
Statistics
Penetration
Statistics:
In Infiltration any balistic rounds fired have the ability to penetrate
walls, doors or any other objects in the map. The depth of penetration
varies from weapon to weapon and is a set number which relates directly
to UnrealEd units. If the penetration depth is larger than the target
the round will pass through it.
Player Measurements:
Height:
Standing: 78
Crouching: 60
Prone: 24
Player radius: 40 at all times
Stairs and Handrails:
First rule of building stairs is to leave yourself enough room to
work with. All too often maps have cramped and extremely steep staircases,
this looks ugly and doesn't help convey realism. When placing stairs
in a confined area consider breaking them up. Place one set of stairs
then another off at 90 degrees from the first set. Be careful not
to make the stair length too large, between 24 and 32 works best.
Stair width depends on the environment, enough room for 2 players
is sufficient (around 128 units). Also ensure that doorways and
other overhead geometry is high enough, allowing players to pass
through.
Addition of handrails to stairs, platforms and other edges: Generally,
handrails are at about hip height. It is important to make sure
that railings allow the player to place their weapon over the top
so as to fire at the ground below. 48 units allows a good range
of weapon movement above the railing and also provides a reasonable
amount of cover. These guidelines also apply to low walls on the
edges of raised areas.
If making a railing using a masked texture, block the area below
the top rail with a thin invisible bar. To make the bar invisible
simply add the brush, make it semi-solid and set all the surfaces
to invisible. The bar will still be visible within the editor but
will be invisible in game. Ensure that the bar does NOT come in
contact with any other geometry as this will cause BSP errors.
Summary:
Step length: 24 to 32 units
Step height: 20 maximum
Doorways:
Doorways are an important reference when checking scaling. The Infiltration
soldier model stands at a real world height of 6 feet (183 cm),
so doorways should reflect this. The average household doorway is
around 7 ft high, by around 3-4 ft wide. This converts to roughly
112 units high by 64 units wide. In order to build a simple doorway
with a doorframe following these instructions:
1. Subtract your doorway between the two rooms you want to connect,
using the dimensions 112 high x 64 wide x 8 deep.
2. Make a brush 116 high x 72 wide x 8 deep. (The units here
are higher than the actual doorway as these sections will be the
doorframe itself)
3. Add this brush mid-air (not touching any other geometry)
4. Now make a new brush at 112 high x 64 wide x 8 deep
5. Place this brush inside the first brush and extract it.
6. Now make a larger brush (size is unimportant)
and contain the two brushes within it and intersect them. Creating
a complex brush.
7. This complex brush is your doorframe. Simply
add it to the doorway, then set it's order to last and re-build.
Windows:
Use the same method as the door frames (tutorial above). Obviously
you will want to extract the window section leaving a thin bar at
the bottom edge. Scaling and positioning of windows is important
to how the map will play. If you want players to be able to shoot
out of a window make sure that the bottom of the window is not higher
than 48 units from the floor.
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