Counter-Strike: Global Offensive/Mapper's Reference

Dimensions of a player standing.	Dimensions of a player crouching.
Here is a reference page for any mapper looking for dimensions or numbers that are used for level and map creation.
For other tutorials go to the Counter-Strike: Global Offensive Level Creation page.
== Measurements ==
Brush 	Height 	Depth	Width	Comment
Thick Wall 	 	≥ 32 	 	Unlikely to be penetrated (except glass, wood, ...).
Thin Wall 	 	≤ 16 	 	Penetrable for strong weapons.
Very Thin Wall 	 	≤ 8 	 	Penetrable for most/all weapons.
Big Crate 	≥ 72 	64 	64 	Can only see over it by jumping.
Headglitch Crate	56-60 	64 	64 	Can choose between peeking over it or hiding.
Small Crate 	≤ 44 	48 	48 	Can always see players behind it.
Stair Step 	≤ 18 	≥ 16 	 	Stairs should usually be clipped with a Slope.
Slope 	≤ Depth	 	 	Walkable if at most 45.573° steep.
=== Player Dimensions ===
Player Posture	Height	Width/Depth	Feet Level	Eye Level
Standing 	72 	32 	0.031250 	64.093811
Crouching 	54 	32 	0.031250 	46.076218
=== Reachable Heights ===
Technique 	Technique 	Max Block Heightcan get on	Lowest Wall Heightcannot peek over	Lowest Ceiling Heightwill not bump against
Solo 	Crouch 	18 	47 	55
Solo 	Walk/Run 	18 	65 	73
Solo 	Jump while standing 	54 (128 tick: 55) 	119 	127 (128)
Solo 	Jump while crouching 	56 (57) 	104 	112
Solo 	Jump then crouch 	63 (64) 	111 	118 (119)
Solo 	Crouch then jump 	65 (66) 	113 	121
2 players 	Crouch on a player 	90 	119 	127
2 players 	Walk on a player 	90 	137 	145
2 players 	Jump while standing on a player	129 	194 	202
2 players 	Crouch then jump on a player 	138 	185 	193
3 players 	Slide on two players 	162 	207 	215
4 players 	Slide on three players 	234 	281 	289
Solo, Utilities	Exo-Jump while standing 	129 (135) 	195 (200) 	203 (208)
Solo, Utilities	Exo-Jump while crouching 	135 (138) 	182 (185) 	190 (193)
Solo, Utilities	Exo-Jump then crouch 	138 (144) 	186 (191) 	194 (199)
Solo, Utilities	Crouch then exo-jump 	144 (147) 	191 (194) 	199 (202)
Solo, Utilities	Bump mine 	> 900 	< 1000 	< 1000
Solo, Utilities	Bump mine and jump 	> 1300 	< 1400 	< 1400
Solo, Utilities	Bump mine and exo-jump 	> 1600 	< 1700 	< 1700
----
=== Fall Damage ===
Heightin Units	Jump offFall Damage	Jump offFall Damage	Run offFall Damage	Run offFall Damage	Crouch offand stand upFall Damage	Crouch offand stand upFall Damage	Run off(exojump)Fall Damage	Run off(exojump)Fall Damage
Heightin Units	64 tick 	128 tick 	64 tick 	128 tick 	64 tick 	128 tick 	64 tick 	128 tick
≤ 162 	0 	0 	0 	0 	0 	0 	0 	0
200 	11 	12 	0 	0 	0 	0 	0 	0
225 	17 	19 	3 	4 	0 	1 	1 	1
250 	26 	27 	9 	11 	6 	8 	3 	4
275 	32 	33 	18 	18 	15 	15 	7 	7
300 	38 	40 	24 	24 	21 	23 	9 	9
325 	44 	46 	33 	32 	30 	29 	13 	12
350 	50 	52 	38 	38 	36 	36 	15 	15
375 	56 	58 	44 	45 	41 	42 	17 	18
400 	62 	64 	50 	51 	47 	48 	20 	20
425 	68 	69 	56 	57 	53 	54 	22 	23
450 	74 	74 	62 	62 	59 	60 	25 	24
475 	80 	79 	68 	68 	65 	66 	27 	27
500 	83 	85 	71 	73 	71 	72 	28 	29
525 	89 	89 	77 	78 	77 	76 	31 	31
550 	95 	95 	83 	84 	80 	82 	33 	33
575 	98 	100 	89 	88 	86 	87 	35 	35
600 	103 	104 	92 	94 	92 	91 	37 	37
650 	112 	113 	101 	103 	101 	102 	40 	41
700 	121 	122 	113 	112 	110 	111 	45 	45
800 	139 	138 	128 	130 	128 	129 	51 	52
900 	154 	155 	146 	146 	143 	145 	58 	58
1000 	169 	170 	161 	161 	161 	160 	64 	64
1200 	196 	198 	190 	191 	187 	190 	76 	76
1400 	223 	223 	217 	216 	214 	216 	87 	86
1600 	246 	249 	241 	242 	225 	240 	96 	96
1800 	270 	271 	265 	264 	264 	264 	106 	105
2000 	291 	292 	286 	286 	286 	285 	114 	114
7500 	687 	689 	684 	685 	684 	685 	273 	274
8000 	695 	695 	695 	695 	695 	695 	278 	278
16000 	695 	695 	695 	695 	695 	695 	278 	278
Heightin Units	64 tick 	128 tick 	64 tick 	128 tick 	64 tick 	128 tick 	64 tick 	128 tick
Heightin Units	Jump offFall Damage	Jump offFall Damage	Run offFall Damage	Run offFall Damage	Crouch offand stand upFall Damage	Crouch offand stand upFall Damage	Run off(exojump)Fall Damage	Run off(exojump)Fall Damage
For the following tables, we assume that a player is standing on something (e.g. on a world brush) with a given height from the ground that they fall down from.
