M: Go online and find out if anyone has done anything that can answer this kind of vague notion I just had. See, I was wondering, in terms of actual space that it took up, what the size of the original game Doom would take up, given how non-linear the game is. That seems like an open-ended question, but like, if you wanted to build more or less an exact replica of the first level or the second level or whatever from Doom, what kind of real estate would you need? Like, are we talking about an open suburban plot or more of a full block or acre of space or what? So like I said, if you can figure out what I'm asking, would you mind going online and seeing if anyone has done those calculations? And if not, would you be able to do them yourself?
G: This turned out to be a surprisingly interesting rabbit hole, because other people have wondered almost exactly the same thing, although usually from the perspective of level design rather than "how much land would I need to build it?"
The biggest hurdle is that Doom doesn't have a perfectly consistent real-world scale. The community has spent decades arguing whether 32 map units ≈ 1 meter or 64 map units ≈ 1 meter, because the player's proportions, doors, textures, and stairs don't all agree with each other. citeturn0search2turn0search1
Fortunately, that only changes the answer by a factor of two.
One of the better analyses measured many of the original maps directly.
For E1M1: Hangar:
The Doom Wiki also notes that a typical original Doom level occupies roughly a 4000-unit square overall, though that's a rough average across maps. citeturn0search0
E1M1:
That's only
120 square meters ≈ 1,290 square feet
That's about:
Which feels absurdly tiny.
Now double everything:
Area:
480 m² ≈ 5,170 square feet
That's roughly
This actually feels much closer to how E1M1 plays.
Most Episode 1 maps fit into bounding boxes around 3000–4500 units. Using the two competing scales:
At 64 units = 1 m
At 32 units = 1 m
That's approximately:
I think your intuition is bumping into something very characteristic of Doom.
The levels feel enormous, but if you strip away the gameplay, they're actually pretty compact.
Why?
Because Doom cheats constantly.
In architecture this is sometimes called compression and release—making spaces feel larger than their physical footprint by carefully controlling what you can see. Doom's designers, especially entity["people","John Romero","Doom co-creator"], were absolute masters of it.
If someone handed you an empty one-acre lot (about 209 × 209 feet, or 64 × 64 meters), you could probably build most of E1M1 on it at a believable human scale and still have room for landscaping.
By contrast:
I actually think there's an even more interesting version of your question. Since Doom's map data is public, I could write a small program that reads the original WAD, computes the actual convex footprint (instead of just the bounding rectangle), converts it to meters under both scale assumptions, and then overlays it on things like:
That would give a much more intuitive sense of "how much real estate does Doom actually occupy?" I don't think I've ever seen anyone do exactly that comparison.
M: I think before I had you write a program like that, I'd have to think about what I was actually asking. I feel like the original probably has a couple things that are going for it besides physical space. First, very high ceilings. Open floor plans and very high ceilings. I don't know if I could actually map it out from memory, but I played the first level often enough that I have a fair mental picture of it. Outside of the looping back. It felt open because of the high structures. I think also in terms of size, the sprite for the guns was actually the thing that was small, because if it was full-sized, it would take up too much space. But eliminating it completely would remove the feedback from the player, even outside of the whole visceral idea of using a shotgun or whatever. There wouldn't be enough visual feedback for them to use it. I think the best way of judging things would be according to how many monsters can get through a narrow area and comparing that to, you know, like a football player or something. That probably would give you a better idea, like, if there's a place that only a couple guys can get through without it becoming some sort of a mess. Well, then that should map cleanly onto the width of a couple people trying to do exactly the same thing. I mean, this is back in the day when AI was a little bit stupid, but the bounding boxes weren't exactly form-fitting, so they probably were either squares or circles. So any difficulty navigating would be equivalent to someone of about that size, which we're going to assume is, you know, linebacker size at least, trying to get through a similar area. If I remember correctly, some of the larger creatures did have problems. So the whole 32 versus 64 being one meter thing, I feel, is kind of silly until you start mapping it onto what actually happens. But I think that the reason that everything feels a little bit bigger is because the character is bigger than it seems. In order to get a good effect, the camera is kind of at waist height, almost, as opposed to now, when they try and make things seem at least a little bit more realistic, although they probably still play with it. So between the waist height thing and the fact that the sprites were made smaller, everything then would seem bigger. Another potential measurement would be barrels. If you look at the size of the barrels in there, they seem to actually be comparable to how a barrel would be to a human being. So you could just say that the width of whatever unit would be the width of a barrel. Or however many units a barrel entity would take up.
G: [Non-text content: thoughts; content_type=thoughts]
G: I think your “scale by gameplay constraints, not by texture lore” approach is much better than picking 32 or 64 units per meter in isolation. I’ll sanity-check the actual Doom actor sizes and collision behavior, then map your barrel/linebacker idea onto that.
G: [Non-text content: reasoning_recap; content_type=reasoning_recap]
G: Yes — this is the right instinct. Doom scale should be inferred from collisions and movement, not from “how tall is Doomguy?”
