de_nuke

nav ✓ — 3040 areas / 4265 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
ak479946716.5728.66.7$2700$3002.50.75
m4a16714320.1477.86.4$3000$3002.10.64
galilar1441426.46411.09.7$1800$3005.41.62
glock220710.01004.13.2$200$30015.94.77
fiveseven53422.610012.67.5$500$30015.14.53
tec946419.610013.08.7$500$30017.45.22
hkp200058313.81008.15.2$200$30025.97.76
cz75a26334.6015.611.5$500$10023.12.31
p25042214.3506.04.8$300$30015.94.76
deagle2717.41008.13.7$700$3005.31.59
mac1025132.010012.04.0$1050$6003.82.29

Across the matching matches on de_nuke — 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