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报告翻译问题
Most games have a different view hight compared with player height. We can thank this for head glitching. I recall the UT3 beta had this to an extreame where you could see over objects that completely obscured you from view.
It actually is a super-fast game. You cannot base such a conclusion on a single metric. You have to take into account the entire game (enemies, level design, weapons, etc.)
What you feel is completely irrelevant. By that logic, I can say Doom 2016 is a slow game because I feel that the classic maps play really slow and clunky compared to how they play in the original games. But that is not true; the enemy balance is incompatible, so the comparison is moot. What isn't moot however is the hardcoded base running speed between games. In that particular sense, Doom 2016 is slower than any of the previous ID games.
Since you're so insistent on tauting your opinions on Doom 2016 as fact in a topic that's about the objective coding behind these games, I'll throw you a curveball: Haste. I decided to go back and calculate Haste movement speed. The result was that Haste was faster than default running speed by 0.8 seconds. Going by the chart in the OP, that means Haste movement is around 300ups. I feel that Doom 2016 would've played much better if Haste movement was the default running speed, but I'm sure you're already preparing a long-winded essay on how that would ruin the balance of the game or whatever.
One last thing: I will admit I was wrong about the TF2 Heavy. Unlike GoldSrc, it seems Source engine movement speeds aren't the same as in IDTech. The E1M1 recreation I tested was quite inaccurate, but if I were to take a guess, I would say the Doom Slayer is a little faster than the Spy, but still much slower than the Scout.
Since there is no universal metric, the only valid comparison is the subjective "feel" of the game.
Something may move 1 unit/s if those units are analogous to feet, 12 units/s of the units are analogous to inches, 30 units/s if they are analogous to centimeters.
There is no coherence between classic Doom, Quake 1/2, and modern idTech games. You keep trying to imply that all idTech games are the same in the definition of units, but a small amount of reading on mod forums indicate that they are not.
You are trying to reconcile incompatible systems. It's like fitting Star Trek canon into the Star Wars universe. Most of one doesn't translate to the other, and seldom makes sense when it does.
You did some interesting work, to be sure, but since the entire premise is false - that idTech games all define units identically - it is meaningless. Someone brough up a Halo speed comparison already. That is no more or less valid than your comparison, because units is an arbitrary measurement.
Doom II at 100 FOV.[cdn.discordapp.com]
Doom 2016 at 115 FOV.[cdn.discordapp.com]
The hardcoded value for Doom 2016 is actually 400 if the multiplayer beta value is still used in the final.
Here's the thing - those maps were created to "feel" right in each game. They aren't ports or conversions, they are wholly different maps, each built from the ground up to be playable in the engine they were designed for.
There is still no valid comparison, since you are comparing arbitrary metrics mixed with artistic license.
You literally cannot make the comparison objectively.
Doom 2016 movement speed, when converted to the units used in Quake 1, would only be 230ups. Doom II movement speed, when converted to the units used in Quake 1, is around 583ups; the same value people on the Doom Wiki were able to calculate.[doomwiki.org] If the maps were created to "feel right in each game", why would the results be almost identical in every test I conducted between the 3 games?
something that feels fast but is not fast is functionally the same as something that is fast, for the person playing.
same as heights between games, one height in one game may be far higher, whilst the other is lower, functionally the higher one could easily be the same as the lower one because it gives the same feeling to the player, it matters who designs it better to feel high, not how high it is.
I'm just saying that the base movement speed in Doom 2016 is far slower than in previous ID FPS titles.
it fits very well to the gameplay and thats the reason why it feels like it does.
maybe ur just working for a competitive company? ea games maybe? ...or ubi?
otherwise this whole thread doesnt make sense :P
ur trying to compare miles per hour with kilometers per hour from two different universes with different physics