Counter-Strike: Global Offensive/Mapper's Reference: Difference between revisions
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Warning: In Hammer, the bounding box of all player spawn entities (except info_player_start and info_player_logo) do not use the player width/length of 32 units, instead using 26 units. Don't use these entities as a reference for the player width/length.
Note: A corridor must be wider (!) than 32 units to be accessible to players.
Idea: To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary
Warning:
Note:
Warning:
Note:
Note:
(→Reachable Heights: 'Jump while crouching' and 'Crouch then jump' can reach one unit higher: Easy with 128 tick, harder with 64.) |
(Fall damage) |
||
Line 36: | Line 36: | ||
=== [[Player]] Dimensions === | === [[Player]] Dimensions === | ||
{| border="2" cellpadding="2" style="text-align:center;" | {| border="2" cellpadding="2" style="text-align:center; float:left; margin-right:1em" | ||
|- style="background:#666666;" | |- style="background:#666666;" | ||
! Player Posture | ! Player Posture | ||
Line 58: | Line 58: | ||
|} | |} | ||
{{Warning | In Hammer, the bounding box of all player spawn entities (except [[info_player_start]] and [[info_player_logo]]) do not | {{Warning | In Hammer, the bounding box of all player spawn entities (except [[info_player_start]] and [[info_player_logo]]) do not use the player width/length of 32 units, instead using 26 units. Don't use these entities as a reference for the player width/length.}} | ||
{{Note | A corridor must be wider (!) than 32 units to be accessible to players.}} | {{Note | A corridor must be wider (!) than 32 units to be accessible to players.}} | ||
Line 64: | Line 64: | ||
{{Idea | To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary <code>32 x 32 x 72</code> (or <code>32 x 32 x 54</code>) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold {{key|Alt}} while dragging to prevent the block from snapping to the grid.}} | {{Idea | To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary <code>32 x 32 x 72</code> (or <code>32 x 32 x 54</code>) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold {{key|Alt}} while dragging to prevent the block from snapping to the grid.}} | ||
<br clear=all> | |||
=== Reachable Heights === | === Reachable Heights === | ||
{| border="2" cellpadding="2" style="white-space:nowrap;float:left;margin-right:1em" | |||
{| border="2" cellpadding="2" style="white-space:nowrap;" | |||
|- style="background:#666666;" | |- style="background:#666666;" | ||
! colspan="2" | Technique | ! colspan="2" | Technique | ||
Line 80: | Line 79: | ||
| 18 | | 18 | ||
| 47 | | 47 | ||
| | | 55 | ||
|- | |- | ||
| Walk/Run | | Walk/Run | ||
| 18 | | 18 | ||
| 65 | | 65 | ||
| | | 73 | ||
|- | |- | ||
| Jump while standing | | Jump while standing | ||
| 54 | | 54 (128 tick: 55) | ||
| | | 119 | ||
| | | 127 (128) | ||
|- | |- | ||
| Jump while crouching | | Jump while crouching | ||
| 56 ( | | 56 (57) | ||
| | | 104 | ||
| 112 | | 112 | ||
|- | |- | ||
| Jump then crouch | | Jump then crouch | ||
| 63 | | 63 (64) | ||
| | | 111 | ||
| 118 | | 118 (119) | ||
|- | |- | ||
| Crouch then jump | | Crouch then jump | ||
| | | 65 (66) | ||
| 113 | | 113 | ||
| 121 | | 121 | ||
Line 120: | Line 119: | ||
| Jump while standing on a player | | Jump while standing on a player | ||
| 129 | | 129 | ||
| | | 194 | ||
| | | 202 | ||
|- | |- | ||
| Crouch then jump on a player | | Crouch then jump on a player | ||
| | | 138 | ||
| 185 | | 185 | ||
| 193 | | 193 | ||
Line 142: | Line 141: | ||
