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
m4a1404416916.4365.34.2$3000$3001.40.42
ak47304512315.1385.34.0$2700$3001.50.45
xm1014104211684.65013.411.1$2000$9005.65.01
awp2506128.0836.424.4$4750$1005.10.51
glock9604416.0735.74.6$200$30022.96.88
hkp200011033810.8745.23.4$200$30017.25.17
nova3093185.85813.110.0$1050$9009.68.60
ssg082343025.25733.312.8$1700$3007.52.26
sawedoff1312682.46520.319.8$1100$90018.016.24
p907602317.4393.93.0$2350$3001.30.39
galilar6162015.7154.23.2$1800$3001.80.54
deagle3272015.3408.76.1$700$3008.72.62
bizon1139199.8372.11.7$1400$6001.20.71
mp910341915.3472.91.8$1250$6001.50.88
negev1988173.2411.00.9$1700$3000.50.15
famas4021720.4244.64.2$1950$3002.20.65
mac106251619.8503.72.6$1050$6002.41.46
sg5562421619.0448.16.6$3000$3002.20.66
mp75651532.9406.92.7$1500$6001.81.06
elite3251415.7435.84.3$300$30014.44.31
mp5sd309130.0380.04.2$1500$6002.81.68
aug2171019.4105.04.6$3300$3001.40.42
tec9131823.7508.96.1$500$30012.23.66
fiveseven251611.6674.42.4$500$3004.81.43
ump45152511.8202.83.3$1200$6002.71.64
scar2032531.2022.215.6$5000$3003.10.94
p25063415.91009.86.3$300$30021.26.35
cz75a53320.8335.95.7$500$10011.31.13
mag730246.706.46.7$1300$9005.14.62
revolver4300.000.00.0$600$3000.00.00

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