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CS 1.6 · SERVER
Master Your Movement.
Movement · Records · Progression
A movement-focused DeathRun experience built around records, FPS categories and progression. Master Simplified, Speedrun, Evolution, KZ and Fun modes, while independent TT events such as Zombie run alongside the main time-trial gameplay.
DeathRun Simplified Speedrun Evolution KZ Fun Zombie
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Status ONLINE
Current map
deathrun_prezmik
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Runs 337,205
Runners 11,885
Latest Runs Recent server activity
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ELO Leaders Competitive ELO leaderboard
55235523
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Active Players 1 NOW · 35 IN 24H
Active now 1 ONLINE
Recently active 35 PLAYERS
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Server players 24H · UNIQUE PLAYERS
Runs per Mode
7,496 RUNS · LAST 30 DAYS
DeathRun + Speedrun · CS 1.6
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closed beta

The server is currently in closed testing. Submit your Steam ID to get on the waiting list — access is granted manually by an admin.

Map readiness —%
Plugins active 22/25
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Total requests
Admin Panel
Submit request
Format: STEAM_0:0:XXXXXXXX or STEAM_0:1:XXXXXXXX · Requires manual approval by an admin
How it works
01
Submit your Steam ID
Enter your Steam ID in the form. You can find it in your CS 1.6 console by typing status.
02
Wait for approval
An admin reviews all requests manually. Check this page to see if your ID appears in the approved list below.
03
Connect to the server
Once approved, connect to iwannabepro.com and start playing.
Approved accounts
Steam IDNicknameStatusDate
MAP READINESS
Map readiness

Spawn points, Route Guard, start and finish zones.

Map readinessConfiguration status by map
#Map nameActiveSpawnsRoute GuardStart zoneFinish zone Checkpoints
Server plugins
PluginVersionStatus
IWANNABEPRO.COM · CS 1.6
Server status

Game server, services and recording systems.

Game Server
Addressiwannabepro.com
Map
Players
Uptime
CPU
RAM
Services
Server
Website
Rec System
Overwatch
Anti-Cheat
REC System
Last recorded run
Last analysed run
Telemetry
Replays
Anti-Cheat
Scanned runs
Registered players
Flagged players
Invalid runs
Service availability

Last measurement: No data

Web serverNo data
APINo data
DatabaseNo data
Player authenticationNo data

Measurements refresh every 30 seconds.

Last 60 minutes

History covers web, API and database checks. Grey indicates missing data.

RECENT SERVER ACTIVITY
Latest Runs

The latest 333 recorded runs, ordered from newest to oldest.

Run FeedMaps, times and movement statistics
Player Map Time Category FPS Jumps Strafes Speed Sync DetailsDate
RECENT MOVEMENT STATS
Latest Jumps

The latest 333 recorded jumps, ordered from newest to oldest.

Jump FeedDistance, speed and strafe statistics
PlayerTypeDistance PrestrafeMax speedStrafes SyncDucksWeaponDate
COMMUNITY REVIEW
Overwatch

Review reported runs, inspect the replay and help keep the rankings fair.

0Pending
0Resolved
Review queue RUNS REPORTED BY PLAYERS
ResultMapPlayer EvidenceStatus

MOVEMENT LEADERBOARDS
Top Jumps

Explore the longest recorded jumps. One personal best per player.

Long Jump leaderboardDistance, speed and strafe statistics
#PlayerDistancePrestrafeMax speed StrafesSyncDucksWeaponDate
PLAYER LEADERBOARD
Ranking

Compare competitive ELO, season points and player level.

ELO Leaders Competitive rating
#PLAYERLEVELPROGRESS RUNSAVG SYNCELO
Points & Leagues Earn Points. Climb the Leagues.
Earn Points by completing maps and competing for Top 10 positions. Completion Points are permanent, while Top 10 bonuses change dynamically based on your current ranking position.
Completion Points
Mode Fixed FPS Unlimited Notes
Simplified+2+112 slots per map
Speedrun+3+212 slots per map
Evolution+4+312 slots per map
KZ+8—1 slot, FPS independent
Fun+1—1 slot, FPS independent
Fixed FPS slots: 100 / 200 / 333 / 400 / 500 / 600 / 666 / 700 / 800 / 900 / 999 plus a separate Unlimited slot. TT modes are not included in the Points system.
Top 10 Bonus
# Fun Simplified Speedrun Evolution KZ
#1+3+6+9+12+18
#2+3+5+7+10+15
#3+2+4+6+8+12
#4+2+3+5+7+10
#5+2+3+4+6+8
#6+1+2+3+5+6
#7+1+2+3+4+5
#8+1+1+2+3+4
#9+1+1+2+2+3
#10+1+1+1+1+2
Unlimited uses a reduced ranking bonus compared with fixed FPS: Simplified #1 +5, Speedrun #1 +7, Evolution #1 +9.
Leagues
GREY
0 – 9 999
LIGHT BLUE
10 000 – 24 999
BLUE
25 000 – 49 999
PURPLE
50 000 – 89 999
PINK
90 000 – 149 999
RED
150 000 – 249 999
GOLD
250 000+
Example: Completing Evolution at 333 FPS awards 4 Points. Holding the #1 position adds a 12 Point bonus, giving you 16 Points for that slot. If you drop to #2, the bonus changes to 10 Points. Outside the Top 10, you keep your permanent 4 Completion Points.
UPDATE HISTORY
Changelog

Updates across the entire server.

15.10.2026

Server and website updates

OPEN BETA

Gameplay, map preparation and website improvements.

  • Disabled fall damage independently of saved spawn positions. Added godmode while editing zones, restoring the previous protection state when the editor closes.
  • Added removal of map-placed weapons and dropped weapon boxes, preserving equipment held by players.
  • Restored the game after a process hang. The cause remains under investigation. Enabled detailed stats error reporting for the next map load.

Checkpoints, Freeze and settings

  • Added personal checkpoints and teleporting to the current or previous checkpoint in Speedrun and KZ for VIP. Default keys: C — save CP, T — teleport, F — Freeze.
  • Freeze pauses the run timer and displays a pause effect. Player and spectator HUDs share the same run time. CP and Freeze usage is stored with the result; lethal damage returns players to an available CP while preserving the run.
  • Added a clock icon: purple by default, blue during Freeze, green for 10 seconds after saving a CP, then blinking red. Saving another CP renews the green state. The icon can be hidden separately in HUD Settings.
  • /invis opens separate water, player and weapon visibility settings synchronized with Settings. I toggles the full package. Added saved water preferences and a fix for migrating earlier settings.
  • Aligned CP/Freeze, Invis, Sounds and map-search menus and admin headings with the existing style. Feature messages, Route Guard messages and Zombie run results use ADW Notify. Shortened messages and fixed access-denied formatting in the admin menu.
14.10.2026

Server and website updates

OPEN BETA

Gameplay, map preparation and website improvements.

