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Interview::

Questions with, Steve Cotton, John Sonedecker, and John Michel, 3 RSE level designers who designed maps for Covert Ops Essentials.

[ Steve Cotton | John Sonedecker | John Michel ]


Jungle Map - Steve Cotton



1. Steve, introduce yourself and give us a little briefing on your map.

Steve Cotton -
I started on Rainbow Six as a level designer and, along with Tim Alexander, created some of the first prototype levels for the original game (Congo and Wonderworld). The result of the next 3 ½ years at Red Storm has been the Rainbow Six franchise, which I’ve been fortunate enough to be a part of all the way! Just recently, I produced Urban Operations but did not actually build any of the levels so after having dropped level design after the Ruined City in Rogue Spear, Covert Ops was a chance for me to get back to my artistic roots. With the jungle map, the mandate for me was to build the best Rainbow Six level ever! No pressure.....and not that every level designer doesn’t try to do that with every level they make, but sometimes we’re limited by story, time, locals, etc. The jungle map was a chance for me to see what I could do with the only limitation being the engine. The idea of a jungle in a portal engine posed a difficult but intriguing challenge for me which is why I was so excited to do it. Whether I pulled it off or not…well, that’s up to the player!


2. The maps contributed by RSE for Covert Operations Essentials have been labeled by many as the best maps every put out by RSE. How does that make you feel?
Steve Cotton -
It makes me feel like we accomplished our goal but conversely, it means that our other maps could have been better. Basically, I just want to continue to raise the bar for future Rainbow Six titles and I’m glad we’ve done that with Covert Ops.


3. The Jungle map does an extremely good job of providing cover for players and offering sniping positions. Did you ever fear that the map would be camped too much?
Steve Cotton -
Yes. I had a lot of fears with that map. Some people thought the more foliage the better. Some less. It was VERY important to me that not only did the level look good, but the gameplay was NOT compromised because of the kind of map it was…I had to weigh the feedback I got during early prototypes of the level so that I didn’t make it too difficult or too easy for people to be seen.


4. What kind of tradeoffs had to be made between Single and Multiplayer in the design of the Jungle map?
Steve Cotton -
Well, the most obvious is the amount of foliage. This wasn’t supposed to feel like just a forest…this was a JUNGLE! And visually I wanted the foliage to be thick enough to make you feel like that’s what it was. What I quickly learned, however, is that while objects (such as bushes, vines, etc.) that offer “visual” occlusion work fine as cover in multiplayer because all the players are at the same visual disadvantage, this does not pertain to the AI. Unfortunately, because the vines and bushes are done with transparency, the AI sees right through them like they’re not even there, meaning they don’t serve as cover in a single player game (as much as you would like to think they do ;). Anyway, because of this I had to be conservative, without seeming like it, on how much transparency I used.

5. Were there any features that you wanted to incorporate into the Jungle that you couldn't do because of time or engine constraints?
Steve Cotton -
Sure, always...but that’s how we come up with new engine features in the future. I think it’s obvious that our engine was not designed to do outdoor environments, so trying to create one is sometimes difficult, especially if it’s organic and ends up looking like portalized rooms (which is what it is). For the jungle, I wanted to have a mist on the ground in some places and at the bottom of the ravine, I ended up doing some thick fogging to simulate this effect. 3D sounds were very difficult to get right for the waterfall because I wanted it to be loud, and there are limitations with the effects. And most of all, it would be nice if you could destroy the bridge…oh well, maybe next engine.

6. You were the producer for Urban Operations, what lessons that were learned during the production of UO were incorporated into Covert Ops?
Steve Cotton -
We learned to focus on the polish. Originally, we spent a lot of our time trying to get the level right the first time, mostly because of time constraints. Now, we are better at getting a rough idea of gameplay before we start to add detail to the level. This has helped increase the quality of both the look and play of all the levels!




Interview conducted by: Snicker

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