Heights, Widths, and Depths

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Stormcaller3801

L5: Dapper Member
Jul 5, 2009
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Just out of curiosity, is there any sort of reference for things like doorways, room sizes, and maps as a whole? I'm aware of minimum heights and widths, but I'm still figuring out what makes for decent dimensions, and after last night's discussion about buildings I can't help but feel that I might be thinking too small.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Yes, the reference is where I got the minimum heights and widths for things like doorways. But that's not what I'm asking about.
 

Psy

The Imp Queen
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Apr 9, 2008
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The highest doorframe model in TF2 is 200 units high. Generally, TF2's scale is 1.5 times the size of HL2.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
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Absolute minimum height for a ceiling is 96 units, but that's pushing it, no character can jump in that room.

I once figured out the minimum playable room to be a room 192 units tall by 256 units wide, although 384 units is a little better. (192 units allows a Scout to double jump in the room, and not hit the ceiling.)

Generally any opening should be at least the same size as the smallest doorframe prop.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Hm. That's interesting. In the 'I was right about making things too small, now I need to go back and start over from the beginning on my map' sort of way.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Sometimes that's the best thing to do, it's better to catch it earlier on and restart and make everything a little cleaner then keep pushing on and trying to fix stuff and making it more sloppy. I've done that multiple times and then 2nd(or 3rd) time around always winds up looking better. :)
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Indeed. A good door height is 192 with a room height of 256. Remembering that classes are taller than usual and jump/get bounced around by explosives a lot is important, so you need to include a little more space than would normally be required in a standard FPS.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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A doorway in general is 192 wide, 128 high and 16 deep if you dont use a prop but instead make the border of the door yourself. It all depends on the map itself. some doors are over 400 wide (the granary and well doors). Also, windows can act like a narrow doorway. They are ideal also as they make the map look better. And often they are 24 units from the floor.

Still, mearure doorway sizes from the props that exist. that way you allways end up with a good sized door.

And another thing, rooms with a height of 256 are usualy quite low. they are ideal for corridors but a normal room to me should be 400+ (allowing rocket jumps). Just check how many areas in the valve maps have such high room (i guess about 70% of them).
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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A doorway in general? I would hesitate to generalise on door sizes for TF2. I presume you're talking about the dynamic doors used for spawns. Spawn doors and round gates will be your only dictated door sizes; and even then you can improvise. Pretty much every doorway is different, especially across maps.

"Rooms" in 2fort, well, badlands, goldrush and Dustbowl tend to be 256 high or less. Other maps tend not to feature "rooms" but large warehouses or odd shapes designed to influence gameplay (Badwater does this a lot, and Hydro), something that would probably not constitute a "room" in the contexts used here (Other than the unique case that is Badwater). But that's just me being pedantic.

Technically. No room abides by any particular rule other than give the players enough room to fight it out, but not so much room that it takes ages to get anywhere (a common ammetuer mistake as players tend to choose scout to explore their maps quickly, when testing maps a player should utilise a soldier for a good idea on map lengths). Size will depend on significance of the location (possible objective? which would benefit from being larger than usual, with a combination of entryway sizes) or dictated by a detail theme.

If you simply can't make your mind up, revert to a model for an answer (be it practical or inspirational).