America's Army: Proving Grounds

news

  • We are pleased to announce that the winner of the UMM Competition is Overload!

    Congratulations Drecks on a job well done! Drecks was able to create a map that plays well and provides a strong visual style. The map fits AA: PG both visually and thematically, allowing us to easily incorporate it in to the game. We will spend the next couple of weeks playtesting Overload, which will likely result in some modifications to the playspace in an effort to support the best gameplay possible.


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  • Creator of Industry, MCHammer, was kind enough to respond to our interview questions. Read what he has to say about the Mission Editor and his experience building his Top Three map.

    AAPG: Tell us a bit about yourself!

    MCHammer: I’m a guy! (you said only a bit)!

    AAPG: How long have you been playing America’s Army?

    MCHammer: I started playing AA a year ago back in November.


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  • Intercept

    Texture colors, sky box, lighting and atmospheric effects for Intercept tweaked. Vines on the walls removed or reduced in several areas. Result is that players will hopefully be able to more easily and quickly pick out enemies and friendlies alike.

    oldercept greenercept

     

    Weapon Behavior & Accuracy Cone

    • Accuracy cone algorithm improved; shots are now more evenly distributed throughout the cone – previously shots tended towards the cone’s outer edge
    • Accuracy cone penalties resulting from low health reduced
    • Crouching helps accuracy and recoil a bit more
    • Firing impacts accuracy less
    • CEM reflects accuracy correctly while sighting up
    • Shotgun spread center-point reacts to all the usual accuracy modifiers

     

    Voting

    • Players who are vote kicked from a server will also be banned from that server for ten minutes or until the match ends; this setting may be adjusted via VoteKickBanTime in AAGame.ini on the server
    • Spectators may once again be vote kicked as intended

     

    Anchoring

    • When anchored, players now duck up and down at the same speed as crouching when not anchored
    • The command to duck while anchored (Z) is now a toggle, rather than a hold – same as crouch when not anchored
    • Players may begin anchored in a ducking position by holding ‘Z’ rather than tapping it

     

    Audio

    • Hurdle animations now play the correct footstep audio
    • Bandage and revive actions now play the correct audio for all players
    • Music and loading screen movie volume at 50% by default

     

    Exploits

    • Closed an exploit where unscrupulous players could reduce the amount of smoke produced by smoke and FOG grenades
    • Closed an exploit where players could get into a state where they could shoot and sprint at the same time
    • Fixed an issue where ambient sound could be disabled

     

    Miscellaneous Fixes

    • Found and fixed an issue with how foliage on Intercept was being handled, resulting in a significant performance increase for the map
    • Fixed an issue where reloads were not completing properly, resulting in the player having to reload a weapon twice
    • Fix for weapon sometimes becoming stuck in a sighted state when getting up out of a prone position
    • The incorrect player name will no longer be highlighted on shoot house leaderboards
    • Fixed an issue where the scope blur on the M24 could be lost
    • Fixed the issue where weapon fire audio would sometimes play forever upon a player’s death
    • Fixed an issue where client and server could become out of sync resulting in the the client having a weapon where the server saw a grenade; this caused the player to be unable to damage other players
    • Fix for the grenade throw animation interrupting the weapon equip animation, resulting in a player having no weapon equipped
    • Fixed several areas on Coldfront where anchoring was not working as intended
    • Fixed several spots on Intercept where downed players sometimes could not be revived/secured

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  • With just a few days until the results of the next cut is announced, we thought it would be good idea to get to know each of our Top Five finalists. We were able to spend a few minutes with Snom and RedBaron and ask them a few questions their AAPG map building experiences. We hope to do the same with the remaining three finalists shortly and will publish those interviews as we receive them.


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  • After another week of fierce competition, we’ve narrowed our list down to the Top 6! We will announce the Top 6 and then move on to provide feedback on all 12 of the maps in the running this past week. So, without further ado…. Your Top 6!

    • Congress Centre
    • Deadend
    • Drasza
    • Industry
    • Night Infiltration
    • Overload

    Congratulations to those that are moving on!


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