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User:DrDostovei/Sandbox

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Revision as of 16:03, 10 August 2021 by DrDostovei (talk | contribs) (Some more stuff has been added.)
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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.

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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.

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Glock 18 (3rd Generation) with 19-round magazine - 9x19mm
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The Glock 18 on the loadout screen.
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James holds the Glock 18 as he scouts out the foyer of a Cycloid-infested bookstore.
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James opens fire at an Assault Trooper who finds out that taking the high ground does not automatically grant him an advantage against a trained operative.
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James reloads his pistol as another Assault Trooper engages him.
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James dual wields two Glock 18 pistols as he looks over the bodies of dead Cycloids. Note the left Glock is a mirrored sprite of the right Glock.
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James fires both Glock 18s on an Assault Trooper unfortunate enough to be on the business ends of them.
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James holds a fully upgraded Glock 18 in the firing range of the Allied Military Complex headquarters.

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.

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Nickel Plated M1911A1 with brown plastic grips - .45 ACP
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The M1911A1 on the loadout screen.
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James equips his Colt M1911A1 as he takes cover from Cycloid forces in the lobby of a besieged Earth Defense Force branch office building.
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James attacks two Pig Cop guards at the metal detectors with his M1911A1.
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James reloads his M1911A1 as he lets himself into the EDF office.

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."

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OTs-33 "Pernach" - 9x18mm Makarov
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The OTs-33 Pernach on the loadout screen.
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James wields his OTs-33 Pernach as he prowls the streets of Chinatown, New York for any threats.
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James engages hostile Triad enforcers guarding the entrance to a subway station with his OTs-33 Pernach.

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.

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FN Five-seveN - FN 5.7x28mm
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The FN Five-seveN in the loadout screen.
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James stows away in the restroom of a Cycloid-occupied passenger jet, with his Five-seveN in hand.
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James reloads his Five-seveN pistols as he prepares to engage enemy forces on the other side of the restroom door.
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James engages in combat with an Assault Enforcer in the middle cabin of the passenger jet.
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James executes a lone Assault Trooper who has failed to avenge his fallen Enforcer comrade.

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.

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Jericho 941 with accessory rails - 9x19mm
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The gold Jericho 941 on the loadout screen.
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James stands over the corpse of a cultist who tried to ambush him near a barricaded house in Providence, with his golden Jericho 941 in hand.
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James later fends off another ambush from cultists in a general store with his golden Jericho 941.
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James reloads his golden Jericho 941 after defeating the cultists in the store.
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James dual wields two golden Jericho 941 pistols as he reads a newspaper article about a tragedy that happened in Providence.
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James later fights off cultists in a mountainside monastery with his dual Jericho 941s.

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.

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Walther PPK fitted with a sound suppressor - .380 ACP (black grips)
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The Walther PPK in the loadout screen.
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James equips his Walther PPK as he prepares to infiltrate a mercenary-occupied facility on Xuglop.
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James loads his other PPK as he glances at a pipe leading into the facility.
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James takes out two grunts with his PPK.

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.

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Tokarev TT-30, first version of the Tokarev pistol - 7.62x25mm Tokarev
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The TT-30 in the loadout screen.
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Highwire holds his Tokarev TT-30 as he leads a small strike force into a mercenary-occupied facility on Xuglop.
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Highwire fights off grunts guarding a conveyor belt with his TT-30.
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Highwire reloads his TT-30 as he engages the grunts.

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.

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Auto Mag Pistol - .44 AMP
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The AMC Auto Mag in the loadout screen.
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Highwire brandishes the Auto Mag as he investigates a highway turnpike.
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Highwire fights off Cycloid Assault Troopers in the turnpike garage.
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Highwire reloads his Auto Mag as an Assault Trooper and Assault Captain engage him.

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.

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Heckler & Koch VP70M with stock - 9x19mm
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The Heckler & Koch VP70M in the loadout screen.
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Rusty wields his modified VP70M as he stares at an unsettling figure encased in the glass in front of him.
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Rusty fights the Bruiser Brothers guarding the entrance to the town library with his VP70M.

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.

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Sphinx 3000 - 9x19mm
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The MS-Corp Pistol in the loadout screen.
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Mikko equips his MS-Corp Pistol as mercenaries invade the entryway of his newly acquired research facility on Energeia.
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Mikko engages a lone mercenary with his MS-Corp Pistol.
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Mikko reloads his pistol as he scouts out the helipad of the facility.