  • Added /mapa map search for authorized staff and expanded Game Master access to map preparation. Updated route checks on deathrun_easy_v2.
  • Completed a verified backup of zones, checkpoints, boxes, Route Guard routes, spawn positions and map pools, including map and checkpoint-time database data.
  • Updated Readiness with the new website style, map thumbnails, readiness checks, current-map highlighting and authorized map switching. Added a filter for maps with start/finish zones but no Route Guard. Checkpoint counts are shown separately and do not affect readiness.
  • Expanded account flagging and public leaderboard filtering. Flagged players now have red recent-activity cards and a Cheater hover description. Fixed hover availability and color priority, and adapted private in-game access to the flagged player’s own results.
  • Replaced loading text with skeleton placeholders. Redesigned Status and replaced ban counters with flagged-player and invalid-run totals; invalid runs include every result with legit = 0.
  • Deployed waiting-spectator target and free-camera fixes; in-game confirmation is still pending. Restored the server after a hang and preserved diagnostics.
07.10.2026

Server · new Zombie equipment, stats and maps

OPEN BETA

New ways to defend and chase in Zombie, an in-game jump leaderboard and more maps to play. New Zombie equipment is available for testing.

Zombie

  • Added a knockback grenade for survivors, available four times per round.
  • Added a grenade that freezes opponents for 3 seconds, available to both sides.
  • Added single-use mines that launch zombies away and laser mines that knock them back and reduce their health.
  • Added an experimental plasma weapon for survivors.
  • Zombies can use the E key to pull survivors towards them for 3 seconds.
  • /impact and /normal switch grenades between impact detonation and the normal fuse.
  • Fixed antidote grenades and increased the knockback grenade radius.
  • Fixed weapons and the Invis effect carrying over when switching to Zombie.

Stats and leaderboards

  • Added /jumps — an in-game jump leaderboard with jump type selection and your personal best.
  • Added /top as a shortcut to /top15.
  • Expanded jump stats with individual strafe results, FOG and JOF. Their visibility can be adjusted in HUD settings.
  • Updated the spectator HUD to show the watched player’s keys, speed, time and FPS.
  • Added /fps for quicker FPS category selection.
  • Fixed 999 FPS classification: small fluctuations up to 1002 FPS no longer move the result to Unlimited.
  • Restored the previous nightvision brightness switching behavior.

Maps and downloads

  • Added Route Guard support on some maps and expanded the rotation from 16 to 54 maps — 38 additional routes.
  • Enabled automatic FastDL updates for new maps, models and sounds.
2026-10-07

Season 1 · migration data and archive replays

OPEN BETA

Completed historical Season 1 data after migration and made archive replays available on run pages.

  • Restored 6473 missing runs with telemetry and 473 player profiles.
  • Restored the historical exclusion of 46 743 runs from official competition, including runs involving cheats or originating from other seasons.
  • Recovered missing EXP from restored runs: 92 400 EXP for 120 players. Recalculated their corresponding levels.
  • Recalculated Season 1 points and standings after data recovery. Fixed the exclusion of disqualified runs from records.
  • Enabled replays without saved Route Guard analysis and comparison with the current route model for some historical runs.
  • Linked 73 035 archive replays to migrated results.
2026-10-06

Website · five new languages

OPEN BETA

The website is now available in seven languages.

Added

  • Added German, Ukrainian, Romanian, Russian and Czech pages.
  • Expanded language selection with flags and native language names. Switching preserves the current page and filters.

Fixed

  • Aligned the appearance and behavior of the main menu across the new language versions.
  • Shared-link previews use the page banner, or the logo when no banner is available. Updated Zombie and individual Top Jumps previews.
2026-10-06

Server · movement fixes

OPEN BETA

Improved launch pads and damage handling on maps.

Fixed

  • Restored map launch pads.
  • Fixed an issue where players could survive lethal damage and remain outside the route.
  • Improved zone contact detection when falling below the start.

Added

  • Added a return-to-start zone to the map editor, detecting body contact including feet.
2026-10-05

Maps · recovered zones

OPEN BETA

More maps with properly defined start and finish zones.

Added

  • Restored missing start and finish zones on older maps.

Changed

  • Admins now have a panel for map rotation, zone readiness, Route Learn and difficulty ratings.
2026-10-05

Website · languages and navigation

OPEN BETA

A smoother experience in Polish and English.

Added

  • Polish and English pages, language selection in the header and footer, and a browser-language suggestion.

Fixed

  • Switching languages preserves the current page and filters. Sign-in return links were improved.
2026-10-05

JumpStats · jumps in chat

OPEN BETA

Show off your Long Jump and compare your result with other players.

Added

  • Jumps such as Long Jump can now be announced in chat for players with a linked Discord account, even without Premium.

Changed

  • Announcements require the relevant jump thresholds. Their display can be adjusted through /dwstats.
5 OCTOBER 2026

Added Zombie mode

OPEN BETA

A new TT mode: escape the zombies or join the chase.

Added

  • Zombie chases for TT with a four-second head start for runners, a three-minute round limit and finish detection.
  • Infection and elimination variants, with rules selected by TT players.
  • The /zvote command to change the preferred variant. Each player’s choice is remembered for the current map.
  • Zombie models, personal lighting, music, and infection, countdown and victory sounds.
  • Infection grenades and antidotes with custom models and coloured trails in the infection variant.
  • A HUD showing the player’s role, variant, AutoBH setting, remaining time, and counts of runners, zombies and escaped players.
  • Chat round summaries with participant counts, duration, successful escapes, infections and cures or eliminations. Knife and grenade infections are included.
  • Highlights for the top hunter and the first player to finish, including their time. The post-round HUD shows the winning side and the countdown to the next chase.

Changed

  • The first zombie is selected from players who have not held the role in the current cycle. Two regular participants alternate; new players join the selection pool.
  • Before each round, current TT players’ preferences determine the variant. Rules stay unchanged during the chase; ties retain the current variant, with infection used initially.
  • After victory, players can keep moving in their current roles. The next round starts after a ten-second break.
  • No Slowdown is enabled by default for TT, while invisibility is disabled. The selected or automatically assigned AutoBH setting is announced to participants.

Fixed

  • The victory sound no longer interrupts the final infection sound.
  • Improved thrown-grenade visibility and personal lighting updates.
  • Improved highlighting of player names and numbers in chat.
CS 1.6 · TT ZOMBIE · OPEN BETA
Survive the chase.

Escape the infection. Or become part of the hunt.

2+ TT players3 min time limit4 sec head start

How to play

One zombie. A head start. A race to the finish.

  1. Join the chase

    Choose Zombie in the team menu to join TT. A round needs at least two players. During beta, the mode is being tested on deathrun_evidens.

  2. Run — or hunt

    Everyone starts together. One player is selected through a fair rotation to become the first zombie and waits 4 seconds. Survivors escape; zombies infect them with knife hits.

  3. Reach the finish

    One survivor reaching the finish guarantees a survivor victory. Zombies win by catching everyone before an escape. The chase has a 3-minute limit.

After victory, keep moving with your current role. The infection sound finishes before the victory cue, followed by a 10-second break before the next round.

More about round rules

After joining TT, choose Infection or Elimination. Your preference is remembered on this map. Before each round, the majority of votes from current TT players selects the variant. A tie keeps the current variant; the initial default is Infection. Use /zvote to change your preference. Ongoing rounds keep their original rules.

The first zombie chooses AutoBH ON or OFF for everyone. If no choice is made within four seconds, the game selects it randomly and announces it in chat.

A safe survivor leaves the chase, while the hunt continues for the others. Survivors also win when the time limit expires with someone still uncaught.

In the elimination variant, caught players leave the chase instead of becoming zombies. During the post-round break, further infections and escapes do not count.

Waiting alone in TT allows normal movement. Chase runs keep the timer visible but are excluded from ordinary map record saves.

Settings & grenades

Choose your movement before the chase. Know your equipment.