The fall damage that the player will receive does not only depend on the technique the player uses to fall down but also on the tickrate.
SmallestFall Height inUnits causing...	Jump off	Jump off	Run off	Run off 	Crouch offand stand up	Crouch offand stand up	Run off(exojump)	Run off(exojump)
SmallestFall Height inUnits causing...	64 tick 	128 tick	64 tick	128 tick	64 tick 	128 tick 	64 tick 	128 tick
≥ 1 damage 	167 	163 	223 	216 	232 	225 	223 	220
≥ 25 damage 	247 	243 	303 	301 	312 	310 	447 	451
≥ 50 damage 	340 	342 	396 	393 	405 	402 	767 	772
≥ 75 damage 	459 	454 	516 	505 	525 	514 	1173 	1179
≥ 100 damage 	578 	573 	635 	631 	644 	640 	1666 	1672
≥ 120 damage 	693 	687 	750 	737 	759 	746 	2127 	2120
An approximation for the fall damage of a player running off some on 128 tick is . The resulting damage value must be clamped to the upper limit 695, then multiplied with sv_falldamage_scale (and also with sv_falldamage_exojump_multiplier if the player wears an exojump) and finally the value must be rounded down and clapmed to the lower limit of 0. As a C function, it could look like this:
int damage(float height, bool playerWearsExojump)
{
	float damage = 9.525 * sqrt( height ) - 139.25;
	damage = MIN(695, damage) * sv_falldamage_scale;
	if (playerWearsExojump)
		damage *= sv_falldamage_exojump_multiplier;
	return MAX(0, (int) damage);
}
The error of this approximation should be at most 1 damage point.
For jumping off, add 54.8 to the input height to get a result of a similar precision. For the Crouch off and stand up damage subtract 9.6 from the input height.
----
=== Grenades ===
 Highest throwing Distance on a plane in Units
Throwable Type 	Distance (with Jumpthrow) 	Distance (with Jumpthrow)
Throwable Type 	Standing 	Running
Smoke GrenadeDecoy Grenade 	≈ 1754 (2653)Pitch: -32.9 (-27.4)	≈ 3045 (4380)Pitch: -40.7 (-33.0)
Tactical Awareness GrenadeSnowball	≈ 1494 (2335)Pitch: -38.1 (-30.6)	≈ 2494 (3734)Pitch: -46.8 (-39.2)
MolotovIncendiary Grenade 	≈ 1247 (1385)Pitch: -18.0 (6.3) 	≈ 1876 (2015)Pitch: -18.0 (7.4)
FlashbangHE Grenade 	≈ 1050 (1113)Pitch: -10.4 (9.0) 	≈ 1555 (1618)Pitch: -10.5 (9.1)
Breach Charge 	≈ 363 (632)Pitch: -40.8 (-32.2) 	≈ 614 (1017)Pitch: -49.6 (-38.7)
The table on the right indicates the maximum distance that the different types of grenades can be thrown by players, assuming no height differences in the floor and measured in 2D, rounded to whole units. It also contains the approximate angle at which a player must look up or down to achieve these throwing distances. A pitch of 0 means looking straight forward, -90 or 90 means straight up or down respectively. A jumpthrow is the act of holding one or both attack buttons down and then invoking the command sequence at once. For a breach charge, it is .
* Players cannot throw a grenade higher than 1490 units.
;Smoke
* The smoke grenade diameter is roughly 256 units with a height of about 128 units.
* When smoking a corridor precisely, it is always possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor.
* Corridors with a width of about 256 units or more cannot be covered without gaps.
* The smoke "shines" through (thin) walls.
;Fire
* Molotovs and incendiary grenades have a similar diameter as a smoke grenade.
* They can easily cover a width of 256 units or less, but not too much more than that.
* The flames tend to be blocked by (vertical) walls, making them spread in other directions.
== Map Prefixes ==
See Map prefixes.
Dimensions
Dimensions in Counter-Strike: Global Offensive