cs_office

nav ✓ — 3680 areas / 5337 vertices calibration ✓ radar PNG ✓

Weapons on this map — usage, efficiency & economy

Type All Ranked Pro
Rank All Silver GN–MG DMG–Global
Round i All Pistol Eco Force Full
rifle SMG shotgun sniper LMG pistol ↗ top-right = lethal all-round · low-right = softeners (damage, few kills) · high-left = efficient finishers
WeaponShotsKills Acc % HS % Dmg/sh Kill-eff Cost $/kill Value ROI
m4a12301789615.1395.03.9$3000$3001.30.39
ak472086289514.6535.74.3$2700$3001.60.48
awp164153736.01048.032.7$4750$1006.90.69
xm1014316635381.74813.411.1$2000$9005.65.02
hkp2000650323411.9745.43.6$200$30018.05.40
glock564922215.3655.23.9$200$30019.65.89
deagle240516917.66712.77.0$700$30010.03.01
galilar426115015.3334.73.5$1800$3002.00.59
ssg08133913422.05125.010.0$1700$3005.91.77
negev174001002.8290.70.6$1700$3000.30.10
mac1036739819.1463.72.7$1050$6002.51.52
mp942529515.0483.22.2$1250$6001.81.07
mp744829318.6313.92.1$1500$6001.40.83
nova60883106.65916.613.7$1050$90013.011.70
bizon43858012.3282.41.8$1400$6001.30.78
p9031136313.3302.72.0$2350$3000.90.26
sawedoff3346295.55219.518.6$1100$90016.915.19
tec911336018.6486.75.3$500$30010.63.18
famas13495116.6334.33.8$1950$3001.90.58
elite13395011.4605.13.7$300$30012.43.73
fiveseven12904512.6585.03.5$500$3007.02.09
mag721844117.94522.820.2$1300$90015.513.97
p2506793819.6638.35.6$300$30018.75.60
sg5565173219.1447.96.2$3000$3002.10.62
mp5sd1038290.0240.02.8$1500$6001.91.12
scar203552714.64113.87.6$5000$3001.50.46
aug7262412.7384.03.3$3300$3001.00.30
g3sg12651612.53810.46.0$5000$3001.20.36
revolver318110.0550.03.5$600$3005.81.73
ump45336914.9443.42.7$1200$6002.21.34
m24948477.0292.11.4$5200$3000.30.08
cz75a135617.8506.84.4$500$1008.90.89

Across the matching matches on cs_office — guns by usage, two efficiencies (Dmg/sh = damage per shot, Kill-eff = kills/100 shots: softeners vs finishers), and economy (Value = lethality per $1k, ROI = with the kill reward). Impersonal. Use the pills to slice by match type, rank, and round economy — e.g. a Bizon on Silver eco rounds vs a full-buy.

Navmesh (Source 2 .nav v35/v36) — bots' walkable areas

navmesh

Green polygons = walkable areas (for bots). Not bullet obstacles — the nav-mesh skips low boxes a bullet flies over. For tracers use vphys (below).

Glass — intact from vphys + break points from the DB

glass + breaks

Cyan mesh — glass from the collision mesh (windows and glass props). Red dots — where glass was broken (aggregated by filter). Use the Mine/Pro/All radio below.

Collision geometry (vphys) — real walls, top-down projection

collision wireframe

Every world collision triangle projected to XY. This is what a bullet stops against: walls, furniture, stairs, railings. Source: world_physics.vmdl_c → glTF via Source2Viewer-CLI.

Height slice — walls at an exact Z

height slice

A horizontal "CT slice": only the vertical faces crossing the chosen height are drawn. Floors, ceilings and other storeys are hidden entirely. The slider is the "scout" — it always shows the wall at the current height plus every remembered one. Found a good height? Hit "Remember" (it joins the list). With 2-3 heights (one per storey), enable "Black fill" — a morphological closing extends walls across gaps and fills them solid, giving a precise underlay over the Valve radar (which misses some real walls).

With fill on, click the image to fill exactly that area, like a paint bucket (more reliable than auto-detection). Clicked points are remembered; "Clear points" resets them. With no points the auto mode uses "Fill side".

Heatmaps — aggregated across all matches

🗺 Open heatmaps — one radar, stackable layers switch Mine / Pro / All inside; toggle layers to overlay them