Default250 u/s · gravity 1.0 Gravity250 u/s · gravity 0.75 Speed350 u/s · gravity 1.0

Use the in-game menu to choose movement and open Settings. No Slowdown starts ON in TT and can be switched off outside an active run. Invis is disabled, so everyone stays visible.

Infection

ZOMBIE EQUIPMENT

A green grenade infects nearby survivors.

Antidote

SURVIVOR EQUIPMENT

A blue grenade cures infected players. The first zombie is immune.

Equipment limits & beta controls

Grenades are currently test equipment. Their menu and shop are planned. During beta, use /zinfect as a zombie or /zantidote as a survivor during the infection chase, after the head start.

One grenade of each type per player per round. Effect radius: 240 units, with no effect through walls. A player can be cured once per round. CT and safe players are unaffected; these grenades do not deal normal HE damage.

Optional shortcuts: /zombie joins TT, /solo returns to CT and /settings opens Settings. /zstatus is for beta diagnostics.

Movement mode changes are locked during the chase. No Slowdown preference resets on reconnect. Zombies have no automatic movement speed bonus.

Active TT players get atmospheric lighting: survivors have a dimmed view; zombies have a darker view and green personal light. Waiting, safe and eliminated players return to normal lighting.

Plans

The next steps for Zombie. These features are not live yet.

  • Zombie LeagueA separate ranking with points for infections and escapes.
  • Currency & shopZombie-only currency and equipment available through a menu.
  • Run historyPermanent history for Zombie runs, separate from ordinary map records.
MAP LEADERBOARDS

Map Records

Explore the fastest runs across maps, movement modes and FPS categories.

8 movement categoriesSelect a map to explore its leaderboard.

CS 1.6 DeathRun Maps

Browse DeathRun maps played on Iwannabepro.com. Each map page contains available records, player results and movement categories from the server database.

