Editing Map metrics (section) From Quake Wiki Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in! ==Importance of physics== In Quake, entity bounding box also doubles as entity's hitbox. It controls both physical behaviour of the entities (i.e. governs their movement and collisions) and also how player's weapons interact with the them (raycast damage tracing (from shotguns, thundergun), projectile collision (from nailgun nails, grenades and rockets), splash damage (from rockets and grenades) and environmental damage (from moving brushwork like doors, lifts and trains, and from environmental hazards like water, acid/slime and lava (for monsters only in some engines and mods)). One of differentiating gameplay qualities of Quake is quite strong physicality of both the levels and the entity movement, giving levels and situations robust and realistic feeling. The physics engine is relatively simple yet robust enough to allow players to treat levels like physics puzzles (especially when combined with advanced movement techniques like bunnyhopping, rocket jumping, grenade jumping and air control). Most important physical object in the game is player, because of how their bounding box collides with rest of the level geometry determines where player will be allowed (or not) to go. For good gameplay feel it helps to have level flow naturally and organically without unwanted hiccups, jumpy stairs, strange "stick" edges and crannies and other annoyances. Quake combat feels best when player is allowed to move fast and fluid. Due to relatively competent air control, jumping puzzles can be fun, especially for advanced players, but not all players love them. It also helps to design levels in such a way, that monsters can physically pursue the player too (AI of many monsters is well capable of pursuit and with some mapper's help even of some "advanced navigation" like jumping over ledges). Thus physical dimensions are very important topics of Quake map design. Summary: Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! To edit this page, please answer the question that appears below (more info): Who created the Quake Soundtrack (Hint: In three uppercase letters)? Cancel | Editing help (opens in new window) Retrieved from "http://quakewiki.org/wiki/Map_metrics"