Gallery: OP Shrouded Eagle B

More by TUFFENUF
 

Description

This map is a very large Top secret corporate 4 story building in a secluded compound guarded by a couple of sniper towers.
There are 6 random objective locations of top secret intel, one of which must be accomplished / or protected prior to utilizing the garage level egress.
The garage level extraction is thru a locked garage door to a waiting humvee.
The assault team can utilize the Humvee to extract from the compound. The humvee is also usable by the defense force so care must be taken that it is protected at all times.
Final extration is at a tunnel which exits the compound.

This is a large map, 60 megs in all and thus it will require a decent processor and graphics card.

Images










Comments

01/30/2007 at 12:34AM (EST)
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This is an incredible building with fantastic detail. The game play is fun and even with the size of the map my frame rates inside were usually around 75fps which is the limit set by my refresh rate. Great job on this one.



01/30/2007 at 08:34AM (EST)
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looks very good m8 well done :)



01/30/2007 at 12:38PM (EST)
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Looks awesome, although I am afraid it will grind my computer to a stop.

My only concern is with six objectives, only one which needs to be captured, the defense will need to spread thin to cover them all, while the assault can focus on one or two. Is there some way built in to prevent the assault team from concentrating on a small part of the defense?



01/30/2007 at 03:07PM (EST)
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The main random objective (of which there are six possible) works exactly like Water treatment. The defense has the objective show up on their radar so they will be able to converge as needed. After playing for a bit you will get the idea of where the objective is and thus it will be easier to defend. The assault gets a description of the location (ie: 3rd floor / 4th floor) to get them headed in the right direction.

The second defense fire team will spawn at the other end of the building to more efficiently cover the objective if it is at that end. I've yet to get it tested with a full server to check all the spawn points so some may need to be adjusted.



01/30/2007 at 06:08PM (EST)
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Kick ***** map little more polish and

you have got a winner here



01/31/2007 at 06:10PM (EST)
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It looks like a damn good map. Hope it gets the Approval Status.....

Very nice job



01/31/2007 at 07:39PM (EST)
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How about a permanent server running the map?



02/01/2007 at 12:57AM (EST)
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Looks like it'd be fun with a full server....would love to give it a spin. Come see us and we'll see if we can help out with testing and feedback for ya!!

Spyder
www.aamappers.com



02/01/2007 at 11:12AM (EST)
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looks good good job quite fun and good cover space i give this a 4 out of 5



02/01/2007 at 11:48PM (EST)
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Awesome map Tuff.



02/02/2007 at 10:20PM (EST)
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Great Map. Can you send me a dounload link? Would love to play it.

z24djp@yahoo.com



02/04/2007 at 01:32PM (EST)
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yeahh out of all the maps i've seen i like this one the most can you by anychance send me the fle to try it out lol?



02/04/2007 at 04:49PM (EST)
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Looks incredible. I love how you could create such an original environment with the Mapeditor.

Fill up the offices a bit and get some surroundings around the building, which, if done right, could take another month.

Eyecandy ftw.



02/04/2007 at 10:51PM (EST)
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A beautiful looking and completely original map.
It shows the time spent in development and consideration of game flow that many user submitted maps are missing so far.
Nice work Tuff



02/05/2007 at 12:40PM (EST)
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Here is a download link to this version.
http://www.mediafire.com/?dqul5y2gyam

It is currently being hosted on AAMAPPERS server
68.146.128.54



02/05/2007 at 03:06PM (EST)
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I tried it, it looks great but it seems really big.

I must say, i didn't know how you could implant Humwee and drive it with the editor.

You should add some deco trees outside, and finish the indoor part (a lot of rooms are empty).

I really prefer non Sf maps, with M4a1auto it should be greater.

Nice job



02/07/2007 at 01:19AM (EST)
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listen up we have a good map maker here thats for sure look forward to the final version if aa would have put as much detail in a map think of the wonders we could do in americas army.to me this has been one of the greatest efforts put forth in this game, wish they all were as detail as this, we are gonna have alot of fun on this map when it reaches final full mission capable. thanks tuff



02/11/2007 at 04:40AM (EST)
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I have played it, and will leave some comments. I will give critics on what could be done better, for the greater good.
At first, there is the MAJOR fps drop experienced outside. I get one quarter of my FPS, from 60 to 15. When you face the entire building from say, coming out of the small garage in the corner or the building on the hill, FPS may even drop to 10 (my personal experience, with a decent graph card: ATi X1600XT P4 3,1 GHz OC).
Try to vary a bit more in rooms. Some floors seem to be totally the same. Adding a big area like a gym or whatsoever should add to the variety of the internals.
Third. The lightning of the rooms sometimes isnt that good. Doors shouldnt be half completely black and other half illuminated. You have played a lot with colored lightnings and in some cases it gives a good effect. But try to spread the light more. Center them in the areas so you can get out these blurry pixely pitch black areas on walls, at office desks and on doors.



02/19/2007 at 06:02PM (EST)
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Congrats for the amazing map!



03/24/2007 at 11:53PM (EDT)
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u have a bad as map love it looks better then the 4 new map's



02/18/2008 at 04:54PM (EST)
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Great except no servers have it running.:(




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