My final Count Bootem mod roundup. I might eventually post some more, but I've been playing DN3D almost nonstop for like 2 weeks and there's other stuff I'd like to see.
Infestation in Time Revisited TC
A fairly solid cherry vanilla TC that mixes things up with new weapons and monsters, a money system, weapon shops and friendly NPCs, IiT follows Duke as he blasts through a city under siege, an alternate dimension, and the medieval era. Aside from the confusing medieval village, the mod eschews complicated puzzles or switch-hunting in order to maintain a brisk, action-packed pace. If you enjoy spectacle and variety over polished vanilla gameplay, this should be to your taste.
Nuclear Showdown
Another cherry vanilla TC that makes some small gameplay modifications and adds several new weapons and enemies. NS can be played with the original game, but also adds the "Fallout Tour" episode to showcase all the new content. The new episode is made up of maps from a variety of authors, so whilst there's a good deal of variety, many of the maps are missing certain weapon types, so if you enjoyed using, say, the Quad Shotgun in one map, don't expect it to be in the next one. Some of the city maps are fairly non-linear, though not to extent of mods like TamDuke, American Assault or Alien Invasion. Most are fairly challenging, but I was annoyed to run into a lot of broken scripts and glitches that prevented doors from opening and switches from triggering. Whilst it boasts more new custom content than Alien Invasion, it's also far less polished, so from a gameplay perspective I would probably recommend the latter.
AMC TC/ The AMC Team TC
Imagine, if you will, a gaggle of ten-year-old boys were given 400 million dollars to write, direct and star in a series of blockbuster action movies based on their terrible Duke Nukem fanfiction. Now replace "400 million dollars" with "the Build engine". AMC is a standalone multi-author mega-TC based on several earlier Duke Nukem TCs, such as Oblivion, Brave New World, Imagination World and others. Listing all the new features the mod utilizes would be a waste of time, as many of them are simply window-dressing. For example, where another mod might handle branching missions by simply making a "hub" map with multiple corridors leading to the various levels, AMC features a home base, with weapon upgrade areas, briefing rooms and a fully functional world map that allows you to pick from narrative and side-missions set on Earth, Mars, and even different solar systems. You can also purchase satellites and other assets to unlock extra resources. There are a few other unusual mechanics - such as picking up and stacking barrels, using a PDA to scan puzzles, or looting containers for items, but these rarely impede your progress. Whilst impressive technical feats, a lot of these additions made me wonder if the time spent implementing them could've been better used polishing the core experience.
At its base, AMC is your typical run-and-gun-plus-key-hunting DN3D experience but with dozens of new weapons, environments and enemies. In many missions you're allowed to pick which character you'd like to play the level as, and being your typical modders, the authors of AMC have stuck their big fat faces on, and lent their voice acting talents to, every single one, just so you're always aware you're playing as someone's self-insert Mary Sue. Several characters play in a manner similar to various famous FPS titles from the 90s - Sang casts spells and uses occult artifacts from the
Hexen universe, Rusty prefers the arsenal from
Blood, Merlin uses the sword-and-board combat mechanics from the
Witchaven series, and so on. As much as I enjoyed using all these wildly different guns, spells and melee items, the traditional FPS weapons sometimes blurred together due to multiple guns using looking very similar - there are too many different versions of the assault rifle, pistol, shotgun and such, most of them using totally different ammo, and in a few cases appearing almost identical despite having totally different functions.
At this point, 2 episodes of AMC have been released, with a third on the way, though each Episode can be considered a standalone narrative experience (and the mandatory missions alone will take the average player many hours to complete). Episode 1's core missions span military bases (similar to DN3D), a demon-infested research facility, Hell (Doom/Quake), a small town overrun by cultists, and a massive tomb complex beneath an abandoned monastery (Blood/Hexen). Episode 2 also starts with a DN3D tribute as the new team member holds off an alien invasion and assaults their mothership, then progresses to Hong Kong and a number of asian-themed locations (Shadow Warrior), a hidden cultist bunker, an experimental ship being dragged into the Hell, and an extra-terrestrial mining planet, and concludes with a series of sci-fi-inspired missions on a martian colony. Both episodes maintain a pretty good sense of thematic and tonal consistency
within individual missions (particularly Episode 1's Doom and Blood-inspired levels, and portions of Episode 2's Mars locations), but the overall narrative falls apart when you have story missions hopping from supernatural horrors in crypts, to alien invasions, to supervillains, zany technology and mecha battle suits. Cutscenes are frequent and inexplicably do their best to focus on the low-res, static NPC sprites, whilst voice acting ranges from amateurish awkwardness to absolutely horrific. It's worth lingering on the issue of story - Episode 2 does its best to style itself as an epic, Call of Duty-esque cinematic experience, but this often clashes with traditional DN3D gameplay. For example, the Mars mission is initially a light RPG/adventure experience as you grill the locals for clues, then launches into a literally explosive action sequence as a demonic-cyberpunk cult launches a terrorist attack on the city. Yet whilst the game is yelling at you to battle your way through the cultists, save the civilians and reach the Chief of Security, what this means, in effect, is killing about eight guys then spending 20m stacking barrels and trying to find hidden NPCs and keycards. There's something surreal about slouching around the map hitting "E" on every unusual texture whilst heart-pounding action music blares from the speakers.
What you get with this mod is essentially multiple tribute TCs in one package, and that alone makes it worth checking out. Whilst I did run into some issues with what pass for puzzles, they were usually unintentional side-effects of the sprawling maps rather than a deliberate attempt to conceal important switches or items. As with any mod involving multiple authors, the difficulty level, linearity and gameplay style of different missions can vary quite significantly, but none of the core missions were absolute stinkers. I also ran into a handful of bugs that prevented progress, but these were fixed with a quick noclip. Give at least Episode 1 a shot, just don't give yourself a breakdown by trying to marathon it.
Zombie Crisis
An extremely short, linear series of six maps featuring only two enemy types - zombies, and a bat-monster that creates decoy zombies to avoid your fire. There are only two weapons - pistol and chainsaw, both with infinite ammo, so gameplay consists of simply holding down the fire button and moving forward. Feels more like a proof-of-concept mod than anything, so perhaps it was meant to be expanded with time-attack modes, powerups, different monsters and so on. There are more than enough budget zombie carnage games about, so don't bother with this.