! rowspan="7" style="background:#666666;" | Solo, Utilities | ! rowspan="7" style="background:#666666;" | Solo, Utilities | ||
| [[exojump|Exo]]-Jump while standing | | [[exojump|Exo]]-Jump while standing | ||
| 129 | | 129 (135) | ||
| | | 195 (200) | ||
| | | 203 (208) | ||
|- | |- | ||
| [[exojump|Exo]]-Jump while crouching | | [[exojump|Exo]]-Jump while crouching | ||
| 135 | | 135 (138) | ||
| 182 | | 182 (185) | ||
| 190 | | 190 (193) | ||
|- | |- | ||
| [[exojump|Exo]]-Jump then crouch | | [[exojump|Exo]]-Jump then crouch | ||
| 138 | | 138 (144) | ||
| 186 | | 186 (191) | ||
| 194 | | 194 (199) | ||
|- | |- | ||
| Crouch then [[exojump|exo]]-jump | | Crouch then [[exojump|exo]]-jump | ||
| | | 144 (147) | ||
| 191 | | 191 (194) | ||
| 199 | | 199 (202) | ||
|- | |- | ||
| [[weapon_bumpmine|Bump mine]] | | [[weapon_bumpmine|Bump mine]] | ||
Line 173: | Line 172: | ||
| [[weapon_bumpmine|Bump mine]] and [[exojump|exo]]-jump | | [[weapon_bumpmine|Bump mine]] and [[exojump|exo]]-jump | ||
| > 1600 | | > 1600 | ||
| < | | < 1700 | ||
| < | | < 1700 | ||
|} | |} | ||
{{Warning | | {{Warning | | ||
* Sometimes, there are differences between 64 [[tickrate|tick]] and 128 tick. If there are two numbers in a cell of this table, the first is the one for 64 tick and the one in brackets is the one for 128 tick. Interestingly, it is sometimes possible to reach the 128 tick block height with 64 tick (e.g. getting on a 66 units block) but requires something like strafing on the edge of the block. | |||
* There are two slightly different ways of ''Crouch Jumping'', which is why we use different terms here: | * There are two slightly different ways of ''Crouch Jumping'', which is why we use different terms here: | ||
** By '''Jump then Crouch''' we mean first invoking <code>+jump</code> and then <code>+duck</code>. | ** By '''Jump then Crouch''' we mean first invoking <code>+jump</code> and then <code>+duck</code>. | ||
** By '''Crouch then Jump''' we mean first invoking <code>+duck</code> and then <code>+jump</code> during the crouching transition. | ** By '''Crouch then Jump''' we mean first invoking <code>+duck</code> and then <code>+jump</code> during the crouching transition. | ||
* The | * The numbers in this table concerning jumps assume '''full stamina'''. That means that the [[player]] has recovered from previous landings, hitting the ground. | ||
}} | }} | ||
{{Note | | {{Note | | ||
* The '''Lowest Wall Height cannot peek over''' can be considered the Eye Level rounded up. | * The '''Lowest Wall Height cannot peek over''' can be considered the Eye Level rounded up. | ||
* Players standing on a player that does not touch the ground or that stands on another player will slide forward and the invocation of {{ent|+left}}, {{ent|+right}}, {{ent|+back}}, {{ent|+duck}} and {{ent|+speed}} has no effect. | * Players standing on a player that does not touch the ground or that stands on another player will slide forward (and unduck) and the invocation of {{ent|+left}}, {{ent|+right}}, {{ent|+back}}, {{ent|+duck}} and {{ent|+speed}} has no effect. | ||
* These numbers have been obtained using {{ent|cl_showpos|1}} | * These numbers have been obtained using a special map, {{ent|cl_showpos|1}}, as well as {{ent|getpos}} and {{ent|host_timescale}}. | ||
}} | }} | ||
<br clear=all> | |||
=== Fall Damage === | === Fall Damage === | ||
{| | For the follownig table, we assume that a [[player]] is standing on something with a given height from the ground that he falls down from. | ||