381 map pages · 181 active · 200 archived
bb_alley CS 1.6 DeathRun map bb_alley Active · 0 Runs bb_basement6 CS 1.6 DeathRun map bb_basement6 Active · 0 Runs bhop_halloween16 CS 1.6 DeathRun map bhop_halloween16 Active · 991 Runs deathrun_2010 CS 1.6 DeathRun map deathrun_2010 Active · 5,156 Runs deathrun_2010_rmk CS 1.6 DeathRun map deathrun_2010_rmk Active · 0 Runs deathrun_2011 CS 1.6 DeathRun map deathrun_2011 Active · 1,919 Runs deathrun_32green CS 1.6 DeathRun map deathrun_32green Active · 5,486 Runs deathrun_3dust_1 CS 1.6 DeathRun map deathrun_3dust_1 Active · 0 Runs deathrun_3h CS 1.6 DeathRun map deathrun_3h Active · 1,100 Runs deathrun_3h_fix CS 1.6 DeathRun map deathrun_3h_fix Active · 3 Runs deathrun_3sixty_beta4 CS 1.6 DeathRun map deathrun_3sixty_beta4 Active · 54 Runs deathrun_4lifefinal CS 1.6 DeathRun map deathrun_4lifefinal Active · 494 Runs deathrun_4life_rmk CS 1.6 DeathRun map deathrun_4life_rmk Active · 1 Runs deathrun_4rooms_fg CS 1.6 DeathRun map deathrun_4rooms_fg Active · 39 Runs deathrun_absolute CS 1.6 DeathRun map deathrun_absolute Active · 495 Runs deathrun_alleywinter CS 1.6 DeathRun map deathrun_alleywinter Active · 801 Runs deathrun_all_green CS 1.6 DeathRun map deathrun_all_green Active · 2,894 Runs deathrun_all_green2 CS 1.6 DeathRun map deathrun_all_green2 Active · 1,220 Runs deathrun_all_green3 CS 1.6 DeathRun map deathrun_all_green3 Active · 128 Runs deathrun_alpin_spring CS 1.6 DeathRun map deathrun_alpin_spring Active · 515 Runs deathrun_antic CS 1.6 DeathRun map deathrun_antic Active · 2,687 Runs deathrun_arctic CS 1.6 DeathRun map deathrun_arctic Active · 8,394 Runs deathrun_arctic_remake CS 1.6 DeathRun map deathrun_arctic_remake Active · 473 Runs deathrun_arena2_hard CS 1.6 DeathRun map deathrun_arena2_hard Active · 961 Runs deathrun_aside2 CS 1.6 DeathRun map deathrun_aside2 Active · 330 Runs deathrun_assent_4Vendeta CS 1.6 DeathRun map deathrun_assent_4Vendeta Active · 1,006 Runs deathrun_astroghosts CS 1.6 DeathRun map deathrun_astroghosts Active · 61 Runs deathrun_atacama CS 1.6 DeathRun map deathrun_atacama Active · 270 Runs deathrun_autominecraft_fixed CS 1.6 DeathRun map deathrun_autominecraft_fixed Active · 1,620 Runs deathrun_av2009_recolored-ez CS 1.6 DeathRun map deathrun_av2009_recolored-ez Active · 1,891 Runs deathrun_aventure CS 1.6 DeathRun map deathrun_aventure Active · 592 Runs deathrun_azteca_fixed CS 1.6 DeathRun map deathrun_azteca_fixed Active · 300 Runs deathrun_aztecrun CS 1.6 DeathRun map deathrun_aztecrun Active · 499 Runs deathrun_aztec_hd_v2_rmk CS 1.6 DeathRun map deathrun_aztec_hd_v2_rmk Active · 903 Runs deathrun_badblood CS 1.6 DeathRun map deathrun_badblood Active · 3,464 Runs deathrun_badblood_v2 CS 1.6 DeathRun map deathrun_badblood_v2 Active · 2,511 Runs deathrun_badblood_v3 CS 1.6 DeathRun map deathrun_badblood_v3 Active · 3,090 Runs deathrun_balalaika CS 1.6 DeathRun map deathrun_balalaika Active · 20 Runs deathrun_barbie_csbr CS 1.6 DeathRun map deathrun_barbie_csbr Active · 921 Runs deathrun_bautis_v1 CS 1.6 DeathRun map deathrun_bautis_v1 Active · 1,844 Runs deathrun_bhopz CS 1.6 DeathRun map deathrun_bhopz Active · 248 Runs deathrun_bhopz_v2 CS 1.6 DeathRun map deathrun_bhopz_v2 Active · 97 Runs deathrun_bhopz_v3_ka CS 1.6 DeathRun map deathrun_bhopz_v3_ka Active · 2,308 Runs deathrun_bieber_f CS 1.6 DeathRun map deathrun_bieber_f Active · 2,248 Runs deathrun_big_tower CS 1.6 DeathRun map deathrun_big_tower Active · 774 Runs deathrun_bkm CS 1.6 DeathRun map deathrun_bkm Active · 787 Runs deathrun_blackcastel CS 1.6 DeathRun map deathrun_blackcastel Active · 299 Runs deathrun_blackcastle_2 CS 1.6 DeathRun map deathrun_blackcastle_2 Active · 4,445 Runs deathrun_bom CS 1.6 DeathRun map deathrun_bom Active · 1,096 Runs deathrun_bom2 CS 1.6 DeathRun map deathrun_bom2 Active · 513 Runs deathrun_bom3 CS 1.6 DeathRun map deathrun_bom3 Active · 40 Runs deathrun_bricks CS 1.6 DeathRun map deathrun_bricks Active · 90 Runs deathrun_building CS 1.6 DeathRun map deathrun_building Active · 574 Runs deathrun_chemical CS 1.6 DeathRun map deathrun_chemical Active · 19,727 Runs deathrun_cityhotel_v2 CS 1.6 DeathRun map deathrun_cityhotel_v2 Active · 621 Runs deathrun_clarion_dev_f CS 1.6 DeathRun map deathrun_clarion_dev_f Active · 163 Runs deathrun_clarion_l98 CS 1.6 DeathRun map deathrun_clarion_l98 Active · 361 Runs deathrun_cliff CS 1.6 DeathRun map deathrun_cliff Active · 2,811 Runs deathrun_clr-world CS 1.6 DeathRun map deathrun_clr-world Active · 696 Runs deathrun_clr_abandoned CS 1.6 DeathRun map deathrun_clr_abandoned Active · 313 Runs deathrun_coldwinter CS 1.6 DeathRun map deathrun_coldwinter Active · 898 Runs deathrun_coldzone CS 1.6 DeathRun map deathrun_coldzone Active · 230 Runs deathrun_compact_v2 CS 1.6 DeathRun map deathrun_compact_v2 Active · 1,446 Runs deathrun_congoy_easy CS 1.6 DeathRun map deathrun_congoy_easy Active · 953 Runs deathrun_coolf2 CS 1.6 DeathRun map deathrun_coolf2 Active · 177 Runs deathrun_coolf4 CS 1.6 DeathRun map deathrun_coolf4 Active · 301 Runs deathrun_coolf_3 CS 1.6 DeathRun map deathrun_coolf_3 Active · 43 Runs deathrun_creepy CS 1.6 DeathRun map deathrun_creepy Active · 2,775 Runs Deathrun_cubkz CS 1.6 DeathRun map Deathrun_cubkz Active · 147 Runs deathrun_darkside CS 1.6 DeathRun map deathrun_darkside Active · 300 Runs deathrun_death_hard CS 1.6 DeathRun map deathrun_death_hard Active · 224 Runs deathrun_dec_winter CS 1.6 DeathRun map deathrun_dec_winter Active · 426 Runs deathrun_demolish CS 1.6 DeathRun map deathrun_demolish Active · 381 Runs deathrun_discovery3 CS 1.6 DeathRun map deathrun_discovery3 Active · 277 Runs deathrun_dojo CS 1.6 DeathRun map deathrun_dojo Active · 382 Runs deathrun_dojo_course_b1 CS 1.6 DeathRun map deathrun_dojo_course_b1 Active · 31 Runs deathrun_dsa CS 1.6 DeathRun map deathrun_dsa Active · 2,086 Runs deathrun_dsah_fixed2 CS 1.6 DeathRun map deathrun_dsah_fixed2 Active · 402 Runs deathrun_duality_final CS 1.6 DeathRun map deathrun_duality_final Active · 793 Runs deathrun_dust2009 CS 1.6 DeathRun map deathrun_dust2009 Active · 3,611 