Tom Clancy's Rainbow Six: Rogue Spear and some images here are copyright Red Storm Entertainment, Inc., 2000.  All Rights Reserved. Images used with permission.
 
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GA-SIM Interview
2/25/01

Interviewer: Brian Rubin at GA-SIM
See the original HERE

'The Rooster'
Introduction:
In the long history of computer gaming, there have been folks who liked what they saw in a game, but had ideas to make it better. Eventually, many games began to ship with the editors and programming tools necessary to modify and enhance the game in almost any way the author saw fit. These new modification programs, or "Mods," have come along way from the original Total Conversions and Mods for Doom. We now have mods like Counter-Strike, Rocket Arena, and so on, that basically turn the core game into a whole new one. One game, in particular, that is very Mod friendly is Red Storm's Rogue Spear and its add-on, Urban Operations. We were lucky enough to get a chance to speak with 'The Rooster', one of the more prolific Modders in the Rogue Spear community, about his experiences with modding Rogue Spear. The interview reads as follows.
Screenshots:
ROOST-4 - thumbnail ROOST-3 - thumbnail ROOST-2 - thumbnail ROOST-1 - thumbnail
Interview By: Brian Rubin

First off, for those reading this not knowing who you are, could you give us a little information about who you are and what you do for the Rogue Spear community?
 
My long and complicated online handle is Serellan aka “The Rooster.” I have been playing Rainbow Six and Rogue Spear since the spring of 1999. I have made a variety of mods for Rogue Spear, Urban Operations, and Covert Operations Essentials, and I maintain a small website for the mods, The Rooster’s Nest (http://www.serellan.com). Additionally, I am a staff member at Pie’s Tactics (http://www.piestactics.com), where I run a forum dedicated to mods. Occasionally I also write game reviews for The Wargamer (http://www.wargamer.com). Currently I am working with ARMM (http://armm.rainbowsix.net), makers of the hugely popular NATO series of weapons mods, on the newest version of NATO3.

Offline, I am Christian Allen, a 24-year-old computer tech and former Marine living in Alaska. My hobbies besides modding include shooting, Airsoft, Battletech, camping, and of course spending time with my beautiful wife of 5 years, Angie. I am currently planning to move to Phoenix, AZ this fall to attend college, where I will major in Computer Game Design.

When did you first begin to make mods for Rogue Spear, and why did you begin to make them?
 
I started in November of 1999, after Rogue Spear first came out. When I used to play the original Rainbow Six, there was a mod available that allowed one team to play as terrorists, and I always had fun with this. After Rogue Spear came out, I started searching for a mod like this, but no one had made one. After a while I decided to sit down and figure it out for myself. With some help from Mother.May.I and Rodion (other modders), I got started.
 
You’ve made a wide variety of mods for RS, including weapons, maps, missions, skins, and so on. Which, out of all of these mods, presents you with the biggest challenge, and why?
 
My most difficult mod was Mission Pack: Deadly Protocol. This was a compilation of several of my older mods, reworked into a pack similar to the Urban Operations expansion pack. It had skins, a single player campaign, re-textured maps, new sounds; the whole nine yards. I think I spent about 150 hours on this one, not including the time I had spent making the original mods. The difficult thing was in the details. Every time I thought it was done, a small bug or feature I didn’t like would pop up. It was also very difficult to come up with an interesting yet believable story line for the campaign.
 
When creating a mod, what are some of the philosophies you stick to in order to make it work well within the game, as well as some do’s and don’ts?
 
My main philosophy is that if I don’t want it, I don’t make it. I don’t try to make things that I think will be popular, or to try to be the first to do a certain trick. If I don’t plan to use it, I am not going to make it. Also, pay attention to the details. It is the details that make or break a mod. If you notice some small bug or error, don’t write it off. Take the time to fix it, because other people WILL notice it. Lastly, beta test, beta test, beta test, and then beta test some more. Get a small group of good people to do your testing for you. Don’t release it until you have tested it to death. One thing that gives me an advantage in modding is that I generally work alone. I don’t have to consult with anyone to make a change, I don’t have to wait for someone else to do his or her part, and I don’t have to deal with anyone else. It makes it much easier when you can complete the whole modding process (besides beta testing) yourself.
 
What do you think the presence of Mods does for the popularity and/or longevity for a game such as Rogue Spear?
 
I think it can make or break a game. Look at Half-Life. Counter Strike is the most popular game on the net right now, and it is a mod for Half-Life. Sierra even repackaged Half-Life to sell it with Counter Strike included. This means more money, more support, more word of mouth, more life. I really believe that the lack of options we have in modding Rogue Spear has contributed to it’s limited following. While there are a lot of us out there trying to do things with Rogue Spear, the lack of new maps (new geometry, instead of just modifying original maps) has turned many people off. Even though it is a great game, if you play a lot, eventually you start to get burned out on the maps. Luckily, Red Storm has taken steps to remedy this, and they should be releasing the map tools soon. This process was slowed by Ubisoft’s buyout, but I am hopeful it will be done soon.
 
When creating a mod, what are the steps you usually go through to bring it to light, from conception to completion?
 
For me, the actual modding process is usually the shortest. I will decide that what I want a mod to do, then I will start finding out if it is possible. Once I do, and I have gathered the necessary resources (textures, stats, etc.), I basically lock myself into my computer room until it is done (no, this does not make my wife happy). After that, the long process of beta testing begins. I have learned the hard (and sometimes embarrassing) way that this is the most important part of any mod process. I use my group of LAN friends to test it out, trying different install options, making sure the instructions are clear, and so on. For my Nato3 weapons add-on, I spent a week making the mod, and a month after that beta testing and refining it.
 
Finally, do you have any advice for any budding mod makers out there who want to get their feet wet in the mod making world?
 
First off, I don’t recommend deciding to become a modder without first deciding what you want to do. I see too many people say “I want to mod stuff, what should I do?” Wait until you think of something that you would like to play. After that, cruise the forums. They are the best way to learn information. There are also several great tutorials out there, read them. Lastly, stick with it. Once you start a project, finish it. It is very rewarding when you get that first email from someone thanking you for the work that you have done.

The Rooster's Nest (c) 2000, Christian L. Allen, All Rights Reserved.