Es/Counter-Strike: Global Offensive/Mapper's Reference: Difference between revisions
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=== Dimensiones del [[Jugador]] === | === Dimensiones del [[Jugador]] === | ||
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|- style="background:#666;" | |- style="background:#666;" | ||
! | ! Postura del jugador | ||
! | ! Altura | ||
! | ! Ancho/Profundidad | ||
! | ! Nivel de pies | ||
! | ! Nivel de los ojos<!-- | ||
! | ! Altura de salto--> | ||
|- | |- | ||
! | ! De pié | ||
| 72 | | 72 | ||
| rowspan="2" | 32 | | rowspan="2" | 32 | ||
Line 73: | Line 73: | ||
| 64.093811 | | 64.093811 | ||
|- | |- | ||
! | ! Agachado | ||
| 54 | | 54 | ||
| 46.076218 | | 46.076218 | ||
|} | |} | ||
{{Warning | | {{Warning | En Hammer, el cuadro delimitador de todas las entidades de aparición de jugadores (excepto [[info_player_start]] e [[info_player_logo]]) no utiliza el ancho/largo del jugador de 32 unidades, sino que utiliza 26 unidades. No utilices estas entidades como referencia para el ancho/largo del jugador.}} | ||
{{Note | | {{Note | ¡Un pasillo/corredor debe ser más ancho (!) que 32 unidades para ser accesible para los jugadores}} | ||
{{Idea | | {{Idea | Para probar en Hammer si un jugador cabe en un pasillo angosto o en ángulo, puedes crear un bloque temporal 32 x 32 x 72(o 32 x 32 x 54) que represente las dimensiones de un jugador y moverlo a varias ubicaciones dentro del pasillo. Es transitable si el volumen del bloque y la geometría circundante (incluidos los vértices y los bordes) no se cortan. Presionando {{key|Alt}} mientras arrastra para evitar que el bloque se ajuste a la cuadrícula.}} | ||
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=== | === Alturas alcanzables === | ||
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Revision as of 13:30, 24 November 2024


El es documentado aquí para histórico y técnico referencia.
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Dimensions of a player standing. | Dimensions of a player crouching. |
Esta es una página de referencia para cualquier creador de mapas de Counter-Strike: Global Offensive que busque dimensiones o números que se utilizan para la creación de niveles y mapas. Para ver otros tutoriales, visita la página de Counter-Strike: Global Offensive Level Creation .
Medidas
Brush | Altura | Profundidad | Ancho | Comentario |
---|---|---|---|---|
Pared gruesa | ≥ 32 | Es poco probable que sea penetrado (excepto vidrio, madera, ...). | ||
Pared fina | ≤ 16 | Penetrable para armas fuertes. | ||
Pared muy fina | ≤ 8 | Penetrable para la mayoría/todas las armas. | ||
Caja grande | ≥ 72 | 64 | 64 | Sólo se puede ver saltando. |
Caja asoma cabeza | 56-60 | 64 | 64 | Puedes elegir entre mirarlo o esconderte. |
Caja pequeña | ≤ 44 | 48 | 48 | Siempre puedes ver a los jugadores detrás de él. |
Escalon de escalera | ≤ 18 | ≥ 16 | Las escaleras normalmente deben tener una pendiente. clipped. | |
Rampa - Pendiente | ≤ Depth | Se puede caminar si la pendiente es de 45,573° como máximo. |

- Estas cifras son sólo sugerencias y nada oficial.
- No se tienen en cuenta las diferencias de altura entre jugadores: un jugador agachado detrás de una caja de 56 unidades de altura no está cubierto de forma segura si el enemigo puede verlo desde arriba.
- Vea también los niveles de los ojos de un jugador a continuación.
- Prueba la penetración de la bala tú mismo usando el truco
sv_showimpacts_penetration 1. Consulta también: List of CS:GO Surface Types.
- Las pendientes pronunciadas se pueden recorrer a pie si se establece el valor sv_standable_normal por debajo de 0,7.
Dimensiones del Jugador
Postura del jugador | Altura | Ancho/Profundidad | Nivel de pies | Nivel de los ojos |
---|---|---|---|---|
De pié | 72 | 32 | 0.031250 | 64.093811 |
Agachado | 54 | 46.076218 |



Alturas alcanzables
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
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 |
Height in Units |
64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick | 64 tick | 128 tick |
Jump off Fall Damage |
Run off Fall Damage |
Crouch off and stand up Fall Damage |
Run off (exojump) Fall Damage |
For the following tables, we assume that a player is standing on something (e.g. on a world brush) with a given height from the ground that they fall 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.

