Building Height and Length Help?

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Building Height and Length Help?

Post by PhantomShdw »

Well i'm trying to make a map where theres a "square" like "Time Square" and on either side there is two double storie buildings for barracks and radio offices. Then and the front of the square there is the Feur's palace.


I read the topic "Leaping Tall Buildings..." and jv_map gave a good idea on the hight for any building, (140-180 units per floor) but i'm looking for a tip on what length and width of a good rectangular building with a staircase going up in the back.




Once i can get past this i will have my map down!

CAn you guys help?
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

for a nice staircase up to the next story, you'd need some space to enter the staircase, let's say 96 units, same for the exit. A floor height of 144, u could divide by 16 for steep stairs, 12 for normal stairs. Taking 12 units step height, u get 12 steps. Make them let's say 16 - 24 units deep. this makes 192-288 units. Plus those 96x2 this would make 384-480 units, u need for the staircase. But this isn't much for a building length, so it rather depends what else u'd like to put in it. Maybe start a test building in another map, put in what u want and find out what size your building needs :wink:
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

Well what I really want in it is on the left side of the building 1 or 2 room(s) for an office or electrical room. So i'm pretty using up 1/3 of the rectangular room. Then in the center theres the staircase, and in front of that there is a desk like in a hotel where you register in.

Then upstairs there is a room to the left and a room to the right, taking up 1/3 of the building on each side.

So eg.:

(1/3 used for room on left) (1/3 used for register desk and stairs at the back) (1/3 used for room to the right)

Once that is filled in it equals 3/3, which is perfect.

I hope i've kinda described it well.
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

Have you ever played "Le Pris De Carentan"? You know the Kommandateur office. I'm kinda looking for those numbers of that building. Seemd the right size. Just demolish some walls and i'm set to go
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

1/3+1/3+1/3=1!

So, if u take the mentioned 384-480 and let it be 400, then

400+400+400=1200 units building length.

Too much? Maybe...
Make a room, put the office furniture in it, compile it, test it, make it smaller or bigger, try again and so on... That's mapping :wink:
Franaticus Satanii
Colour Sergeant
Posts: 84
Joined: Tue Aug 19, 2003 5:38 pm
Location: Florida, USA

Post by Franaticus Satanii »

One thing that I have found helpful is knowing your world units. There are several threads discussing these.

Try building from the inside out. Your hallway equals 'A' dimensions, stairs equals 'B' dimensions, and rooms equals 'C' dimensions...add them up and the outside walls kind of build themselves. I'm an architect by trade....we reverse engineer things sometimes if the shell size can be played with. Don't sacrifice the flow of the player to fit an exterior that may be too small or too big

A comfortable room height is between 140 and 160 interior dimensions. A comfortable hallway width is around 96 to 124. Stairs I typically make 14 height by 24 deep.

These are just some ideas for you...ultimately you need to create what is comfortable to you as you plan your map. Test some different numbers and see if it works for you. PS-there are limits to stair heights (16 I think) and some slopes are too steep for a player to climb...so test and re-test.

Hope this helps.
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

{RSHA} Heydrich Reinhard wrote:Try building from the inside out.
exactly what I, well, was trying to say :wink:
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

Ok thanx for the dimensions guys! I think this will help me alot! 8-)
Franaticus Satanii
Colour Sergeant
Posts: 84
Joined: Tue Aug 19, 2003 5:38 pm
Location: Florida, USA

Post by Franaticus Satanii »

Here is some info I have picked up along the way that may help you on your way to map greatness...
  • Walking ducked through a hole: min. 58 E height
    Steps (Without jumping): max. 15 E
    Jumping on a brush: from 15 E up to max. 64 E
    Door width: ca. 70 E
    Door height: ca. 130 E
    Room height normal: ca. 160 E
    Room height for a hall: ca. 250 E
    looking in a ducked position over a brush: 40 E
    sitting ducked behind a brush to take cover: min 60 E
    height for a brush to place a mg 42 on it: 75 E
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

WOW! That really Helped! i was also having problems with door sizes! Great Job! :D
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

"E" meaning units?

What does ca. mean?
Franaticus Satanii
Colour Sergeant
Posts: 84
Joined: Tue Aug 19, 2003 5:38 pm
Location: Florida, USA

Post by Franaticus Satanii »

E = world units
ca. = +/-

I would disregard both of these abbreviations and concentrate on the numbers myself. They really have no immediate meaning.

Use the provided numbers as guidelines and you should not have any issues. They are meant as a starting point...you can adjust as you see fit.

The cool thing about mapping is that you are god for a little bit creating the environment for your little players. 8-)

You can be good to the players by giving straight forward maps (rooms and hallways, etc.) OR you can really cook their noodles with exploding items, electricity, fire, attack dogs, poison gas, pitfalls, automatic firing bunkers, drowning, minefields, etc. and etc. :twisted:

I like to mind f**k a player here and there :wink: It keeps them honest.

I have a German concentration camp map that has attack dogs (thanks to bdbodger), the dogs are always axis. So as an allied player runs through the fog at night....he gets a little sudden surprise of a patrol dog chewing on his butt. A little wake-up call for the players keeps their juices flowing IMHO.
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
PhantomShdw
Lance Corporal
Posts: 23
Joined: Fri Apr 25, 2003 2:46 pm
Location: Canada
Contact:

Post by PhantomShdw »

LOL Thats awesome! i'm trying to make a Feurs's hideout where the allies run up a street and meet the retreat. Any ideas on exploding stuff?


I might stick in some dogs too! :lol:
User avatar
silversound
Second Lieutenant
Posts: 167
Joined: Wed Jun 18, 2003 6:33 am
Location: West Seattle, WA, USA, Earth, Milky Way

Post by silversound »

I have that same list of dimensions that was posted above and it is a bit off. Like for instance doors should be 128tx64w. Try to keep things in multiples of 16. The reason being that 16wu equals 1 foot. Another number that I believe is wrong is max jumping height, a player can actually jump onto a 66wu height.
PM me your tips of the day.

Image
Post Reply