This section includes important player values and statistics as
well as player dimensions in real-world and 3ds Max units for the
player dimensions and player actions, as well as for some common
game objects such as vehicles and doors. All player values and
statistics refer to the Master Chief character unless otherwise
noted.
Player Screen Field of
View
The player field of view (or FOV) value is 70 degrees.
Halo to Real-World
Scale
As
a reference, the Master Chief is approximately 7 feet
tall.
This makes the unit scale approximately 10 units = 1 foot or 1 unit
= 1.2 inches.
Player Dimensions (Generic 3ds Max
Units)
Key: [length(depth) × width × height]
Full
Height (Standing)
18.418 × 29.828 × 70.127
Height
(Ready Pose)
28.198 × 39.376 × 65.11
Crouched
43.372 × 30.719 × 42.455
Vehicle Dimensions (Generic 3ds Max
Units)
The following are the dimensions for the visible model for the
listed vehicles.
Key:
[length(depth) × width ×
height]
Warthog
191.766 × 134.000 × 104.264
Ghost
137.967 × 144.484 × 057.926
Banshee
(Open Cockpit)
181.368 × 223.696 × 158.011
Scorpion
330.661 × 200.490 × 134.610
Shade
Plasma Turret
144.035 × 084.424 × 086.98
Player Speed (World
Units/Second)
Forward Movement Speed
(Running)
2.25
Backward
Movement Speed (Running)
2.00
Side
Strafe Movement Speed (Running)
2.00
Player Movement Angles
(Degrees)
The player cannot move up any slope that has an angle value greater
than 45 degrees.
Ground Step Height (Generic 3ds Max
Units)
The maximum height for a piece of geometry
(such as stairs and guide walls) that still allows the player to
walk or run onto or over it.
Crouched
(Walking)
8
Standing
(Running)
12
Note: These values reflect a player at the full velocity for
the listed movement type. For geometry such as stairs (vertical
faces), the player will always catch or hitch; this is why ramps
are used instead of stairs in Halo. There are techniques for
visually representing stairs with invisible ramped collision
geometry overlaid for smooth player movement.
Jump Height (Generic 3ds Max
Units)
The maximum height of an object a player can jump on or
over.
Crouched
(Walking)
76
Standing
(Running)
80
Crouch
Jump (Run, Jump, Crouch)
99
Note: Other factors that apply additional velocity to the
player may affect this value. The values listed assume the player
is at standard movement speed.
Jump Distances (Generic 3ds Max
Units)
The maximum distance between geometry or
objects at the same height that allows the player to jump from one
to the other.
Crouched
(Walking)
136
Standing
(Running)
312
Crouch
Jump (Run, Jump, Crouch)
330
Ceiling Geometry Height (Generic 3D
Studio Max Units)
The minimum clearance between
the ground and ceiling (e.g., interior ceilings, top doorway
frames) that allow the player or a vehicle to pass
underneath.
Player
Crouched 50
Standing
70
Vehicles
Warthog
75
Ghost
56*
Banshee
112*
Scorpion
118
Note: The third-person camera view for vehicles is set at a
much higher distance than the actual physical and visual geometry
and will clip into the world at the values listed.
Minimum Path
Widths
The minimum widths between geometry or
objects that allow the player or vehicle to move between
them.
Player
Crouched 40
Standing
40
Vehicles
Warthog
100*
Ghost
128*
Banshee
220*
Scorpion
230*
Note: Vehicles can be manipulated\exploited by forcing them
through openings with smaller values than those listed above. The
values listed are for driving the vehicle through an opening with
little hindrance and minimal visual clipping of the model. Keep
these factors in mind when designing the level.