| | The fall damage that the player will receive does not only depend on the technique the player uses to fall down but also on the [[tickrate]]. | ||
{| border="2" cellpadding="2" style="float:left;margin-right:1em;" | |||
|- style="background:#666666;" | |||
! rowspan="2" | Height<br>in Units | |||
! colspan="2" | Jump off<br>Fall Damage | |||
! colspan="2" | Run off<br>Fall Damage | |||
! colspan="2" | Crouch off<br>and stand up<br>Fall Damage | |||
! colspan="2" | Run off<br>([[exojump]])<br>Fall Damage | |||
|- style="background:#666666;" | |- style="background:#666666;" | ||
! | ! 64 tick | ||
! | ! 128 tick | ||
! | ! 64 tick | ||
! 128 tick | |||
! 64 tick | |||
! 128 tick | |||
! 64 tick | |||
! 128 tick | |||
|- | |||
| style="background:#112233;" | ≤ 162 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 | |||
|- | |||
| style="background:#112233;" | 200 || style="background:#446644;" | 11 || style="background:#446644;" | 12 || 0 || 0 || 0 || 0 || 0 || 0 | |||
|- | |||
| style="background:#112233;" | 225 || 17 || 19 || style="background:#446644;" | 3 || style="background:#446644;" | 4 || 0 || style="background:#446644;" | 1 || style="background:#446644;" | 1 || style="background:#446644;" | 1 | |||
|- | |||
| style="background:#112233;" | 250 || 26 || 27 || 9 || 11 || style="background:#446644;" | 6 || 8 || 3 || 4 | |||
|- | |||
| style="background:#112233;" | 275 || 32 || 33 || 18 || 18 || 15 || 15 || 7 || 7 | |||
|- | |- | ||
| | | style="background:#112233;" | 300 || 38 || 40 || 24 || 24 || 21 || 23 || 9 || 9 | ||
| | |||
| | |||
|- | |- | ||
| style="background:#112233;" | 325 || 44 || 46 || 33 || 32 || 30 || 29 || 13 || 12 | |||
| style="background:# | |||
|- | |- | ||
| | | style="background:#112233;" | 350 || style="background:#666644;" | 50 || style="background:#666644;" | 52 || 38 || 38 || 36 || 36 || 15 || 15 | ||
| | |||
| | |||
|- | |- | ||
| style="background:#112233;" | 375 || 56 || 58 || 44 || 45 || 41 || 42 || 17 || 18 | |||
| style="background:# | |||
| 17 | |||
|- | |- | ||
| | | style="background:#112233;" | 400 || 62 || 64 || style="background:#666644;" | 50 || style="background:#666644;" | 51 || 47 || 48 || 20 || 20 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 425 || 68 || 69 || 56 || 57 || style="background:#666644;" | 53 || style="background:#666644;" | 54 || 22 || 23 | ||
| | |||
| | |||
|- | |- | ||
| style="background:#112233;" | 450 || 74 || 74 || 62 || 62 || 59 || 60 || 25 || 24 | |||
| style="background:# | |||
|- | |- | ||
| style="background:#112233;" | 475 || 80 || 79 || 68 || 68 || 65 || 66 || 27 || 27 | |||
| style="background:# | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 500 || 83 || 85 || 71 || 73 || 71 || 72 || 28 || 29 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 525 || 89 || 89 || 77 || 78 || 77 || 76 || 31 || 31 | ||
| | |||
| | |||
|- | |- | ||
| 550 | | style="background:#112233;" | 550 || 95 || 95 || 83 || 84 || 80 || 82 || 33 || 33 | ||
| 83 | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 575 || 98 || 100 || 89 || 88 || 86 || 87 || 35 || 35 | ||
| 89 | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 600 || style="background:#664444;" | 103 || style="background:#664444;" | 104 || 92 || 94 || 92 || 91 || 37 || 37 | ||
| | |||
| style="background:#664444;" | | |||
|- | |- | ||
| | | style="background:#112233;" | 650 || 112 || 113 || style="background:#664444;" | 101 || style="background:#664444;" | 103 || style="background:#664444;" | 101 || style="background:#664444;" | 102 || 40 || 41 | ||
| | |||
| 103 | |||
|- | |- | ||
