Due to a request for a map with a slide, I've been investigating the maximum angles that can be climbed. This mostly involved making very basic, fullbright maps with ramps and running up them to establish a range, then subdividing that range, and so on. All of my ramps were 50 HU wide, 100 HU tall, concrete texture, and used a variable length. It's worth noting that these numbers are not black and white- I measured based upon the minimum angle that a class could go up, and at times this required watching and realizing that the class was inching up the ramp about the rate of a Sniper crouching while zoomed in (i.e., 1). In other cases classes could transition from a flat plane to a ramp and get up a short distance, only to then stop or start to slide back down again. In yet other cases the class could not begin to ascend the ramp except at an oblique angle, but once on the ramp was able to climb it. I'm sharing this information mostly because I have it, and in some capacity or another other people may find it to be useful. Maximum Climbable Angle, by HU Integers: Scout - 100 rise, 53 run (100/53) Soldier - 100 rise, 60 run (5/3) Pyro - 100 rise, 57 run (100/57) Demoman - 100 rise, 59 run (100/59) Heavy - 100 rise, 61 run (100/61) Heavy, Spun Up - could not climb 100 rise, 80 run Engineer - 100 rise, 57 run (100/57) Medic - 100 rise, 57 run (100/57) Sniper - 100 rise, 57 run (100/57) Sniper, Zoomed In - could not climb 100 rise, 80 run Spy - 100 rise, 57 run (100/57) Hopefully this comes in handy for someone besides myself.