Mapper's Reference

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Dimensions
Icon-delisted.png
This page documents information about a game or software, Counter-Strike: Global Offensive Counter-Strike: Global Offensive, that is no longer available for purchase or download digitally.
It is covered here for historical and technical reference.
Csgo player aabb bbox dimensions.png Csgo player aabb bbox dimensions crouching.png
Dimensions of a player standing. Dimensions of a player crouching.

Here is a reference page for any Counter-Strike: Global Offensive 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 Depth Width Comment
Thick Wall ≥ 32 Unlikely to be penetrated (except glass, wood, ...).
Thin Wall ≤ 16 Penetrable for strong weapons.
Very Thin Wall ≤ 8 Penetrable for most/all weapons.
Big Crate ≥ 72 64 64 Can only see over it by jumping.
Headglitch Crate 56-60 64 64 Can choose between peeking over it or hiding.
Small Crate ≤ 44 48 48 Can always see players behind it.
Stair Step ≤ 18 ≥ 16 Stairs should usually be clipped with a Slope.
Slope ≤ Depth Walkable if at most 45.573° steep.


Note.pngNote:
  • These figures are just suggestions and nothing official.
  • Height differences between players are not taken into account: A player crouching behind a crate that is 56 units high isn't safely covered if the enemy can see them from above.
  • See also the Eye Levels of a player below.
  • Test bullet penetration yourself using the cheat sv_showimpacts_penetration 1. See also: List of CS:GO Surface Types.
  • Steep slopes can become walkable by setting the cheat sv_standable_normal to something under 0.7.


Player Dimensions

Player Posture Height Width/Depth Feet Level Eye Level
Standing 72 32 0.031250 64.093811
Crouching 54 46.076218
Warning.pngWarning: 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.pngNote: A corridor must be wider (!) than 32 units to be accessible to players.
Tip.pngIdea: 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 (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
Warning.pngWarning:
  • 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.
  • The numbers in this table concerning jumps assume full stamina. That means that the player has recovered from previous landings, hitting the ground.
Note.pngNote:
  • 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.

Icon-Important.pngImportant: A player can bypass fall damage (and the landing sound) by uncrouching just before landing. Use e.g. trigger_hurt appropriately if you wish to prevent a player's survival.
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
Note.pngNote:
  • 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

Highest throwing Distance on a plane in Units
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.