You determine what scale to use I guess it depends on what game your building and the models. In the manual it says for FPS I can use 1 quant per inch for instance. So how many inches long, wide, high is your hallway on the map..
From the manual:
Quote:
In the virtual world we have a right-handed XYZ coordinate system with the Z-axis standing upright. In the 2-D case, for positioning something on the screen or within a bitmap, we use a XY coordinate system in pixel units, with the Y-axis pointing downwards, and the origin is placed in the upper left corner. Space and time units of the virtual world are the quant and the tick . One quant is equivalent to one unit in WED and MED coordinates, and therefore one texture pixel at a 1.0 scale. How much inches a quant shall be depends on the relative size of the models. We recommend one inch per quant for person based games (shooters or adventures), and 4 inches per quant for vehicle based games (war games or flight simulators). This way with the same level size you get much bigger worlds. One tick is equivalent to 1/16 second - the average time between two frame cycles on a very low-end PC.
Here's what others say