Metrics
This collection of numerical data should be a useful reference for level designers asking themselves questions like:
- will the player be able to climb this stairs smoothly ?
- will the player be able to jump this ?
- will the player die from this fall ?
- will the player pass through this gap ?
- etc.
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
- It doesn't matter if you're running or not
- It doesn't matter if you're crouching or not
- Don't forget that any height can be made walkable by setting Wall Flag 3 bit 1.
DAMAGE FROM FALLING :
HEIGHT | MIN | MAX | MEAN | Notes |
36 | 0 | 0 | 0 | (1) |
37 | 0 | 1 | 0 | (2) |
40 | 4 | 9 | 6 | |
45 | 19 | 23 | 21 | |
50 | 31 | 35 | 33 | |
55 | 43 | 48 | 44 | |
60 | 54 | 58 | 56 | |
65 | 67 | 71 | 69 | |
70 | 77 | 78 | 77 | |
75 | 87 | 91 | 89 | |
79 | 93 | 98 | 95 | (3) |
80 | 95 | ++ | 98 | (4) |
81 | 98 | ++ | ++ | (5) |
82 | ++ | ++ | ++ | (6) |
Notes
- Maximum "no damage" fall
- 1 point of damage happened twice in 30 falls.
- Maximum "no death" fall
- % death : 3/11 = 27%
- % death : 12/19 = 63%
- Minimum "sure kill"
- Shields or Supershield are of no help
- LAIMLAME totally protects you (at least up to 3000).
- Crouching doesn't affect the damage taken.
- Jumping up before the fall does of course add to it.
- Sprinting when hitting the ground doesn't change anything.
- The current health doesn't affect damage.
Effects of second altitude:
- 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 :-)
- A negative second altitude (platform) must be subtracted from the height of the fall.
- 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
- These values assume that the start and end altitudes of the jump are the same.
- DF levels must be set on low gravity worlds :-)