Player-Related Map Unit Numbers


(kevinski) #1

I just need some experienced mappers to confirm some map unit numbers for me in relation to player sizes and such. I realize that players are approximately 72 map units in height, but I’m more curious about the following:

• How many map units tall is a CROUCHING player?

• What is the maximum height in map units of a step (to avoid having to jump)?

• What is the average height in map units that a player can jump (for players with unstable FPS)?

• What is the maximum height in map units that a player can jump (for players with more stable FPS)?

• What is the maxiumum height in map units that a player can fall in order to avoid fall damage?

The main reason I’d like to be as precise as possible when considering these numbers is because I’d like to have a few exploits present in my map for more experienced players. For instance, certain dynamite-able secondary objectives can be bypassed by more skilled jumpers (through use of slopes and such). This isn’t necessarily to give more skilled players a better chance of dominating the map; it’s more to encourage people to practice mastering jumps.


(Shai) #2

I believe 16 units is the highest you can make a step without them jumping.

What I want to know is…whats the units to pixels ratio?


(Loffy) #3

I want to ask about the abbreviation dzm. I think it is some sort of measure; like a unit or something.
Remember the RtCW map mp_trickjump by Golddragon? I managed to jump 25.5 dzm. Those woth high fps and talent managed to go further. But what are dzm units; how many grids are 1 dzm?
// Loffy


(kevinski) #4

http://www.splashdamage.com/forums/viewtopic.php?t=2576

So, the units-to-pixels ratio must be 1 unit to every 2 pixels. That’s coming from sock himself.


(Shai) #5

Affirmative! Thanks. :slight_smile:


(Irrelevant) #6

If you look at the surface inspector (select a texture and press [S]), you’ll see that the default texture scale is 0.5 each way. So, 2 pixels per unit is right.

Some measurements I made myself (with a ruler texture and cg_thirdperson):

Standing - 72
Crouched - 56
Prone - 20

Of course, these are just approximate.


(kevinski) #7

Hey, approximate is better than nothing. By the way, thanks for including the prone measurement. I totally forgot about going prone. Maybe that’ll make for some more interesting ‘shortcuts’. Still, if possible, could anyone provide completely accurate measurements? I’d appreciate it if anyone from SD could help. Danke.

:moo:


(chavo_one) #8

With as much time as you are taking to ask others these questions, you could have created a test map already.

Just make a room with brushes floating above the floor at different heights. Tweak the brushes until a crouching player can’t get through and then a prone person can’t get through.

Make different sized steps and see if you need to jump or not.

etc.

As far as prone goes, I’m not sure the visible height of a prone player is the same as their prone clip box. You’ll need to create a test map to be certain.


(SCDS_reyalP) #9

For hit and collision detection, prone is exactly the same as crouch, AFAIK.


(Ifurita) #10

LOL, I was just going to suggest building yourself a staircase with steps = 1 unit in height, and the walking, crouching, jumping, crawling under it, until you hit your head


(kevinski) #11

Well, you DO raise a good point about making a test level. Maybe I’ll try that, although not at the moment.