Runs deathrun_dust2010 CS 1.6 DeathRun map deathrun_dust2010 Active · 5,421 Runs deathrun_dust2011 CS 1.6 DeathRun map deathrun_dust2011 Active · 3,642 Runs deathrun_dustcs_v1 CS 1.6 DeathRun map deathrun_dustcs_v1 Active · 1,090 Runs deathrun_easy_professional_xXx CS 1.6 DeathRun map deathrun_easy_professional_xXx Active · 1,371 Runs deathrun_easy_v1 CS 1.6 DeathRun map deathrun_easy_v1 Active · 13,664 Runs deathrun_easy_v2 CS 1.6 DeathRun map deathrun_easy_v2 Active · 5,895 Runs deathrun_easy_v3 CS 1.6 DeathRun map deathrun_easy_v3 Active · 2,651 Runs deathrun_easy_v4 CS 1.6 DeathRun map deathrun_easy_v4 Active · 2,087 Runs deathrun_electromusic CS 1.6 DeathRun map deathrun_electromusic Active · 3,813 Runs deathrun_elite_b3 CS 1.6 DeathRun map deathrun_elite_b3 Active · 2,058 Runs deathrun_entinity CS 1.6 DeathRun map deathrun_entinity Active · 544 Runs deathrun_evidens CS 1.6 DeathRun map deathrun_evidens Active · 7,223 Runs deathrun_evolution CS 1.6 DeathRun map deathrun_evolution Active · 671 Runs deathrun_expres-winter CS 1.6 DeathRun map deathrun_expres-winter Active · 394 Runs deathrun_extraordinary_fix CS 1.6 DeathRun map deathrun_extraordinary_fix Active · 400 Runs deathrun_extreme CS 1.6 DeathRun map deathrun_extreme Active · 2,247 Runs deathrun_extreme_v2 CS 1.6 DeathRun map deathrun_extreme_v2 Active · 526 Runs deathrun_extreme_z CS 1.6 DeathRun map deathrun_extreme_z Active · 216 Runs deathrun_fallen_fixed CS 1.6 DeathRun map deathrun_fallen_fixed Active · 1,099 Runs deathrun_fantasy CS 1.6 DeathRun map deathrun_fantasy Active · 2,668 Runs deathrun_faraway_fixed CS 1.6 DeathRun map deathrun_faraway_fixed Active · 1,387 Runs deathrun_finland CS 1.6 DeathRun map deathrun_finland Active · 213 Runs deathrun_FlipFloodz CS 1.6 DeathRun map deathrun_FlipFloodz Active · 246 Runs deathrun_floortron CS 1.6 DeathRun map deathrun_floortron Active · 141 Runs deathrun_forest CS 1.6 DeathRun map deathrun_forest Active · 2,645 Runs deathrun_forest2_final CS 1.6 DeathRun map deathrun_forest2_final Active · 3,520 Runs deathrun_forest2_remake CS 1.6 DeathRun map deathrun_forest2_remake Active · 122 Runs deathrun_forest_remake CS 1.6 DeathRun map deathrun_forest_remake Active · 101 Runs deathrun_fortex CS 1.6 DeathRun map deathrun_fortex Active · 694 Runs deathrun_fusion_ancienttest CS 1.6 DeathRun map deathrun_fusion_ancienttest Active · 1,710 Runs deathrun_fusion_cave CS 1.6 DeathRun map deathrun_fusion_cave Active · 1,030 Runs deathrun_fusion_christmas CS 1.6 DeathRun map deathrun_fusion_christmas Active · 240 Runs deathrun_fusion_frost CS 1.6 DeathRun map deathrun_fusion_frost Active · 2,167 Runs deathrun_fusion_icy CS 1.6 DeathRun map deathrun_fusion_icy Active · 257 Runs deathrun_fusion_jurassic CS 1.6 DeathRun map deathrun_fusion_jurassic Active · 614 Runs deathrun_fusion_oasis CS 1.6 DeathRun map deathrun_fusion_oasis Active · 360 Runs deathrun_fusion_paradise CS 1.6 DeathRun map deathrun_fusion_paradise Active · 31 Runs deathrun_fusion_paradise2 CS 1.6 DeathRun map deathrun_fusion_paradise2 Active · 98 Runs deathrun_fusion_spring CS 1.6 DeathRun map deathrun_fusion_spring Active · 1,177 Runs deathrun_fuXia_fix_5 CS 1.6 DeathRun map deathrun_fuXia_fix_5 Active · 75 Runs deathrun_grass CS 1.6 DeathRun map deathrun_grass Active · 5,701 Runs deathrun_hardsurf_v2 CS 1.6 DeathRun map deathrun_hardsurf_v2 Active · 281 Runs deathrun_hogwarts CS 1.6 DeathRun map deathrun_hogwarts Active · 251 Runs deathrun_honshu_journey_b1 CS 1.6 DeathRun map deathrun_honshu_journey_b1 Active · 94 Runs deathrun_indro_f CS 1.6 DeathRun map deathrun_indro_f Active · 355 Runs deathrun_J1J5 CS 1.6 DeathRun map deathrun_J1J5 Active · 1,685 Runs deathrun_kawaii_medium CS 1.6 DeathRun map deathrun_kawaii_medium Active · 372 Runs deathrun_kazz_level_x CS 1.6 DeathRun map deathrun_kazz_level_x Active · 312 Runs deathrun_knwa CS 1.6 DeathRun map deathrun_knwa Active · 236 Runs deathrun_kolor_v2 CS 1.6 DeathRun map deathrun_kolor_v2 Active · 1,734 Runs deathrun_kosova CS 1.6 DeathRun map deathrun_kosova Active · 994 Runs deathrun_kyu_kic CS 1.6 DeathRun map deathrun_kyu_kic Active · 210 Runs deathrun_laikiux_dev CS 1.6 DeathRun map deathrun_laikiux_dev Active · 229 Runs deathrun_linea CS 1.6 DeathRun map deathrun_linea Active · 2,365 Runs deathrun_lost CS 1.6 DeathRun map deathrun_lost Active · 730 Runs deathrun_minecraft_fg CS 1.6 DeathRun map deathrun_minecraft_fg Active · 1,622 Runs deathrun_onStyle CS 1.6 DeathRun map deathrun_onStyle Active · 966 Runs deathrun_pulemet_alpha CS 1.6 DeathRun map deathrun_pulemet_alpha Active · 2,532 Runs deathrun_skills CS 1.6 DeathRun map deathrun_skills Active · 195 Runs deathrun_tomb_beta1 CS 1.6 DeathRun map deathrun_tomb_beta1 Active · 130 Runs deathrun_witsbricks CS 1.6 DeathRun map deathrun_witsbricks Active · 1,141 Runs deathrun_wits_new CS 1.6 DeathRun map deathrun_wits_new Active · 979 Runs deathrun_wits_underground CS 1.6 DeathRun map deathrun_wits_underground Active · 1,151 Runs deathrun_yellowbase_remastered CS 1.6 DeathRun map deathrun_yellowbase_remastered Active · 577 Runs deathrun_yuznjaci CS 1.6 DeathRun map deathrun_yuznjaci Active · 294 Runs deathrun_y_junglerocks CS 1.6 DeathRun map deathrun_y_junglerocks Active · 635 Runs deathrun_y_snow_wind_v3 CS 1.6 DeathRun map deathrun_y_snow_wind_v3 Active · 344 Runs deathrun_y_underground CS 1.6 DeathRun map deathrun_y_underground Active · 167 Runs gbc_script_x CS 1.6 DeathRun map gbc_script_x Active · 52 Runs protoonhopz_ez CS 1.6 DeathRun map protoonhopz_ez Active · 155 Runs speedrun_1000fps_battle CS 1.6 DeathRun map speedrun_1000fps_battle Active · 5 Runs speedrun_2010 CS 1.6 DeathRun map speedrun_2010 Active · 44 Runs speedrun_20min CS 1.6 DeathRun map speedrun_20min Active · 101 Runs speedrun_30min CS 1.6 DeathRun map speedrun_30min Active · 35 Runs speedrun_3h_x CS 1.6 DeathRun map speedrun_3h_x Active · 0 Runs speedrun_8 CS 1.6 DeathRun map speedrun_8 Active · 0 Runs speedrun_absolute CS 1.6 DeathRun map speedrun_absolute Active · 0 Runs speedrun_al CS 1.6 DeathRun map speedrun_al Active · 2 Runs