de_overpass

nav ✓ — 3936 areas / 5068 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
ak477675018.3748.96.5$2700$3002.40.72
m4a18053217.9415.64.0$3000$3001.30.40
awp431744.22473.039.5$4750$1008.30.83
galilar2211212.7586.05.4$1800$3003.00.90
hkp2000811128.410019.713.6$200$30067.920.37
glock91823.17512.38.8$200$30044.013.19
mp990420.0505.34.4$1250$6003.62.13
mp753222.6505.93.8$1500$6002.51.51
tec936219.4506.95.6$500$30011.13.33
famas27218.5505.07.4$1950$3003.81.14
mac1037010.801.20.0$1050$6000.00.00

Across the matching matches on de_overpass — 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