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Creating a map to match a real-life scale?

#1
I'm trying to create a map of a real-life location that I have plans for. What's the easiest way to make sure the scale of my map is such that the perspective in-game will approximate real-life?

I seem to remember reading somewhere a rule-of-thumb regarding map units to feet, but don't recall the details. Can anyone provide any suggestions?
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#2
Due to the high movement speed and the physics, a location sized according to real-life will seem extremely crammed and small.

Don't even bother to try it in Xonotic.
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#3
Some famous level designer (forgot name) said once, that "multiplayer levels are travesty of real locations - keep that in mind".
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#4
I'd considered that, but I'll likely be slowing things down quite a bit anyway, so I'm not too concerned with pacing -- just the perspective. In my tests so far, things actually tend to look way too big...

I'd considered just tweaking the FOV settings until a view on screen matches real-life, but that will take quite a bit more trial-and-error than I'd prefer...
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#5
Keep in mind that 64 QuakeUnits= 8feet
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#6
Wrong, or rather: 64qu=8ft is true in Quake. In Xonotic, player height is historically derived from Half-Life. And therefore, the unit is 1 inch, so 12qu=1ft.
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#7
(06-28-2012, 08:42 AM)divVerent Wrote: Wrong, or rather: 64qu=8ft is true in Quake. In Xonotic, player height is historically derived from Half-Life. And therefore, the unit is 1 inch, so 12qu=1ft.

Thanks! That's bascically exactly the kind of answer I was looking for!
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#8
Note, that players can jump a lot higher and run a LOT faster then you can do in real life. The gravity is different too.
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#9
although 1 unti = 1 inch ... I find that scaling everything after the doors in the trak4x texture pack works out nicely
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#10
take the height of a player as a constant and derive rest of the measures from it
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