speedrun_alcium CS 1.6 DeathRun map speedrun_alcium Active · 4 Runs speedrun_alone CS 1.6 DeathRun map speedrun_alone Active · 2 Runs speedrun_amel CS 1.6 DeathRun map speedrun_amel Active · 5 Runs speedrun_aqa CS 1.6 DeathRun map speedrun_aqa Active · 2 Runs speedrun_arctic CS 1.6 DeathRun map speedrun_arctic Active · 0 Runs speedrun_arctic_ext CS 1.6 DeathRun map speedrun_arctic_ext Active · 0 Runs speedrun_aztekek2_easy CS 1.6 DeathRun map speedrun_aztekek2_easy Active · 42 Runs speedrun_bieber CS 1.6 DeathRun map speedrun_bieber Active · 21 Runs speedrun_chemical CS 1.6 DeathRun map speedrun_chemical Active · 2 Runs speedrun_dust2 CS 1.6 DeathRun map speedrun_dust2 Active · 106 Runs speedrun_easy2 CS 1.6 DeathRun map speedrun_easy2 Active · 2 Runs speedrun_easy_v1_remake_kaniel CS 1.6 DeathRun map speedrun_easy_v1_remake_kaniel Active · 2 Runs speedrun_easy_v2_remade CS 1.6 DeathRun map speedrun_easy_v2_remade Active · 0 Runs speedrun_evidens CS 1.6 DeathRun map speedrun_evidens Active · 186 Runs speedrun_evidens_big CS 1.6 DeathRun map speedrun_evidens_big Active · 386 Runs speedrun_evidenz2 CS 1.6 DeathRun map speedrun_evidenz2 Active · 2 Runs speedrun_fastrun CS 1.6 DeathRun map speedrun_fastrun Active · 0 Runs speedrun_forest CS 1.6 DeathRun map speedrun_forest Active · 3 Runs speedrun_forest2_extended CS 1.6 DeathRun map speedrun_forest2_extended Active · 2 Runs speedrun_forestzz CS 1.6 DeathRun map speedrun_forestzz Active · 2 Runs speedrun_forest_maxfps CS 1.6 DeathRun map speedrun_forest_maxfps Active · 0 Runs speedrun_poland CS 1.6 DeathRun map speedrun_poland Active · 0 Runs speedrun_qu_dust CS 1.6 DeathRun map speedrun_qu_dust Active · 0 Runs cypress_bhoprun CS 1.6 DeathRun map cypress_bhoprun Archive · 1 Runs deathrun_4am_hop CS 1.6 DeathRun map deathrun_4am_hop Archive · 1 Runs deathrun_abstra CS 1.6 DeathRun map deathrun_abstra Archive · 16 Runs deathrun_abtropicano2 CS 1.6 DeathRun map deathrun_abtropicano2 Archive · 1 Runs deathrun_adi_blurez CS 1.6 DeathRun map deathrun_adi_blurez Archive · 1 Runs deathrun_amigosano CS 1.6 DeathRun map deathrun_amigosano Archive · 2 Runs deathrun_arctic_reversed CS 1.6 DeathRun map deathrun_arctic_reversed Archive · 1 Runs deathrun_army_blue_beta1 CS 1.6 DeathRun map deathrun_army_blue_beta1 Archive · 1 Runs deathrun_arxdukz_back CS 1.6 DeathRun map deathrun_arxdukz_back Archive · 3 Runs deathrun_aztecan_beta1 CS 1.6 DeathRun map deathrun_aztecan_beta1 Archive · 1 Runs deathrun_bandicoot1 CS 1.6 DeathRun map deathrun_bandicoot1 Archive · 81 Runs deathrun_bieber CS 1.6 DeathRun map deathrun_bieber Archive · 180 Runs deathrun_blue_X CS 1.6 DeathRun map deathrun_blue_X Archive · 1 Runs deathrun_bono CS 1.6 DeathRun map deathrun_bono Archive · 1 Runs deathrun_bytun CS 1.6 DeathRun map deathrun_bytun Archive · 1,247 Runs deathrun_bytun2 CS 1.6 DeathRun map deathrun_bytun2 Archive · 1,565 Runs deathrun_bytun3 CS 1.6 DeathRun map deathrun_bytun3 Archive · 3,270 Runs deathrun_c00l_f CS 1.6 DeathRun map deathrun_c00l_f Archive · 843 Runs deathrun_carbon_x CS 1.6 DeathRun map deathrun_carbon_x Archive · 716 Runs deathrun_cartoon CS 1.6 DeathRun map deathrun_cartoon Archive · 1,074 Runs deathrun_challenge_x CS 1.6 DeathRun map deathrun_challenge_x Archive · 12 Runs deathrun_clarion_pch CS 1.6 DeathRun map deathrun_clarion_pch Archive · 1 Runs deathrun_colonial_v3 CS 1.6 DeathRun map deathrun_colonial_v3 Archive · 1 Runs deathrun_color_dev CS 1.6 DeathRun map deathrun_color_dev Archive · 1 Runs deathrun_cr_rainbow CS 1.6 DeathRun map deathrun_cr_rainbow Archive · 2 Runs deathrun_demonlished_fix2 CS 1.6 DeathRun map deathrun_demonlished_fix2 Archive · 69 Runs deathrun_devl1 CS 1.6 DeathRun map deathrun_devl1 Archive · 1 Runs deathrun_energy_final CS 1.6 DeathRun map deathrun_energy_final Archive · 1 Runs deathrun_exelset_4vendeta CS 1.6 DeathRun map deathrun_exelset_4vendeta Archive · 3 Runs deathrun_faraway CS 1.6 DeathRun map deathrun_faraway Archive · 172 Runs deathrun_forgotten_fixed3 CS 1.6 DeathRun map deathrun_forgotten_fixed3 Archive · 2 Runs deathrun_fusion_autumn CS 1.6 DeathRun map deathrun_fusion_autumn Archive · 2 Runs deathrun_fusion_blossom CS 1.6 DeathRun map deathrun_fusion_blossom Archive · 1 Runs deathrun_fusion_glow CS 1.6 DeathRun map deathrun_fusion_glow Archive · 1 Runs deathrun_fusion_nature CS 1.6 DeathRun map deathrun_fusion_nature Archive · 34 Runs deathrun_fusion_shinobi CS 1.6 DeathRun map deathrun_fusion_shinobi Archive · 1 Runs deathrun_fusion_swamp CS 1.6 DeathRun map deathrun_fusion_swamp Archive · 4 Runs deathrun_fusion_tropic CS 1.6 DeathRun map deathrun_fusion_tropic Archive · 37 Runs deathrun_gamebox CS 1.6 DeathRun map deathrun_gamebox Archive · 1,704 Runs deathrun_gb_winter_final4 CS 1.6 DeathRun map deathrun_gb_winter_final4 Archive · 701 Runs deathrun_genius CS 1.6 DeathRun map deathrun_genius Archive · 1,299 Runs deathrun_given_fix CS 1.6 DeathRun map deathrun_given_fix Archive · 467 Runs deathrun_glasslight_easy CS 1.6 DeathRun map deathrun_glasslight_easy Archive · 421 Runs deathrun_glasslight_medium_fix CS 1.6 DeathRun map deathrun_glasslight_medium_fix Archive · 278 Runs deathrun_glowblue_final CS 1.6 DeathRun map deathrun_glowblue_final Archive · 1 Runs deathrun_gotoarmy CS 1.6 DeathRun map deathrun_gotoarmy Archive · 2,435 Runs deathrun_govno CS 1.6 DeathRun map deathrun_govno Archive · 5,302 Runs deathrun_grady_bd CS 1.6 DeathRun map deathrun_grady_bd Archive · 1,859 Runs deathrun_green!_csbr CS 1.6 DeathRun map deathrun_green!