I'm still getting to grips with mapping for Quake. I'm trying to make things feel "real world" in scale, but it's all way off when I play it in game. Spaces feel too small to move around in, and doors are too tall compared to the player's eyeline. Playing with the FOV helps a bit, but doesn't really fix it.
I googled about it and found some historical threads about this in various places. Consensus seems to be "Don't make real-world scale for Quake, it doesn't work."
Fair enough, I guess!
However, what if I were making a different kind of experience? Say an exploratory walking simulator? Could I get away with building in real-world scale, or would it be too frustrating for players?
And why is Quake's scaling and perspective so weird in the first place!?
I googled about it and found some historical threads about this in various places. Consensus seems to be "Don't make real-world scale for Quake, it doesn't work."
Fair enough, I guess!
However, what if I were making a different kind of experience? Say an exploratory walking simulator? Could I get away with building in real-world scale, or would it be too frustrating for players?
And why is Quake's scaling and perspective so weird in the first place!?
Last edited: