a briefcase holding the weapon.
PP-2000
The PP-2000 appears as a special Slot 2 weapon for Highwire. It possesses a high rate of fire, but is marred by its paltry 20-round magazine and weak damage output. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."
CZ vz. 61 E
A gold-plated CZ vz. 61 E variant appears as the "Gold Skorpion" and is a special Slot 2 weapon for Highwire. It possesses a high rate of fire and the capability to damage all enemy types, but weak damage output and a small 20-round magazine; in essence, the Skorpion is a reskin of the PP-2000 with the "gold standard" rounds of all the other gold weapons included. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper for 75K base budget.
Uzi
A full-sized Uzi appears as the default Slot 4 weapon for Sang. It possesses a high rate of fire, an incorrect 30 rounds in a 32-round magazine, and low damage, but the rounds can penetrate enemy body armor. The Uzi can be upgraded with an accuracy mod, an extended magazine (increasing its size to 60 rounds in a 40-round magazine), and a suppressor. For some weird reason, Sang holds the single Uzi sideways "gangsta style," but when dual-wielding this weapon, he holds both Uzis upright.
PPSh-41
A PPSh-41 with a 71-round drum magazine appears as a special Slot 4 weapon for Sang. It possesses a very high rate of fire, but low accuracy and damage, which makes this useful for only culling large crowds of weak enemies. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."
SR-2M Veresk
An SR-2M Veresk appears as simply the "SR-2M" and is a special Slot 4 weapon for Sang. IT is described as being chambered for SP-10 rounds, a variant of the 9x21 Gyurza ammunition that has armor-piercing capability; this grants the weapon the ability to damage armored enemies. It possesses a high rate of fire and decent damage, but has low accuracy unless the player uses the red dot sight. The SR-2M Veresk can be unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."
Mini Uzi
A Mini Uzi appears under the incorrect "Micro-Uzi" moniker and is a special Slot 2 weapon for Rusty Nails. It is the complete opposite of his revolvers in that it possesses a high rate of fire and a 25-round magazine, but it has weak damage output. This weapon can be used as a suitable backup weapon for his Slot 4 weapons. The Mini Uzi is unlocked by finding it in a secret area in the mission "Welcome to Millhaven."
M1928 Thompson
An M1928 Thompson submachine gun appears as the "Tommy Gun" and is a Slot 0 temporary weapon. It is incorrectly depicted with a bottomless magazine, which allows it to fire continuously without the need to reload. It possesses a high rate of fire and the ability to accept silver bullets, which makes it ideal for both crowd control and damaging supernatural enemies. The weapon can be unlocked in the mission "Welcome to Millhaven," in the police station; it can be subsequently found in the mission "For Providence" as well as a rare drop from black-robed cultists.
MAC-10
The MAC-10 submachine gun appears as a Slot 0 temporary weapon. It is depicted only in pairs and incorrectly with bottomless magazines, which allows them to fire continuously without the need to reload. Despite its description stating that it fires .45 ACP rounds, the MAC-10s will not accept silver bullets, which makes them incapable of damaging supernatural targets. The MAC-10s have decent damage, accuracy and fire rate, but lack armor-piercing capability. The MAC-10s are first found in the mission "Big Trouble in China," on the roof of a subway train; they can also be dropped by dead Triad members.
Assault Rifles/Battle Rifles
Heckler & Koch XM8
The Heckler & Koch XM8 carbine appears in two forms, one as the "XM8 Laser Rifle" and one as the "AP-AR".
"XM8 Laser Rifle"
The "XM8 Laser Rifle" is James' default Slot 7 weapon. As its name states, it fires powerful laser beams that penetrate flesh, but the beams falter against enemy armor. However, it can load armor-piercing slugs as its alternate ammunition, which grants it the ability to penetrate enemy armor. It comes equipped with a laser aiming module and an ammo counter in place of the sight.
"AP-AR"
The "AP-AR" (short for "Armour-Piercing Assault Rifle") is Micky Crisp's default Slot 4 weapon. As its name states, it fires armor-piercing rounds that penetrate both enemy body armor and heavy armor. It boasts a fast rate of fire and decent accuracy, but deals moderate damage. It comes equipped with a reflex sight and M203 grenade launcher, so the player can zoom in for more accurate shots (at the cost of fire rate) and fire 40mm cased grenades, respectively. It has two upgrades: an accuracy upgrade and a drum magazine upgrade (increasing its size to 80 rounds).
Steyr AUG A1
A Steyr AUG A1 appears as the "Steyr AUG" and is James' default Slot 8 weapon. It comes equipped with a 30-round magazine and has a usable integrated scope, which allows the weapon to be used as a quick sniping option should the player not have a sniper rifle on hand. It has decent accuracy & damage, a high fire rate, and armor-piercing capability, but burns through ammo if hip-fired. Available upgrades for this weapon are an extended magazine (which increases the weapon's magazine size to 100 rounds) and an improved foregrip, which mitigates the accuracy penalty when firing from the hip. A good all-rounder weapon to use.
M4A1 Carbine
The M4A1 Carbine appears in the game in 5 different forms: one as the incorrectly-named "M16", one as the "American M4", one under its real name, one as the "M4-15", and one as the "Auto Rifle".
"M16"
The "M16" is a temporary weapon, and can incorrectly fit 40 rounds in a 30-round magazine and is equipped with an M203 40mm grenade launcher. It is acquired early on via either the Basic Training course in the weapons training room, or in the Megabase mission in a storage room on a crate. It is also dropped by EDF soldiers & EAF troopers, making it a common temporary weapon to use. It is a decent all-around weapon, with decent damage, armor-piercing rounds and the ability to equip alternate 40mm grenade ammo.
"American M4"
The "American M4" is the default Slot 4 weapon of Bombshell, and is basically the "M16" temporary weapon with an American flag wrapped around the carry handle, in reference to the M16A1 from the early builds of Duke Nukem Forever. It has the same stats as the "M16".
Colt M4A1
The M4A1 Carbine is James' default Slot 0 weapon, and comes equipped with an underbarrel Knight's Armament Masterkey shotgun (incorrectly referred to as a Mossberg 500). Unlike the "M16" and Bombshell's "American M4", it correctly holds 30 rounds. The Masterkey can accept alternate shotgun ammunition, such as "magnum buck" shells that deal more damage & "flechette" shells that pierce enemy armor. The weapon can be upgraded with a 100-round drum magazine and, if the player has completed the Oil Rig mission, a semi-auto mode for the Masterkey, allowing for constant fire with less time spent on reloading the weapon.