printz wrote:it is reasonable to consider 10 vertical units, or 16 horizontal units
The problem with that is 6 horizontal units is 5 vertical units, since each pixel was stretched out by 20%, not 60%, vertically. This guy's guess is just what "felt" right to him. It was probably off due to Doomguy's eyes being in his chest.
I remember reading somewhere that each mapunit is 1 1/4" inches (I'll dig for the link). (5/4)*56*(6/5) makes the doom guy 84 inches tall, which is 7 feet.
The thing with eye height is that in normal human vision, you can see a much greater angle below the plane of your eyes than above. The human field of vision is roughly fan shaped with the point at the bottom. In Doom, your vision is equal both above and below, so if you put the eyeheight at Doomguy's proper eye level, you can see over the monsters, and it makes the player seem to be about the size of a Baron of Hell.
Keep in mind the sprites had some "excess" pixels that were aligned into the floor, it it reasonable to assume this would be the case for the top too. PLAYA1 iirc is 5 units below ground, maybe the top 3 or 4ish units of the helmet are vertical "excess" as well, thus lowering his height to around 48 pixels. Id themselves have stated in early press releases that 8 pixels is a foot, and that in doom you cannot climb more than 3 feet. 3[feet]x8[units]=24[units]. So 48/8=6, 6 feet is standard male human height, plus maybe doomguy is just a little taller, like maybe 6 foot 2 or something. Id really didnt give a shit about the vertical inconsistancy, seeing as they stated in the doom bible that the walls in wolf3d were 8x8x8 feet (they only cared for fullscreen art, not ingame art). The low viewheight would be at 5'1.5" following id's scale. It can be traced to when id used to have the viewheight be exactly half of the standard room height. Like in wofentein, a wall was 64x64x64. BJ's height was 32. Now in doom, REALLY early on his viewheight was 36, and in many textures and the alpha maps I've found Tom Hall's "standard" room height was 72, but walls were still 64x64, making doom if it were to be like wolfenstein, would make the walls 64x64x72. Id later raised it thinking 36 is too short. 40 was the result, and was in the game until later they raised it 1 more pixel just in case you were standing next to a 40 pixel ledge, they didn't want it to be any shorter than it already was, so rather than have the edge of a 40 pixel platform look like the horizon they moved it to 41. I sure do ramble a lot.
But the player definition is 56 units regardless of sprite height and floor clipping.
Woolie Wool wrote:so if you put the eyeheight at Doomguy's proper eye level, you can see over the monsters, and it makes the player seem to be about the size of a Baron of Hell.
I prefer using a proper eye height (in modified games, of course). Initially it takes a little getting used to because we are all very familiar with the Doomguy's 41 unit eye height. However, once you are used to it, it seems right (to me at least) to have a view height of around 50-52 units. It certainly doesn't feel as if you are towering above the zombies, for example - though you are aware of your hieght increase, but if you have played with that eye height for a while and then go back to the regular Doom height, it seems very low for a while and you seem to stare everyone in the chest. The most obvious thing I notice with an increased view height is they you seem quite a bit closer to the top of 72 unit door frames (68 unit doors) as you walk under them.
@Enjay
I believe that was for issues with the viewheight bobbing when moving. And just for game design specification. (change the player's height to 48 pixels, and run under a 48 pixel hallway, the bobbing starts visibly hitting the ceiling.