volveré y seré millones
See my post here for the resulting figures from an analysis of DOOM measures.
Seriously, try making your own levels or better yet, sprites based on real objects. You'll find that 8 units per foot will result in very miniaturized objects and skewed proportions. So an 8-unit step is 1 foot tall? That's an OBSTACLE, not a step.
8 pixels of width in DOOM equal 9 inches.
1 foot of width is 10.6666 pixels wide.
8 pixels in height in DOOM equal 10.8 inches.
1 foot of height is 8.8888 pixels high.
Scott's conclusions make little sense. We all know a pixel is only 20% taller than it is wide, not 60%. The difference in pixel height and width proportions has to do with the difference between the pixel ratio on the screen (320x200, or an 8x5 proportion) and the physical screen size (8x6 in whatever measure in physical inches.) Maybe Scott was using some weird square monitor that stretched all pixels even further :p
His vertical measure was closer to something reasonable, at least, and that may have made him and Jacob think that they were making some sense.
My calculations give 3 feet to the minimum gap, which is reasonable for a large male that's usually armored, carries large weapons and can move quickly though such gaps.
32 units or 2 feet seems reasonable for a man-crossable gap, and 16 seems about right for beams (1 foot thick). Double these distances....yup, too big.
The only thing that in my opinion looks off in DOOM, in terms of proportions, is the item sprites, but they are logically larger so that the player can see them easily and so that they don't look bad in the low res environment. Perhaps the same can be said of steps. To make stairs stand out and give more detail to the step textures, they are "physically" larger than what one would expect visually.
Yeah, but the status bar face gives the impression of a typical Anglo-Saxon stereotype military guy from the US, and they tend to be like 6 feet tall.
As for everybody considering 5'6" too low, don't forget that this is highly dependant on demographics and ethnicity.
The marine is a land animal, and we tend to look down a lot when moving around to avoid tripping over protrusions and dips on the floor. However, the game only allows the view to look straight forward because it lacks free look. The only way to give the player a more reasonable point of focus in this case, without risking some visual deformity, is to lower the viewpoint somewhat, giving an impression closer to our usual habit of inclining our view a bit. Thus, one could argue it might actually be sensible to increase the view height when enabling free look. Also, obstacle heights could be decreased when enabling jumping, as we have to assume that the player's ability to move over stuff includes hopping over obstacles to a degree. The need to allow the player not to be stopped by certain obstacles that would be too low to detain a moving human also explain why designers could create stairs composed of what we could call over-sized steps.
Doomguy's eyes ARE about 4 feet off the ground, because they're in his nipples.
Seriously. Doom's view height does not match the scale of the player object >_>