| | | style="background:#112233;" | 700 || 121 || 122 || 113 || 112 || 110 || 111 || 45 || 45 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 800 || 139 || 138 || 128 || 130 || 128 || 129 || style="background:#666644;" | 51 || style="background:#666644;" | 52 | ||
| style="background:# | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 900 || 154 || 155 || 146 || 146 || 143 || 145 || 58 || 58 | ||
| | |- | ||
| | | style="background:#112233;" | 1000 || 169 || 170 || 161 || 161 || 161 || 160 || 64 || 64 | ||
|- | |||
| style="background:#112233;" | 1200 || 196 || 198 || 190 || 191 || 187 || 190 || 76 || 76 | |||
|- | |- | ||
| | | style="background:#112233;" | 1400 || 223 || 223 || 217 || 216 || 214 || 216 || 87 || 86 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 1600 || 246 || 249 || 241 || 242 || 225 || 240 || 96 || 96 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 1800 || 270 || 271 || 265 || 264 || 264 || 264 || style="background:#664444;" | 106 || style="background:#664444;" | 105 | ||
| | |||
| | |||
|- | |- | ||
| | | style="background:#112233;" | 2000 || 291 || 292 || 286 || 286 || 286 || 285 || 114 || 114 | ||
| | |||
| | |||
|- | |- | ||
| 7500 | | style="background:#112233;" | 7500 || 687 || 689 || 684 || 685 || 684 || 685 || 273 || 274 | ||
| | |||
| | |||
|- | |- | ||
| 8000 | | style="background:#112233;" | 8000 || 695 || 695 || 695 || 695 || 695 || 695 || 278 || 278 | ||
| 695 | |||
| 695 | |||
|- | |- | ||
| 16000 | | style="background:#112233;" | 16000 || 695 || 695 || 695 || 695 || 695 || 695 || 278 || 278 | ||
| 695 | |||
| 695 | |||
|} | |} | ||
{{Warning | | {{Warning | | ||
* Standing players running/jumping off a block and crouching before landing might receive slightly more damage. | * Standing players running/jumping off a block and crouching before landing might receive slightly more damage. | ||
* Players ''crouching off'' a block and uncrouching in mid-air might receive slightly less damage. | * Players ''crouching off'' a block and uncrouching in mid-air might receive slightly less damage. | ||
* Players uncrouching just before landing make no noise and don't receive any fall damage, regardless of the fallen distance. | * Players uncrouching perfectly just before landing make no noise and don't receive any fall damage, regardless of the fallen distance. | ||
* There is a default fall damage reduction of 60 % when wearing an [[exojump]] controlled by the [[ConVar]] {{ent|sv_falldamage_exojump_multiplier}}. | * There is a default fall damage reduction of 60 % when wearing an [[exojump]] controlled by the [[ConVar]] {{ent|sv_falldamage_exojump_multiplier}}. | ||
}} | }} | ||
{{Note | | {{Note | | ||
* Players jumping on a block with a height of 9 units or higher will land on it silently (no crouching). | * Players jumping on a block with a height of 9 (128 tick: 11) units or higher will land on it silently (no crouching). | ||
* Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground. | * Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground. | ||
* Players running off a block with a height of 47 units or less will land silently. | * Players running off a block with a height of 47 (128 tick: 46) units or less will land silently. | ||
* Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage. | * Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage (64 tick only). | ||
* Players jumping off a block with a height of 159 to 162 units hear a fall damage sound but don't receive any damage (128 tick only). | |||
