Actually JDO figured out a way to include fall damage by using events, basically using a timer to start when the player stepped off a ledge, the timer was synched to run out when the player hit the floor, and damage occured.
Among hundreds of other plans Diver has for SomEx, built in fall damage is one of them. Diver included a simple gravity function for use with the jumping feature in SomEx, so its likely he will know how to measure fall damage from it.
Totally agree with you, DD gave me that feeling I felt when I started playing KF2, and the snow area is my personal fave.
Appreciate the comments on my work. It sometimes takes an artist with a good eye to see the effort thats been put in! While I try to be creative, I do enjoy replicating stuff, and its good practice. When you replicate a design that works well you pick up on its structure, which can be used as a framework to create something original.