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- DOOM METRICS
- ------------
-
- Scott Amspoker (scott@basis.com)
-
-
- Creation of a successful Doom level requires that the PWAD designer be
- aware of the "physical" sizes and limitations of the Doom world. On
- a less critical level, the choice of wall, floor, and ceiling textures
- will have some influence on room dimensions. This document is primarily
- concerned with physical limitations. This document is not complete,
- and as I explain below, it is not absolute either. I regret that
- I haven't determined the map limits of a Doom level. The data structures
- would appear to allow grid coordinates as well and floor/ceiling heights
- from -32768..32767. However, map editors impose stricter limits.
-
- To determine physical limitations, I created a simple level with
- three sectors resembling this:
-
- *-----------* *------------*
- | | | |
- | *---------* |
- | | | |
- | *---------* |
- | | | |
- *-----------* *------------*
-
- By manipulating the height and width of the center sector I was able to
- determine minimum clearances. While it was easy to perform tests with
- "the player", it was a little trickier testing the various enemies.
- I had to get an enemy to chase me through the center hallway. Unfortunately,
- this does not lead to definitive results. If the width of the hallway is
- near the minimum limit, the enemy is far less likely to enter the hallway
- within a short period of time. This would give the false impression that
- the hallway is already too narrow. I advise PWAD designers to allow extra
- clearance if it is intended that enemies move easily from one sector to the
- next.
-
- After performing most of my tests, I received the April 13 version of
- "The Unofficial Doom Specs" by Matt Fell. Unlike the earlier version I
- had been using, this version provided the actual width and height of each
- object. I found this useful in comfirming most (but not all) of my test
- results and for filling in the missing data on the Spiderdemon which I
- hadn't tested at all. (Many thanks to Matt for his invaluable contributions).
- It appears that the minimum width through which an object will pass is greater
- than the actual diameter of the object. For example, The 32-wide player
- requires a width of 33 (although Fell reports a minimum width of 34). I
- will list the physical dimensions as well as the minimum clearances I have
- actually seen work. I left a value empty ("-") if I hadn't satisfactorily
- established a minimum.
-
- MINUMIM
- ACTUAL CLEARANCE
- OBJECT HEIGHT WIDTH HEIGHT WIDTH
- ------ ------ ----- ------ -----
- Player 56 32 56 33
- Trooper/Sarg 56 40 56 44
- Imp 56 40 56 44
- Demon/Spectre 56 60 56 64
- Cacodemon 56 62 56 64
- Lost Soul 56 32 56 -
- Baron 64 48 64 -
- Cyberdemon 110 80 110 -
- Spiderdemon 100 256 - -
-
- NOTE: Rising doors stop 4 units short of the neighboring ceiling. In order
- to ensure the minimum doorway height of 56, the neighboring ceiling should
- have a clearance of at least 60.
-
- ANOTHER NOTE: When passing from one sector to the next, an object must
- fit between the higher of the two floors and the lower of the two ceilings.
-
-
- STEPS AND STAIRS
-
- It appears that any creature with legs can step up as many as 24 units
- at a time. (I haven't verified this with the Spiderdemon). As we all know,
- the player can step down from any height. Enemies appear to be limited to
- descending at most 24 units at a time. (Floating enemies aren't
- constrained by steps).
-
- Although a simple step up or down is easy to handle, stairways are
- far more complicated. I figured that the depth of each step (the
- distance front of one step to the front of the next step) had to
- be a factor. The test results confirmed this but were confusing at
- best.
-
- The player can climb steps with a depth as *narrow as 1*! This could
- be creatively used in PWADS since it would appear that the player is
- scaling a sheer wall.
-
- Enemies are much more picky about steps. For example, I discovered that
- a trooper would descend stairs that had a minimum step depth of 33 with
- the maximum riser height of 24. When I changed the riser height to some
- smaller value, the mimimum required depth got smaller too. I gasped in horror
- realizing the amount of work it would take to figure out the magic formula,
- by trial and error, for each enemy. For what it's worth, the following
- table shows the minimum observed depth for 24-unit risers. You can assume
- these to be a safe values for any smaller riser. If your creatures
- appear to be afraid of the stairs, try adjusting the riser to depth
- ratio to create a kinder and gentler stairway. (I did not test the
- Cyberdemon or the Spiderdemon in this area.)
