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TootsyBowl

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  1. I have a horrible sense of scale when mapping. I make a window expecting the player to easily shoot over it, and turns out the player can barely see over it.

    1. 40oz

      40oz

      It takes practice. Design maps with the intention of experimenting, not for actually completing and releasing just to get a feel for what the engine is capable of.

       

      16 or 24 units up from the ground is usually good for windows, but you'll need to use impassable lines or make the ceiling height low enough if you want to keep the player from jumping out of it.

    2. Xyzzy01

      Xyzzy01

      It's also worth noting the player's view height is 41 units above ground.

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