Hi there. This is my first post on this website. I'm a novice when it comes to working with the Source SDK but I'm trying to learn some stuff and start making (more) maps.
I tried to search for this issue, but didn't find too much, so I apologize if this has been tackled a while ago. One thing I noticed about the source engine is that working with dimensions is difficult. On the Valve Developer Community site, information was released about 1 Hammer map grid being the equivalent of .75 of an inch. I attempted to recreate some real-life areas in game, but that ratio doesn't really work. Possibly due to FOV, in-game objects look very thin and tall, and objects (such as doorways) have awkwardly small collisions (as in, it's difficult to pass through doorways without going directly in the middle of the space). Valve also claims that the normal door surface area is 108 x 48 map grid units, which seems strangely wide and tall while looking at it in game.
Apologies for the anecdote here, but I'm wondering if there is some commonly used real-life to in-game measurement ratio, or if mappers typically ignore the VDC measurements in favor of newer or better looking ones. I've noticed a lot of maps tend to have large doorways, perhaps to compensate for this sort of thing.
TL;DR: is there an easy way to figure out the scale of in-game environments in relation to the player's view, FOV, and height? And also are there any useful ratios for real world to in-game measurements?
Edited to correct for missing words.