* The fall damage doesn't exceed 695 because {{ent|sv_maxvelocity}} is 3500 by default. If higher, the maximum fall damage also increases. | * The fall damage doesn't exceed 695 because {{ent|sv_maxvelocity}} is 3500 by default. If higher, the maximum fall damage also increases. | ||
* All fall damage is multiplied with {{ent|sv_falldamage_scale}}. | |||
}} | }} | ||
<br clear=all> | |||
{| border="2" cellpadding="2" style="float:left; margin-right:1em; background-color:#112233" | |||
|- style="background:#666666;" | |||
! rowspan="2" | Smallest<br>Block Height in<br>Units causing... | |||
! colspan="2" | Jump off | |||
! colspan="2" | Run off | |||
! colspan="2" | Crouch off<br>and stand up | |||
! colspan="2" | Run off<br>([[exojump]]) | |||
|- style="background:#666666;" | |||
! 64 tick | |||
! 128 tick | |||
! 64 tick | |||
! 128 tick | |||
! 64 tick | |||
! 128 tick | |||
! 64 tick | |||
! 128 tick | |||
|- | |||
| style="background:#446644;" | ≥ 1 damage | |||
| 167 || 163 | |||
| 223 || 216 | |||
| 232 || 225 | |||
| 223 || 220 | |||
|- | |||
| style="background:#666644;" | ≥ 50 damage | |||
| 340 || 342 | |||
| 396 || 393 | |||
| 405 || 402 | |||
| 767 || 772 | |||
|- | |||
| style="background:#664444;" | ≥ 100 damage | |||
| 578 || 573 | |||
| 635 || 631 | |||
| 644 || 640 | |||
| 1665 || 1672 | |||
|- | |||
| style="background:#442222;" | ≥ 120 damage | |||
| 693 || 687 | |||
| 750 || 737 | |||
| 759 || 746 | |||
| 2127 || 2120 | |||
|} | |} | ||
{{ Note | | |||
* A player can still survive bigger height differences by uncrouching just before landing. Use e.g. [[trigger_hurt]] appropriately if you wish to prevent a player's survival. | |||
* The smallest initial height that a player needs to hurt himself is 151 units: ''crouch then jump''ing off and staying crouched deals 1 damage. With an exojump, it needs just an initial height of 79 (128 tick: 75) units. | |||
}} | |||
<br clear=all> | |||
=== Grenades === | === Grenades === | ||
* The [[weapon_smokegrenade|smoke grenade]] diameter is | * The [[weapon_smokegrenade|smoke grenade]] diameter is roughly 256 units with a height of about 128 units. | ||
* [[weapon_molotov|Molotov]] / [[weapon_incgrenade|Incendiary]] grenades have a diameter | ** When smoking a corridor precisely, it is always be possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor. | ||
** Widths of about 256 units or wider will make gaps in the corners unavoidable. | |||
** Remember that smoke grenades "shine" through (thin) walls. | |||
* [[weapon_molotov|Molotov]] / [[weapon_incgrenade|Incendiary]] grenades have a similar diameter as a smoke grenade but can easily cover a width of 256 units, but not too much more. | |||
== Map Prefixes == | == Map Prefixes == |
Revision as of 20:00, 24 June 2021
![]() |
![]() |
Dimensions of a player standing. | Dimensions of a player crouching. |
Here is a reference page for any Counter-Strike: Global Offensive mapper looking for dimensions or numbers that are used for level and map creation.
For other tutorials go to the Counter-Strike: Global Offensive Level Creation page.
Measurements
Brush | Height | Recommended Depth |
Recommended Width |
---|---|---|---|
Stair step | ≤ 18 | ≥ 16 | > 32 |
Thin Wall | ≥ 128 | 16 | 64 |
Thick Wall | ≥ 128 | 32 | 64 |
- Slopes are walkable if they are at most 45° steep.
Player Dimensions
Player Posture | Height | Width/Depth | Feet Level | Eye Level |
---|---|---|---|---|
Standing | 72 | 32 | 0.031250 | 64.093811 |
Crouching | 54 | 46.076218 |



32 x 32 x 72
(or 32 x 32 x 54
) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold Alt while dragging to prevent the block from snapping to the grid.