-
-
- OBJECT MINIMUM STEP DEPTH WITH 24-UNIT RISER
- ------ -------------------------------------
- Trooper/Sarg 33
- Imp 33
- Demon/Spectre 51
- Cacodemon N/A
- Lost Soul N/A
- Baron 41
- Cyberdemon -
- Spiderdemon -
-
-
-
- WALL/ROOM DIMENSIONS
-
- Unlike the physical limits described above, wall/room dimensions are
- determined more by aesthetic factors than by numerical requirements.
- However, in the absence of hard rules, there are magic numbers and standard
- situations that come up from time to time. It is not practical to
- cover every situation here. When in doubt, you should always
- examine any of the stardard Doom levels for guidance. It is helpful
- to always think in powers of 2. Doom level editors should provide
- a user setable snap grid adjustable down to 8 units.
-
- Room sizes are, of couse, entirely arbitrary. However, hallway and
- corridor widths are commonly 64 or 128 units wide.
-
- Most general wall textures are 128 x 128 units. The manner in which the
- wall textures are rendered is described in a separate document (MANAGING
- TEXTURES AND THE "UNPEGGED" ATTRIBUTE). The use of "unpegged" attributes
- and X, Y offset modifiers enables the PWAD designer to satisfactorily use
- these wall textures on any wall space.
-
- Some of the available wall textures have more specific uses such as
- doors, switches, decorations, and wall thickness filler. Doors
- are usually 64 or 128 units wide. Door heights can vary. 72 units
- seems to be a common door height in the standard Doom levels.
-
- Decorations and switches normally appear on wall textures that are
- 64 units wide (a few are 128). When placing these textures on
- non-standard wall widths, the decoration/switch will not appear centered
- without adjusting the texture X-offset.
-
- Wall thickness filler is used on the insides of door tracks, windows,
- and the occasional alcove. Textures intended for such use normally 8 or 16
- units wide but are designed to tile well with non-standard wall thicknesses
- and heights.
-
- Special stair riser textures are 8 and 16 units high. However, any
- texture may be used on a stair riser.
-
-
-
- FLOORS AND CEILINGS
- -------------------
-
- The textures used for floors and ceilings are all 64 x 64 units. Unlike
- wall textures, floor and ceiling textures are aligned and oriented with
- respect to the underlying map coordinate grid. Since these textures
- are tiled globally, they will always create seamless transitions from
- one sector to the next (assuming the adjoining sector has similar
- floor/ceiling textures).
-
- Some floor/ceiling textures have specific markings on them that are
- important. For example, some ceiling textures have a grid of lights.
- To ensure that the ceiling lights in a sector tile correctly, not only
- must the sector size be a proper multiple of a single light, but the
- sector itself must be placed on the map at an appropriate grid line.
-
- A transporter pad has a special design. In order for the image
- on the transporter pad to appear correct, the pad must be aligned on
- a 64 x 64 map grid.
-
- There are some special stair step textures (STEP1 and STEP2). These could
- be used for the top surface of each stair. If you wish to use these textures
- for your stairs, make sure you pick the texure with the proper north/south or
- east/west orientation and snap your stairs to a 64-unit width and a
- 32-unit depth.
-
-
- REAL WORLD SCALE
- ----------------
-
- Occasionally, a PWAD designer wishes to create a Doom level based on
- an actual place (such as his office building or home). I undertook such
- a project using the actual blue prints as my reference. This creates
- the problem of equating Doom measurement units to real world units.
- There is no magic formula. The Doom engine does not appear to render
- things with consistant aspect ratio. For my project, I found that the
- following scale produced a satisfying result that "felt right" when
- walking through the level:
-
- 16 Horizontal Doom units = 1 horizontal foot
- 10 Vertical Doom units = 1 vertical foot
-
- You may wish to experiment with these values to suit your tastes. The
- vertical scale seems to be the hardest to pin down. Heights look different
- in Doom depending on whether the player is near or far from the feature in
- question.
-
-