Game Intel

GAME NEWS

OPERATIONS UPDATE

SITREP

GAME FEATURES

GAME TRAINING

GAME MISSIONS

SQUAD ROLES

EXPLORE THE ARMY

VERSION HISTORY

THE MAKING OF

TRUE SOLDIERS

SPECIAL OPERATIONS

RISE OF A SOLDIER







SITREP (Situation Report) is defined as "an update to an existing report, issued as conditions change or events begin to unfold." Put simply, it's a method of keeping everyone informed. Similarly, America's Army also issues SITREPs, providing updates to our Community on a variety of topics, ranging from development progress, new features, upcoming events, and much more. If you want to stay in the loop on America's Army news, what better source than from the same people who make the game!

NOTE: The content and images shown on these pages may differ from what is contained in the final public release.




OPERATION SHROUDED EAGLE
Posted: 3 JAN, 2008 - by Phoenix

As the development of our next official release continues, a new community-created mission has been vetted and approved by Command! Operation Shrouded Eagle is now available for download through DCDS and Mission Depot! Steve Elton of Bethlehem, PA used the America's Army Mission Editor to create this all new, action-packed mission which takes place in the corporate headquarters of a top secret research company.

 

MISSION BRIEFINGS

ASSAULT BRIEFING:

SITUATION:
A rebel group has infiltrated the corporate headquarters of a top secret research company. Your force has been tasked with the removal of important intel which must be protected at all cost.
MISSION:
Enter the building with out being detected and locate the intel. Proceed to the garage level where a Humvee is waiting. Extract your force from the compound using the north access tunnel.
ENEMY FORCES:
Squad-sized force heavily armed.
FRIENDLY FORCES:
Special Forces (Airborne) ODA 357.
TERRAIN:
Top Secret corporate compound in rural area with very little concealment.

DEFENSE BRIEFING:

SITUATION:
A rebel group is attempting to infiltrated the corporate headquarters of a top secret research company. Your force has been tasked with the protection of important intel.
MISSION:
Repel the Rebel group, locate the intel and protect in place. Secure the garage level access point and prevent the Rebel group from leaving the compound thru the north tunnel access.
ENEMY FORCES:
Squad-sized force heavily armed.
FRIENDLY FORCES:
Special Forces (Airborne) ODA 357.
TERRAIN:
Top Secret corporate compound in rural area with very little concealment.

 

Q&A WITH STEVE ELTON
We had an opportunity to sit down with Steve Elton and ask him a few questions about his experience with the America's Army game and the Mission Editor. Here's what he had to say...

How long have you been an America's Army player?
Steve: I've been playing America's Army from the first day it was released - July 4, 2002.

How did you originally find the America's Army game?
Steve: I had purchased a new video card and went to their web site to update drivers when I noticed that there was a download for this new game, America's Army. Funny that the reason I bought the new card was to upgrade my computer for the Ghost Recon Game, but I haven't been back to play that ever since.

How do you think the first version of America's Army compares to today's game?
Steve: It was a great game then and it still remains a great game. There have been some really cool advances and features added and of course some that I didn't particularly care for. I think my favorite was the addition of the SAI (Situational Awareness Indicator), I still get a lot of ROE but it helps avoid some and it was integrated really well. (Ummm… To anyone who has read this far…. sorry in advance for the TK).

Are you part of a clan?
Steve: No, I'm not part of a clan but I do hang out with an incredible group of guys and girls on teamspeak where we gather to play and have a good time together. I've hung out with this group since October 2002.

What MOS do you normally play in the game?
Steve: Doesn't matter to me much but I do select SF more often than any other. It is always wise of my team to make sure I don't get the RPG for it tends to create a lot of collateral damage in my hands.

What do you like best about the game?
Steve: The realism factor. I don't care too much for the games that have an immediate respawn and the ability to switch from your 24” bowie to your shark with laser then to your laser guided mind manipulated armor piercing acicular crystal martinsite rail gun all within a half a second.

What is your favorite map in the game?
Steve: Well Operation Shrouded Eagle of course! After that I think I like the game play of SF Extraction the most.