Reachable Heights
Technique | Max Block Height can get on |
Lowest Wall Height cannot peek over |
Lowest Ceiling Height will not bump against | |
---|---|---|---|---|
Solo | Crouch | 18 | 47 | 55 |
Walk/Run | 18 | 65 | 73 | |
Jump while standing | 54 (128 tick: 55) | 119 | 127 (128) | |
Jump while crouching | 56 (57) | 104 | 112 | |
Jump then crouch | 63 (64) | 111 | 118 (119) | |
Crouch then jump | 65 (66) | 113 | 121 | |
2 players | Crouch on a player | 90 | 119 | 127 |
Walk on a player | 90 | 137 | 145 | |
Jump while standing on a player | 129 | 194 | 202 | |
Crouch then jump on a player | 138 | 185 | 193 | |
3 players | Slide on two players | 162 | 207 | 215 |
4 players | Slide on three players | 234 | 281 | 289 |
Solo, Utilities | Exo-Jump while standing | 129 (135) | 195 (200) | 203 (208) |
Exo-Jump while crouching | 135 (138) | 182 (185) | 190 (193) | |
Exo-Jump then crouch | 138 (144) | 186 (191) | 194 (199) | |
Crouch then exo-jump | 144 (147) | 191 (194) | 199 (202) | |
Bump mine | > 900 | < 1000 | < 1000 | |
Bump mine and jump | > 1300 | < 1400 | < 1400 | |
Bump mine and exo-jump | > 1600 | < 1700 | < 1700 |

- Sometimes, there are differences between 64 tick and 128 tick. If there are two numbers in a cell of this table, the first is the one for 64 tick and the one in brackets is the one for 128 tick. Interestingly, it is sometimes possible to reach the 128 tick block height with 64 tick (e.g. getting on a 66 units block) but requires something like strafing on the edge of the block.
- There are two slightly different ways of Crouch Jumping, which is why we use different terms here:
- By Jump then Crouch we mean first invoking
+jump
and then+duck
. - By Crouch then Jump we mean first invoking
+duck
and then+jump
during the crouching transition.
- By Jump then Crouch we mean first invoking
- The numbers in this table concerning jumps assume full stamina. That means that the player has recovered from previous landings, hitting the ground.

- The Lowest Wall Height cannot peek over can be considered the Eye Level rounded up.
- Players standing on a player that does not touch the ground or that stands on another player will slide forward (and unduck) and the invocation of +left, +right, +back, +duck and +speed has no effect.
- These numbers have been obtained using a special map, cl_showpos 1, as well as getpos and host_timescale.
Fall Damage
For the follownig table, we assume that a player is standing on something with a given height from the ground that he falls down from. The fall damage that the player will receive does not only depend on the technique the player uses to fall down but also on the tickrate.
Height in Units |
Jump off Fall Damage |
Run off Fall Damage |
Crouch off and stand up Fall Damage |
Run off (exojump) Fall Damage | ||||
---|---|---|---|---|---|---|---|---|
64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick | |
≤ 162 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
200 | 11 | 12 | 0 | 0 | 0 | 0 | 0 | 0 |
225 | 17 | 19 | 3 | 4 | 0 | 1 | 1 | 1 |
250 | 26 | 27 | 9 | 11 | 6 | 8 | 3 | 4 |
275 | 32 | 33 | 18 | 18 | 15 | 15 | 7 | 7 |
300 | 38 | 40 | 24 | 24 | 21 | 23 | 9 | 9 |
325 | 44 | 46 | 33 | 32 | 30 | 29 | 13 | 12 |
350 | 50 | 52 | 38 | 38 | 36 | 36 | 15 | 15 |
375 | 56 | 58 | 44 | 45 | 41 | 42 | 17 | 18 |
400 | 62 | 64 | 50 | 51 | 47 | 48 | 20 | 20 |
425 | 68 | 69 | 56 | 57 | 53 | 54 | 22 | 23 |
450 | 74 | 74 | 62 | 62 | 59 | 60 | 25 | 24 |
475 | 80 | 79 | 68 | 68 | 65 | 66 | 27 | 27 |
