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Metrics and Enemy Test Level

mollarc edited this page Apr 17, 2024 · 5 revisions

Metrics

All of the testing metrics were based on the player movement, model size, and standard FOV (field of view). Some of the more precise measurements were the following:

  • Narrow hallways being about double the size of the player model allowing them enough room to strafe side-by-side and dodging ranged enemy attacks.

  • Medium sized rooms had enough room for the player to circle strafe around melee enemies.

  • Normal jumps can be made without any prior momentum

  • Hard jumps require a small run up in order to make jumps

  • Ramps should be between 30 and 45 degrees

  • Jumping up is at most a distance of 32 quake units

Enemy Testing

Enemy tests were done in environments where I would want to put enemies. the 3 primary areas were Hallways, room, and multi-floored rooms.

Some of the interesting things I found during tests was the narrow hallways would cause the melee and swarm type enemies to get caught on each other making more effective to lead them down a narrow hallway. The hell knight could act as a sort of turret if put on an elevated platform as they would spam their fireball ranged attack. Hell knights could also be easily circle strafed in an appropriate sized room with the basic shotgun, requiring other enemies in that same room for them to be an effective threat.

Below is a short video showcasing some of the testing areas.

https://youtu.be/y9QaZMGM8UE

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