Limits, Max, Min, Stats, etc
Written by Fidcal
This is a collection of game and map limits, maximums and minimums, etc. for the mapper to reference.
Note that some values might change as many features are still work in progress.
All units used here are Dark Radiant grid units (same as Doom 3 units.)
Conversion of game units
Main article: Conversion of Game Units
- 1.1 DarkRadiant grid units = 1 inch = 2.54 cm
- 1 DarkRadiant unit = 0.909 inches = 2.309 cm
Grid Size
Grid size is 131,072 x 131,072 units x 131,072 (inches) or about 2 x 2 x 2 miles
Theoretically a map might be made with about 50 stacks of 2 x 2 miles each about 200 foot high that's 100 x 100 miles or 10,000 square miles. Problem is handling the file size but it illustrates that the only limit is labour, imagination, RAM size, etc.
Entities Max in Map
The limit is 4096 entities. However, maps should not get too close to this limit, as headroom for entities spawned at runtime has to be left (projectiles and such). It's possible to raise this limit in the SDK, but usually we won't do that until it's absolutely necessary. The bonehoard has about 700 entities currently, but angua is really saving them.
The limit can already be changed if that is indeed needed.
Player Limits
Doorways, gaps
- Minimum width a player can squeeze through = 33
- Minimum width a player can lean into = 20
- Minimum height a player can walk under = 75
- Minimum height a player can crouch through is 39
- Minimum square hole to drop into/mantle out of is 39 (length) x 33 (width.) Note that this is difficult (impossible?) to mantle up through if no sides in hole to align to (ie if just a hole in a ceiling rather than a 39 x 33 shaft, see below)
- Minimum oval hole to drop into/mantle out of is 39 (length) x 33 (width.) Note that this is extremely difficult for the player to align to even to drop down, see below.
- Minimum circular hole to drop into/mantle out of is 39 x 39 Note that this is presumed and not tested and likely to be extremely difficult for the player to align to even to drop down, see below
ADDITIONAL NOTES:
- Ladders need significant extra space so allow for that and test. Sometimes a ladder does not need to go through an opening but only up to it. See also the following note.
- Smaller gaps can be simulated by lining the opening with entity brush(es)/patch(es) and giving it/them the property/value: solid 0. But you need to consider the player's vision clipping into that 'simulated solid' and test this. This same technique can also be used to simulate even legitimate small/minimum sizes (ie, make the actual solid gap larger) in order to make them easier (and probably less frustrating) for the player.
Mantling, Jumping
- Maximum normal mantle, standing, walking, or running = 134
- Maximum jump mantle, standing, walking, or running = 182
- Minimum height to mantle onto = 1
- Minimum width to mantle onto = 1
- Minimum open wall depth to mantle onto = 1
- Minimum shelf depth to jump mantle onto from front = 16
- Minimum shelf depth to jump mantle onto from side = 16
- Minimum ledge depth to mantle or jump mantle onto from front = 16
- Minimum ledge depth to mantle or jump mantle onto from side = 16
- Minimum height of bottom of shelf to normal mantle onto = 74
- Minimum height of bottom of shelf to jump mantle onto = 122
- Maximum gap to run jump mantle over = 176
- Maximum fall without damage = approx. 192 units (needs to be checked)
Slopes and Steps
The maximum slope for an AI is approximately 40 degrees from the horizontal but varies upon the situation and the AI.
The player can walk without slipping off on slopes no steeper than 45 degrees from the horizontal. If the terrain is rough this could be frustratingly difficult, however. By default, the player cannot mantle on slopes steeper than 45 degrees either (this is intended to avoid continuous-mantling exploits).
The maximum step height for AI and player is 16 though some AI cannot step up over 14 and perhaps less. But the minimum depth from front to back of a step is only 1 and this can be used to get extreme slopes and very steep steps - even near vertical walls (see Pathfinding)