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This collection of numerical data should be a useful reference for level designers asking themselves questions like:

MAXIMUM WALKABLE HEIGHT : 3.50

Note
Don't forget that any height can be made walkable by setting Wall Flag 3 bit 1.

MAXIMUM JUMPABLE HEIGHT : 9.65

Notes

DAMAGE FROM FALLING :

HEIGHTMINMAXMEANNotes
360 0 0 (1)
370 1 0 (2)
404 9 6
4519 23 21
5031 35 33
5543 48 44
6054 58 56
6567 71 69
7077 78 77
7587 91 89
7993 98 95 (3)
8095 ++ 98 (4)
8198 ++ ++ (5)
82++ ++ ++ (6)

Notes

  1. Maximum "no damage" fall
  2. 1 point of damage happened twice in 30 falls.
  3. Maximum "no death" fall
  4. % death : 3/11 = 27%
  5. % death : 12/19 = 63%
  6. Minimum "sure kill"

Effects of second altitude:

  1. A positive second altitude (water) must be added to the height of the fall.
    I.e. the water doesn't break the fall at all, it increases the damage :-)
  2. A negative second altitude (platform) must be subtracted from the height of the fall.
  3. In both cases the results are consistent with the equivalent fall from the sum or difference of heights.

[All falls tested between 10 and 30 times.]

MINIMUM WALKABLE WIDTH : 4.90

Notes

This is a width between two angles of columns in a room.
Passing between those two isn't exactly the same as walking in a 4.9 wide corridor !

When running you may sometimes pass through a gap as little as 4.6
I strongly believe this is a problem in the engine collision detection.

MINIMUM WALKABLE HEIGHT : 6.80

Note

The generally adopted rule of thumb of 1 DF unit = 1 foot would make Kyle very big (207 cm).
I believe we should use 1DF unit = 25 cm instead.

MINIMUM CROUCH HEIGHT : 3.00

LONGJUMPS

Standing~14
Walking~20
Running~40

Notes