The key fact: Doom actors use simple collision boxes. The Doom Wiki says a thing’s “radius” is not a true round body; its map footprint is square, with that radius from center to edge. The player is radius 16, height 56, meaning the player occupies a 32×32 map-unit square on the floor. citeturn611775search0turn611775search10
So your “how many linebacker-sized guys can pass through here?” method maps very cleanly:
And yes: the “32 vs 64 units per meter” debate is kind of fake unless you ask which dimension and which gameplay behavior you are scaling. Doom’s own scale is inconsistent; the Doom Wiki explicitly says real-world translation is difficult because objects don’t agree with each other. citeturn611775search1
Your best practical scale might be:
1 Doomguy footprint = one large armored man taking up about 30–36 inches of lateral space.
That makes:
So E1M1 is probably not “tiny house footprint” scale, but more like:
a small gym / warehouse / large suburban house footprint with unusually tall ceilings and theatrical layout.
And your ceiling point is huge. Doom feels big partly because it is not scaled like real architecture. It has:
So the better answer is not “Doom is X acres.” It is:
Doom levels are physically compact, but scaled like obstacle courses for bulky armored bodies moving through simplified theatrical architecture.
Barrels would be a very good next anchor. If a barrel’s collision footprint is close to the player’s footprint, then Doom is basically saying: “a marine occupies about the same floor-management space as an industrial barrel.” That is absurd for anatomy, but very plausible for gameplay clearance.
M: What is the diameter of a common industrial barrel of the type whose equivalent shows up in the game?
G: Interestingly, it's almost exactly what your intuition was suggesting.
The classic "industrial barrel" that Doom's explosive barrel resembles is the 55 U.S. gallon steel drum, which is by far the most common industrial drum.
Typical dimensions are:
The exact dimensions vary by manufacturer by an inch or so, but they're all in that neighborhood.
Now compare that to Doom.
The explosive barrel has a collision radius of 10 map units, meaning a 20-unit collision diameter.
The player has a collision radius of 16, or a 32-unit diameter.
So:
That's a ratio of 0.625.
If we assume the barrel is a real 22.5-inch (57 cm) drum, then the player's effective collision width becomes:
[ 22.5 \text{ in} \times \frac{32}{20} = 36 \text{ in} ]
or about
0.91 meters (3 feet).
That actually feels remarkably plausible.
Not because Doomguy is three feet wide anatomically, but because a marine in bulky armor carrying a weapon, turning corners, and needing clearance through doorways effectively occupies about that much space. That's almost exactly how architects think about circulation: it's the envelope you require to move comfortably, not your shoulder width.
It also gives us a conversion:
That's almost dead-center between the famous "32 units per meter" and "64 units per meter" camps, which I find amusing. It suggests both camps were trying to fit the wrong reference object.
I actually like this barrel-based scaling better than either traditional argument because barrels are standardized objects in the real world, whereas people, doors, and ceilings vary enormously.
I think you've accidentally stumbled onto what I'd call the gameplay anthropometric scale. Instead of asking, "How tall is Doomguy?" you're asking, "How much space does a human operating in this environment occupy?" That's a much more stable quantity.
If we continued this project, I'd probably calibrate the entire game using three anchors:
Those three together would probably produce the most believable real-world reconstruction of Doom I've seen. I wouldn't be surprised if it landed very close to 1 meter ≈ 35 Doom units across the entire game.
M: How does the 35 unit thing stack up when you start talking about the amount of space that is in the various narrow corridors? Knowing that the collisions were actually boxes makes a lot more sense in terms of how some of those creatures would act, particularly in narrow corridors. Rather than trying to brush by each other as spheres, they were literally chunking into each other as boxes. Meaning that even if they fit relatively comfortably, actual motion would be completely screwed.
G: [Non-text content: thoughts; content_type=thoughts]
G: I’ll treat this as a “does the barrel-derived scale survive contact with actual hallway widths?” test, not as a pure lore-scale question. The important part is doorway/corridor multiples of collision boxes: 32, 64, 96, 128 units, etc.
G: [Non-text content: reasoning_recap; content_type=reasoning_recap]
G: At 35 Doom units ≈ 1 meter, the narrow-corridor scale becomes very sensible:
| Doom width | Real width | Gameplay meaning |
|---|---|---|
| 32 units | 0.91 m / 3.0 ft | Player-sized, but barely; exact-width collision may fail |
| 64 units | 1.83 m / 6.0 ft | Narrow corridor; one bulky person comfortably, two badly |
| 128 units | 3.66 m / 12.0 ft | Small room / big door / squad-width lane |
| 256 units | 7.31 m / 24.0 ft | Small arena / wide room |
The box-collision point is exactly right. Doom “things” have square footprints, not round ones, and collision checks are axis-aligned boxes. A source-spec note says a player cannot enter a corridor exactly 32 units wide but can enter one 33 units wide; monsters similarly need more than exactly twice their radius. citeturn490481view1
So a 64-unit corridor is not “two people can casually pass.” It is more like:
two 3-foot-wide armored rectangles trying to move through a 6-foot hallway without rotating their shoulders.
Technically they fit. Practically, movement becomes stupid immediately.
Some useful actor widths:
Those radii are from the Doom thing tables, which also note the square-footprint behavior. citeturn490481view0
So under your barrel-derived scale, a 64-unit hallway is basically a six-foot-wide hallway that can contain:
That matches the feel. Doom’s “narrow corridors” are not physically tiny. They are movement-management narrow: wide enough to look like industrial architecture, but tight once every creature is an axis-aligned refrigerator.