500 | 83 | 85 | 71 | 73 | 71 | 72 | 28 | 29 |
525 | 89 | 89 | 77 | 78 | 77 | 76 | 31 | 31 |
550 | 95 | 95 | 83 | 84 | 80 | 82 | 33 | 33 |
575 | 98 | 100 | 89 | 88 | 86 | 87 | 35 | 35 |
600 | 103 | 104 | 92 | 94 | 92 | 91 | 37 | 37 |
650 | 112 | 113 | 101 | 103 | 101 | 102 | 40 | 41 |
700 | 121 | 122 | 113 | 112 | 110 | 111 | 45 | 45 |
800 | 139 | 138 | 128 | 130 | 128 | 129 | 51 | 52 |
900 | 154 | 155 | 146 | 146 | 143 | 145 | 58 | 58 |
1000 | 169 | 170 | 161 | 161 | 161 | 160 | 64 | 64 |
1200 | 196 | 198 | 190 | 191 | 187 | 190 | 76 | 76 |
1400 | 223 | 223 | 217 | 216 | 214 | 216 | 87 | 86 |
1600 | 246 | 249 | 241 | 242 | 225 | 240 | 96 | 96 |
1800 | 270 | 271 | 265 | 264 | 264 | 264 | 106 | 105 |
2000 | 291 | 292 | 286 | 286 | 286 | 285 | 114 | 114 |
7500 | 687 | 689 | 684 | 685 | 684 | 685 | 273 | 274 |
8000 | 695 | 695 | 695 | 695 | 695 | 695 | 278 | 278 |
16000 | 695 | 695 | 695 | 695 | 695 | 695 | 278 | 278 |

- Standing players running/jumping off a block and crouching before landing might receive slightly more damage.
- Players crouching off a block and uncrouching in mid-air might receive slightly less damage.
- Players uncrouching perfectly just before landing make no noise and don't receive any fall damage, regardless of the fallen distance.
- There is a default fall damage reduction of 60 % when wearing an exojump controlled by the ConVar sv_falldamage_exojump_multiplier.

- Players jumping on a block with a height of 9 (128 tick: 11) units or higher will land on it silently (no crouching).
- Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground.
- Players running off a block with a height of 47 (128 tick: 46) units or less will land silently.
- Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage (64 tick only).
- Players jumping off a block with a height of 159 to 162 units hear a fall damage sound but don't receive any damage (128 tick only).
- The fall damage doesn't exceed 695 because sv_maxvelocity is 3500 by default. If higher, the maximum fall damage also increases.
- All fall damage is multiplied with sv_falldamage_scale.
Smallest Block Height in Units causing... |
Jump off | Run off | Crouch off and stand up |
Run off (exojump) | ||||
---|---|---|---|---|---|---|---|---|
64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick | |
≥ 1 damage | 167 | 163 | 223 | 216 | 232 | 225 | 223 | 220 |
≥ 50 damage | 340 | 342 | 396 | 393 | 405 | 402 | 767 | 772 |
≥ 100 damage | 578 | 573 | 635 | 631 | 644 | 640 | 1665 | 1672 |
≥ 120 damage | 693 | 687 | 750 | 737 | 759 | 746 | 2127 | 2120 |

- A player can still survive bigger height differences by uncrouching just before landing. Use e.g. trigger_hurt appropriately if you wish to prevent a player's survival.
- The smallest initial height that a player needs to hurt himself is 151 units: crouch then jumping off and staying crouched deals 1 damage. With an exojump, it needs just an initial height of 79 (128 tick: 75) units.
Grenades
- The smoke grenade diameter is roughly 256 units with a height of about 128 units.
- When smoking a corridor precisely, it is always be possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor.
- Widths of about 256 units or wider will make gaps in the corners unavoidable.
- Remember that smoke grenades "shine" through (thin) walls.
- Molotov / Incendiary grenades have a similar diameter as a smoke grenade but can easily cover a width of 256 units, but not too much more.
Map Prefixes
See Map prefixes.