I've seen many tutorials on SSAO, but none for simple ambient occlusion maps.
I can see myself working things out alone, as AO maps are simple greyscale maps that indicate where there should be more lighting and where less, right? Something like
float ao = texture(ambientOcclusionMap, uvCoords);
vec3 lighting = ambient + (diffuse + specular) * ao;
Is there something more to it?