What have you learned about the Army as a result of the game?
Steve: That each and every Soldier (past and present) should be commended for what they do. It may be easy to play a video game but I still die probably 50% of the time. The Soldiers who protect our freedom are all heroes.

Have you played against any Soldiers and if so how were they as players?
Steve: There are quite a few Soldiers in the group I hang around with and they are a great bunch of people. Some of them are really good players and some of them …. well let's just say they might not be so good. In general though, I have found them to be good players with great attitudes.

What do you think about the Real Heroes program?
Steve: What a great idea. I think a place in the game to honor our Heroes is cool and it was interesting to listen to their stories. I even have one of the action figures that were modeled after them.

Have you played the America's Army: True Soldiers game and if so what did you think about it?
Steve: No, haven't played it. I don't have an Xbox.

Why did you want to create an America's Army map?
Steve: Curiosity is what got me to check out the editor in the first place. The challenge of creating a map and the creativity involved is what got me rolling and interested.

How does it feel to have your map available for everyone to play?
Steve: I'm excited to have my map go Official and can't wait to get to play against the America's Army community. These are the people that keep this game alive and fun to play.

How did you come up with the idea for the map?
Steve: Operation Shrouded Eagle is based on a building I designed a number of years ago which never got built. I started experimenting with the editor and used this building as a place to start. From there it just took on a life of its own, to the point where I had to finish it. The original concept was to have two similar buildings linked by an underground tunnel but that had to be modified when it became apparent that the map was going to be too large. I had to struggle just to keep it down at the 60 megs mark. There were so many other things I was hoping to do. Sorry to you folks whose computers have a difficult time with the map.

Why do you think folks will enjoy playing it?
Steve: The addition of the humvee for extraction adds another level of game play that isn't available on other maps. The assault force must protect their extraction vehicle or it can be used against them. It is a long way to run from the building to the extraction tunnel if the opposing force has your humvee and its 50cal weapon. Operation Shrouded Eagle has numerous levels and ways to get around through the building so you can surprise the enemy in many different ways. Don't forget to use the air vents and elevator shaft for access to the other floor levels.

What did you think of the mission editor – how easy was it to use?
Steve: ARGH! I found the editor to be counter-intuitive and very difficult to use. I struggled with it. Perhaps part of the reason is I am used to creating 3d models with an architectural program and have very little experience with this kind of editor. I was fortunate to be on teamspeak with TrustISeek (creator of the Redemption map) while we both tried to figure out how to use the editor. He had answers to my questions and I had answers for his, or neither of us had a clue and we just kept trying till we got it right.

What do you want other AA players to know about creating a map?
Steve: Set aside a lot of time if you want to create something with a lot of detail. I can draw all the construction documents for an entire building faster than I could build it in the editor. Best thing to do is start small (if you've never done this kind of thing before).

Do you plan to create another map?
Steve: Yes. I have started another map which is mostly for fun, though it would never go Official as it isn't even close to the type of mission that the Army would be involved in. I will attempt another map which could go Official at a later date.

Have you created maps for other games or is this the first map you've created?
Steve: I created one map, a long time ago when Duke Nukem included an editor. It wasn't a big map and wasn't very exciting. I did that just to see if I could.

Did your career as an architect help you in creating the map?
Steve: Sure did. As stated above, the basic configuration of the building was designed quite a while ago and never built. I did make some major modifications for game play, and to appease the editor. Having a floor plan to start with was a big help and I think it allowed the creation of a building that makes sense. Operation Shrouded Eagle has all the elements of a building that a person would expect, and they are in the right place. There is at least one map that comes to mind that drives me nuts with the placement of the stairs and access points and I think to myself, “Gee if they would have just drawn a plan first this building could possibly make sense. Why do I have to go from the first floor to the third, then transverse across the floor to the other stair to get to the second floor?"

Anyway… Hope you all enjoy my map. Hope to play against you on Operation Shrouded Eagle. And thanks to the Army and the developers for such a great game and this opportunity.


Well that concludes this SITREP, folks. Grab the latest release of America's Army game and check out Operation Shrouded Eagle today!

Also, be sure to stay tuned for the next release of America's Army: Special Forces coming soon...