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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.