America's Army: Proving Grounds

America's Army: Proving Grounds

Parking Garage
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Update: 12 Apr, 2016 @ 12:24pm

Parking Garage.

An unexploded nuclear bomb has landed in a parking structure.

Assault need to get to the bomb and extract the nuclear material by helicopter.

Defense need to stop them, so that the bomb can be removed whole.

Updated

Update: 22 Oct, 2015 @ 11:46am

Updated for v1.0

Added reverb volumes
Replaced missing cars, as meshes removed by Devs
Replaced any missing textures removed by Devs
Added fire sound to rocket as this was missing*
Added extra concrete posts to end of structure to reduce visibility of assault spawn from staircase.



*Need to be tested as don't work in editor.

Update: 11 Jun, 2015 @ 7:37am

Added blocking volumes to stop people getting over the walls on the top of the parking structure.
Added blocking volumes to the fence as crane allowed access .
Tweaked the audio volumes on the extraction roof as they were too low.

Update: 10 Jun, 2015 @ 10:41am

Changed the blocking volumes to only pawn to allow grenades/flashes through.
Added ladder access to extraction point roof.
Changed the smoke aroung the bomb to provide increased cover.
Moved a couple of cars which were floating.
Blocked off the access over the fence in assault spawn.
Moved the wall inside the fenced area which had a blocking volumer outside the fence.
A few texture tweaks.

Update: 8 Jun, 2015 @ 11:13am

Added cover items to assault spawn to stop defense sniping too easily at round start.

Added beams to fill the gap between the walls and floor on the road side, as it was possible snipe early through this as well.

Broken rail near defense spawn moved further away to slow their access to the bridge walkway.

Extraction point has had some blocking added as defense could get out behind the wall and through the heli.

Heli pad extended as it looked too small to land a heli on before.

Update: 8 Jun, 2015 @ 11:11am

Update: 7 Jun, 2015 @ 8:18am

v1. Initial ambient sound, lighting and mission structure. Currently no comms volumes

Possible items needing testing:

1) Is lighting correct in all locations?
2) are blocking volumes correct where applied, and any additional required?
3) are the teams sutiable distance away from the objectives to make things fair?
4) Is there enough cover in all areas?

Possible additions:

1) moving heli rotar.
2) added sound e.g. car alarms.