Smallest Fall 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 |
≥ 25 damage | 247 | 243 | 303 | 301 | 312 | 310 | 447 | 451 |
≥ 50 damage | 340 | 342 | 396 | 393 | 405 | 402 | 767 | 772 |
≥ 75 damage | 459 | 454 | 516 | 505 | 525 | 514 | 1173 | 1179 |
≥ 100 damage | 578 | 573 | 635 | 631 | 644 | 640 | 1666 | 1672 |
≥ 120 damage | 693 | 687 | 750 | 737 | 759 | 746 | 2127 | 2120 |

- The fall damage is slightly higher when landing crouched as opposed to landing uncrouched.
- 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.
- When wearing an exojump, there is a default fall damage reduction of 60 %, 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 smallest initial height that a player needs to hurt themselves 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.
An approximation for the fall damage of a player running off some height on 128 tick is 9.525 * sqrt(height) - 139.25. The resulting damage value must be clamped to the upper limit 695, then multiplied with sv_falldamage_scale (and also with sv_falldamage_exojump_multiplier if the player wears an exojump) and finally the value must be rounded down and clapmed to the lower limit of 0. As a C function, it could look like this:
int damage(float height, bool playerWearsExojump)
{
float damage = 9.525 * sqrt( height ) - 139.25;
damage = MIN(695, damage) * sv_falldamage_scale;
if (playerWearsExojump)
damage *= sv_falldamage_exojump_multiplier;
return MAX(0, (int) damage);
}
|
The error of this approximation should be at most 1 damage point. For jumping off, add 54.8 to the input height to get a result of a similar precision. For the Crouch off and stand up damage subtract 9.6 from the input height.
Grenades
Throwable Type | Distance (with Jumpthrow) | |
---|---|---|
Standing | Running | |
Smoke Grenade Decoy Grenade |
≈ 1754 (2653) Pitch: -32.9 (-27.4) |
≈ 3045 (4380) Pitch: -40.7 (-33.0) |
Tactical Awareness Grenade Snowball |
≈ 1494 (2335) Pitch: -38.1 (-30.6) |
≈ 2494 (3734) Pitch: -46.8 (-39.2) |
Molotov Incendiary Grenade |
≈ 1247 (1385) Pitch: -18.0 (6.3) |
≈ 1876 (2015) Pitch: -18.0 (7.4) |
Flashbang HE Grenade |
≈ 1050 (1113) Pitch: -10.4 (9.0) |
≈ 1555 (1618) Pitch: -10.5 (9.1) |
Breach Charge | ≈ 363 (632) Pitch: -40.8 (-32.2) |
≈ 614 (1017) Pitch: -49.6 (-38.7) |
The table on the right indicates the maximum distance that the different types of grenades can be thrown by players, assuming no height differences in the floor and measured in 2D, rounded to whole units. It also contains the approximate angle at which a player must look up or down to achieve these throwing distances. A pitch of 0 means looking straight forward, -90 or 90 means straight up or down respectively. A jumpthrow is the act of holding one or both attack buttons down and then invoking the command sequence +jump; -attack; -attack2 at once. For a breach charge, it is +jump; +attack.
- Players cannot throw a grenade higher than 1490 units.
- Smoke
- The smoke grenade diameter is roughly 256 units with a height of about 128 units.
- When smoking a corridor precisely, it is always possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor.
- Corridors with a width of about 256 units or more cannot be covered without gaps.
- The smoke "shines" through (thin) walls.
- Fire
- Molotovs and incendiary grenades have a similar diameter as a smoke grenade.
- They can easily cover a width of 256 units or less, but not too much more than that.
- The flames tend to be blocked by (vertical) walls, making them spread in other directions.
Map Prefixes
See Map prefixes.
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