Template:Otherlang2
|
|
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 Posture
|
Height
|
Width/Depth
|
Feet Level
|
Eye Level
|
Standing
|
72
|
32
|
0.031250
|
64.093811
|
Crouching
|
54
|
46.076218
|
Warning: In Hammer, the bounding box of all player spawn entities (except info_player_start and info_player_logo) do not have the correct width and depth of 32 units, instead using 26 units.
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 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
|
119
|
127
|
Jump while crouching
|
56 (+1)[note]
|
103
|
112
|
Jump then crouch
|
63
|
110
|
118
|
Crouch then jump
|
65 (+1)[note]
|
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
|
195
|
203
|
Exo-Jump while crouching
|
135
|
182
|
190
|
Exo-Jump then crouch
|
138
|
186
|
194
|
Crouch then exo-jump
|
144
|
191
|
199
|
Bump mine
|
> 900
|
< 1000
|
< 1000
|
Bump mine and jump
|
> 1300
|
< 1400
|
< 1400
|
Bump mine and exo-jump
|
> 1600
|
< 1800
|
< 1800
|
[note] With 128 tick, a player can consistently jump on a block of one unit higher. With 64 tick, that jump is also possible but requires something like strafing on the edge of the block - It is possible to master.
|
Warning:
- 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.
- The following numbers concerning jumps assume full stamina. That means that the player has recovered from previous landings, hitting the ground.
Note:
- 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 +left, +right, +back, +duck and +speed has no effect.
- These numbers have been obtained using cl_showpos 1 and getpos and host_timescale.
|
Fall Damage
Units
|
Run off Fall Damage
|
Jump off Fall Damage
|
166
|
0
|
0
|
167
|
0
|
2
|
200
|
0
|
11
|
223
|
3
|
17
|
250
|
9
|
26
|
300
|
24
|
38
|
350
|
38
|
50
|
400
|
50
|
62
|
450
|
62
|
74
|
500
|
71
|
83
|
550
|
83
|
95
|
577
|
89
|
99
|
578
|
89
|
101
|
600
|
92
|
103
|
634
|
98
|
109
|
635
|
101
|
109
|
700
|
113
|
121
|
800
|
128
|
139
|
1000
|
161
|
169
|
1600
|
241
|
246
|
1800
|
265
|
270
|
7500
|
686
|
|
8000
|
695
|
695
|
16000
|
695
|
695
|
|
Warning:
- 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 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.
Note:
- Players jumping on a block with a height of 9 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 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.
- The fall damage doesn't exceed 695 because sv_maxvelocity is 3500 by default. If higher, the maximum fall damage also increases.
|
Grenades
- The smoke grenade diameter is 288 units. The height is a little under 128 units.
- Molotov / Incendiary grenades have a diameter similar if not the same as a smoke grenade.
Map Prefixes
See Map prefixes.