de_mirage

nav ✓ — 2544 areas / 3613 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
ak47268615019.2517.75.6$2700$3002.10.62
m4a1253813619.4326.25.4$3000$3001.80.54
awp1595237.7646.732.7$4750$1006.90.69
hkp20005973521.1518.15.9$200$30029.38.79
galilar6742719.0305.44.0$1800$3002.20.67
deagle2642425.45816.29.1$700$30013.03.90
mp97261814.5393.32.5$1250$6002.01.19
bizon6571414.3362.82.1$1400$6001.50.91
glock5191218.1424.32.3$200$30011.63.47
famas2101020.0205.34.8$1950$3002.40.73
sg5561961018.9106.15.1$3000$3001.70.51
tec9125932.8229.87.2$500$30014.44.32
mac10298819.1754.12.7$1050$6002.61.53
mp7175735.4297.54.0$1500$6002.71.60
xm1014536109.41713.711.3$2000$9005.75.09
mp5sd9450.000.05.3$1500$6003.52.13
p25064517.2205.87.8$300$30026.07.81
p90101420.8253.74.0$2350$3001.70.51
aug89413.5505.24.5$3300$3001.40.41
ssg0886424.4017.04.7$1700$3002.70.82
negev18537.001.61.6$1700$3001.00.29
fiveseven44218.21006.74.5$500$3009.12.73
revolver2710.000.03.7$600$3006.21.85

Across the matching matches on de_mirage — 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