_csbr Archive · 536 Runs deathrun_greenjungle CS 1.6 DeathRun map deathrun_greenjungle Archive · 456 Runs deathrun_green_h CS 1.6 DeathRun map deathrun_green_h Archive · 577 Runs deathrun_green_h2_final CS 1.6 DeathRun map deathrun_green_h2_final Archive · 186 Runs deathrun_green_X CS 1.6 DeathRun map deathrun_green_X Archive · 145 Runs Deathrun_griss CS 1.6 DeathRun map Deathrun_griss Archive · 559 Runs deathrun_groovy CS 1.6 DeathRun map deathrun_groovy Archive · 365 Runs deathrun_hb_nahuuu CS 1.6 DeathRun map deathrun_hb_nahuuu Archive · 10 Runs deathrun_hdr CS 1.6 DeathRun map deathrun_hdr Archive · 35 Runs deathrun_heaven_v2 CS 1.6 DeathRun map deathrun_heaven_v2 Archive · 187 Runs deathrun_hell1337_final CS 1.6 DeathRun map deathrun_hell1337_final Archive · 423 Runs deathrun_helvis CS 1.6 DeathRun map deathrun_helvis Archive · 3,378 Runs deathrun_herb CS 1.6 DeathRun map deathrun_herb Archive · 1 Runs DEATHRUN_HERTZ CS 1.6 DeathRun map DEATHRUN_HERTZ Archive · 48 Runs deathrun_house_csbr! CS 1.6 DeathRun map deathrun_house_csbr! Archive · 1 Runs deathrun_hybrid CS 1.6 DeathRun map deathrun_hybrid Archive · 804 Runs deathrun_hype CS 1.6 DeathRun map deathrun_hype Archive · 156 Runs deathrun_hypercube CS 1.6 DeathRun map deathrun_hypercube Archive · 209 Runs deathrun_ice CS 1.6 DeathRun map deathrun_ice Archive · 733 Runs deathrun_iceice CS 1.6 DeathRun map deathrun_iceice Archive · 1 Runs deathrun_icypath CS 1.6 DeathRun map deathrun_icypath Archive · 794 Runs deathrun_impasable CS 1.6 DeathRun map deathrun_impasable Archive · 1 Runs deathrun_imperilment CS 1.6 DeathRun map deathrun_imperilment Archive · 1,577 Runs deathrun_inferno CS 1.6 DeathRun map deathrun_inferno Archive · 258 Runs deathrun_insane CS 1.6 DeathRun map deathrun_insane Archive · 311 Runs deathrun_insider CS 1.6 DeathRun map deathrun_insider Archive · 1 Runs deathrun_isle_beta1 CS 1.6 DeathRun map deathrun_isle_beta1 Archive · 109 Runs deathrun_jinglebells CS 1.6 DeathRun map deathrun_jinglebells Archive · 311 Runs deathrun_jinglebells2 CS 1.6 DeathRun map deathrun_jinglebells2 Archive · 524 Runs deathrun_JMX_remix CS 1.6 DeathRun map deathrun_JMX_remix Archive · 409 Runs deathrun_KaLiiX_Easy CS 1.6 DeathRun map deathrun_KaLiiX_Easy Archive · 128 Runs deathrun_kexic CS 1.6 DeathRun map deathrun_kexic Archive · 1 Runs deathrun_kings_never_die CS 1.6 DeathRun map deathrun_kings_never_die Archive · 3 Runs deathrun_k_icy CS 1.6 DeathRun map deathrun_k_icy Archive · 95 Runs deathrun_k_toony CS 1.6 DeathRun map deathrun_k_toony Archive · 1 Runs deathrun_labwayz_xf CS 1.6 DeathRun map deathrun_labwayz_xf Archive · 36 Runs deathrun_laikiux CS 1.6 DeathRun map deathrun_laikiux Archive · 44 Runs deathrun_laikiux2 CS 1.6 DeathRun map deathrun_laikiux2 Archive · 878 Runs deathrun_laikiux6 CS 1.6 DeathRun map deathrun_laikiux6 Archive · 1,103 Runs deathrun_laikiux7 CS 1.6 DeathRun map deathrun_laikiux7 Archive · 206 Runs deathrun_laikiux8 CS 1.6 DeathRun map deathrun_laikiux8 Archive · 249 Runs deathrun_laikiux_pizdec CS 1.6 DeathRun map deathrun_laikiux_pizdec Archive · 100 Runs deathrun_laikiux_rawr CS 1.6 DeathRun map deathrun_laikiux_rawr Archive · 370 Runs deathrun_laikiux_voximal CS 1.6 DeathRun map deathrun_laikiux_voximal Archive · 219 Runs deathrun_laserspace CS 1.6 DeathRun map deathrun_laserspace Archive · 80 Runs deathrun_legendz CS 1.6 DeathRun map deathrun_legendz Archive · 1 Runs deathrun_levelcolors CS 1.6 DeathRun map deathrun_levelcolors Archive · 7 Runs deathrun_live CS 1.6 DeathRun map deathrun_live Archive · 14 Runs deathrun_mafia_easy CS 1.6 DeathRun map deathrun_mafia_easy Archive · 2,925 Runs deathrun_mario_nigga2 CS 1.6 DeathRun map deathrun_mario_nigga2 Archive · 508 Runs deathrun_massive CS 1.6 DeathRun map deathrun_massive Archive · 193 Runs deathrun_mc_nwk CS 1.6 DeathRun map deathrun_mc_nwk Archive · 194 Runs deathrun_metropolis_beta1 CS 1.6 DeathRun map deathrun_metropolis_beta1 Archive · 53 Runs deathrun_mici_f CS 1.6 DeathRun map deathrun_mici_f Archive · 798 Runs deathrun_midr_csbr CS 1.6 DeathRun map deathrun_midr_csbr Archive · 2 Runs deathrun_minecraft_adventure CS 1.6 DeathRun map deathrun_minecraft_adventure Archive · 138 Runs deathrun_minecraft_final CS 1.6 DeathRun map deathrun_minecraft_final Archive · 1,639 Runs deathrun_minimalism CS 1.6 DeathRun map deathrun_minimalism Archive · 137 Runs deathrun_mountains CS 1.6 DeathRun map deathrun_mountains Archive · 14 Runs deathrun_mountains_final CS 1.6 DeathRun map deathrun_mountains_final Archive · 1,406 Runs deathrun_muerte CS 1.6 DeathRun map deathrun_muerte Archive · 92 Runs deathrun_mulatto CS 1.6 DeathRun map deathrun_mulatto Archive · 7 Runs deathrun_namek CS 1.6 DeathRun map deathrun_namek Archive · 479 Runs deathrun_neon CS 1.6 DeathRun map deathrun_neon Archive · 3 Runs deathrun_neon_v2 CS 1.6 DeathRun map deathrun_neon_v2 Archive · 3 Runs deathrun_newlife_final2 CS 1.6 DeathRun map deathrun_newlife_final2 Archive · 1,575 Runs deathrun_ng_snow CS 1.6 DeathRun map deathrun_ng_snow Archive · 1 Runs deathrun_nightrun_beta3 CS 1.6 DeathRun map deathrun_nightrun_beta3 Archive · 180 Runs deathrun_nored CS 1.6 DeathRun map deathrun_nored Archive · 211 Runs deathrun_Nothing CS 1.6 DeathRun map deathrun_Nothing Archive · 521 Runs deathrun_nrj_orange_g CS 1.6 DeathRun map deathrun_nrj_orange_g Archive · 348 Runs deathrun_oa_easy CS 1.6 DeathRun map deathrun_oa_easy Archive · 1,877 Runs deathrun_office_beta1 CS 1.6 DeathRun map deathrun_office_beta1 Archive · 3,108 Runs deathrun_old_sea-fix CS 1.6 DeathRun map deathrun_old_sea-fix Archive · 176 Runs deathrun_orange CS 1.6 DeathRun map deathrun_orange Archive · 1 Runs Deathrun_orange_facil CS 1.6 DeathRun map Deathrun_orange_facil Archive · 383 Runs deathrun_outside_estonia CS 1.6 DeathRun map deathrun_outside_estonia Archive · 1,978 Runs deathrun_pacman CS 1.6 DeathRun map deathrun_pacman Archive · 544 Runs deathrun_pacman2 CS 1.6 DeathRun map deathrun_pacman2 Archive · 1 Runs deathrun_peja_city CS 1.6 DeathRun map deathrun_peja_city Archive · 1,939 Runs deathrun_pixelhop CS 1.6 DeathRun map deathrun_pixelhop Archive · 31 Runs deathrun_pizdabol2 CS 1.6 DeathRun map deathrun_pizdabol2 Archive · 87 Runs deathrun_pizdabol_easy CS 1.6 DeathRun map deathrun_pizdabol_easy Archive · 844 Runs deathrun_poolday CS 1.6 DeathRun map deathrun_poolday Archive · 1,080 Runs deathrun_portal CS 1.6 DeathRun map deathrun_portal Archive · 756 Runs deathrun_prezmik CS 1.6 DeathRun map deathrun_prezmik Archive · 5,418 Runs deathrun_privateers CS 1.6 DeathRun map deathrun_privateers Archive · 57 Runs deathrun_projetocs CS 1.6 DeathRun map deathrun_projetocs Archive · 843 Runs deathrun_projetocs2 CS 1.6 DeathRun map deathrun_projetocs2 Archive · 6,710 Runs deathrun_projetocs3 CS 1.6 DeathRun map deathrun_projetocs3 Archive · 1,539 Runs deathrun_projetocs4 CS 1.6 DeathRun map deathrun_projetocs4 Archive · 577 Runs deathrun_qu_dust CS 1.6 DeathRun map deathrun_qu_dust Archive · 1,527 Runs deathrun_rapture CS 1.6 DeathRun map deathrun_rapture Archive · 322 Runs deathrun_raykium_x CS 1.6 DeathRun map deathrun_raykium_x Archive · 88 Runs deathrun_real CS 1.6 DeathRun map deathrun_real Archive · 3 Runs deathrun_righteous2 CS 1.6 DeathRun map deathrun_righteous2 Archive · 5 Runs deathrun_rizzy_x CS 1.6 DeathRun map deathrun_rizzy_x Archive · 61 Runs deathrun_roadway CS 1.6 DeathRun map deathrun_roadway Archive · 4,006 Runs deathrun_rock_v3 CS 1.6 DeathRun map deathrun_rock_v3 Archive · 1,283 Runs deathrun_ronde CS 1.6 DeathRun map deathrun_ronde Archive · 8 Runs deathrun_s7ars CS 1.6 DeathRun map deathrun_s7ars Archive · 2,738 Runs deathrun_sammal_3sixty_beta1 CS 1.6 DeathRun map deathrun_sammal_3sixty_beta1 Archive · 166 Runs deathrun_sanctuary CS 1.6 DeathRun map deathrun_sanctuary Archive · 299 Runs deathrun_sandeath CS 1.6 DeathRun map deathrun_sandeath Archive · 426 Runs deathrun_sandlab CS 1.6 DeathRun map deathrun_sandlab Archive · 1,053 Runs deathrun_sasumari CS 1.6 DeathRun map deathrun_sasumari Archive · 1 Runs deathrun_seen_wh CS 1.6 DeathRun map deathrun_seen_wh Archive · 1 Runs deathrun_sensation_csbr_fix CS 1.6 DeathRun map deathrun_sensation_csbr_fix Archive · 1 Runs deathrun_sentinel_mini CS 1.6 DeathRun map deathrun_sentinel_mini Archive · 1 Runs deathrun_sfa! CS 1.6 DeathRun map deathrun_sfa! Archive · 643 Runs deathrun_shake CS 1.6 DeathRun map deathrun_shake Archive · 1,364 Runs deathrun_shapes CS 1.6 DeathRun map deathrun_shapes Archive · 28 Runs deathrun_shifter_beta1 CS 1.6 DeathRun map deathrun_shifter_beta1 Archive · 857 Runs deathrun_short2 CS 1.6 DeathRun map deathrun_short2 Archive · 1,995 Runs deathrun_silence CS 1.6 DeathRun map deathrun_silence Archive · 374 Runs deathrun_sketchy CS 1.6 DeathRun map deathrun_sketchy Archive · 1 Runs deathrun_skyline CS 1.6 DeathRun map deathrun_skyline Archive · 3,809 Runs deathrun_skyzzar CS 1.6 DeathRun map deathrun_skyzzar Archive · 1,143 Runs deathrun_snow_run CS 1.6 DeathRun map deathrun_snow_run Archive · 2,023 Runs deathrun_spring3 CS 1.6 DeathRun map deathrun_spring3 Archive · 905 Runs deathrun_standy CS 1.6 DeathRun map deathrun_standy Archive · 4 Runs deathrun_sunny CS 1.6 DeathRun map deathrun_sunny Archive · 2 Runs deathrun_supra CS 1.6 DeathRun map deathrun_supra Archive · 1 Runs deathrun_supreme CS 1.6 DeathRun map deathrun_supreme Archive · 807 Runs deathrun_taringacs_fourgames CS 1.6 DeathRun map deathrun_taringacs_fourgames Archive · 1 Runs deathrun_temple CS 1.6 DeathRun map deathrun_temple Archive · 2,972 Runs deathrun_temple2 CS 1.6 DeathRun map deathrun_temple2 Archive · 887 Runs deathrun_toon_world CS 1.6 DeathRun map deathrun_toon_world Archive · 1 Runs deathrun_total_wipeout CS 1.6 DeathRun map deathrun_total_wipeout Archive · 8 Runs deathrun_trap_canyon CS 1.6 DeathRun map deathrun_trap_canyon Archive · 105 Runs deathrun_trenal CS 1.6 DeathRun map deathrun_trenal Archive · 328 Runs deathrun_tropico_beta1 CS 1.6 DeathRun map deathrun_tropico_beta1 Archive · 269 Runs deathrun_ultra CS 1.6 DeathRun map deathrun_ultra Archive · 158 Runs deathrun_ultras2 CS 1.6 DeathRun map deathrun_ultras2 Archive · 1,649 Runs deathrun_underlab_v2 CS 1.6 DeathRun map deathrun_underlab_v2 Archive · 5 Runs deathrun_unknown-area CS 1.6 DeathRun map deathrun_unknown-area Archive · 356 Runs deathrun_unreal CS 1.6 DeathRun map deathrun_unreal Archive · 244 Runs deathrun_unreal_tuscan CS 1.6 DeathRun map deathrun_unreal_tuscan Archive · 265 Runs deathrun_urs_ulala CS 1.6 DeathRun map deathrun_urs_ulala Archive · 116 Runs deathrun_vacuum_clarion CS 1.6 DeathRun map deathrun_vacuum_clarion Archive · 2 Runs deathrun_w00dfun CS 1.6 DeathRun map deathrun_w00dfun Archive · 1,753 Runs deathrun_wild_easy CS 1.6 DeathRun map deathrun_wild_easy Archive · 1,430 Runs deathrun_workshop_b1 CS 1.6 DeathRun map deathrun_workshop_b1 Archive · 1 Runs fu_sane CS 1.6 DeathRun map fu_sane Archive · 22 Runs kzsca_heaven CS 1.6 DeathRun map kzsca_heaven Archive · 85 Runs speedrun_chemicalz CS 1.6 DeathRun map speedrun_chemicalz Archive · 27 Runs speedrun_easy_v1 CS 1.6 DeathRun map speedrun_easy_v1 Archive · 55 Runs speedrun_evidenz CS 1.6 DeathRun map speedrun_evidenz Archive · 133 Runs speedrun_grasz CS 1.6 DeathRun map speedrun_grasz Archive · 259 Runs speedrun_projetocs2 CS 1.6 DeathRun map speedrun_projetocs2 Archive · 8 Runs speedrun_tornado CS 1.6 DeathRun map speedrun_tornado Archive · 1 Runs speedrun_tr CS 1.6 DeathRun map speedrun_tr Archive · 283 Runs
Map LeaderboardsFastest recorded times by movement category
67 MAPS
# Map Simplified Speedrun KZ Fun Evolution TT Default TT Gravity TT Speed
1deathrun_prezmikCURRENT MAP
0:08.529`KenShi.
0:09.565xdd
0:06.238`KenShi.
0:08.204`KenShi.
———
2deathrun_2010
0:07.070`KenShi.
0:07.984Scarius
0:41.566gedzorrr
0:04.877`KenShi.
0:06.886`KenShi.
———
3deathrun_2011
0:08.721`KenShi.
0:10.841`KenShi.
0:29.907`KenShi.
0:04.843Gienkoskyy
0:08.137`KenShi.
———
4deathrun_32green
0:05.058`KenShi.
0:05.908`KenShi.
0:22.832gedzorrr
0:03.251`KenShi.
0:04.584`KenShi.
———
5deathrun_3h
0:08.670`KenShi.
0:10.492gedzorrr
0:49.047boryz?
0:06.348`KenShi.
0:09.959`KenShi.
———
6deathrun_absolute
0:14.888`KenShi.
0:21.653`KenShi.
0:13.417`KenShi.
0:15.939`KenShi.
———
7deathrun_all_green
0:08.201`KenShi.
0:09.291`KenShi.
0:05.914`KenShi.
0:07.689`KenShi.
———
8deathrun_all_green2
0:11.498`KenShi.
0:14.291gedzorrr
0:48.954Bo ^ ogY
0:07.301boryz?
0:10.817`KenShi.
———
9deathrun_alleywinter
0:07.630boryz?
0:12.159boryz?
0:05.276boryz?
0:09.620gedzorrr
———
10deathrun_alpin_spring
0:06.431`KenShi.
0:12.924gedzorrr
—
0:03.269`KenShi.
0:09.670gedzorrr
———
11deathrun_antic
0:07.805gedzorrr
0:08.712gedzorrr
0:38.813gedzorrr
0:05.621gedzorrr
0:07.641`KenShi.
———
12deathrun_arctic
0:12.435boryz?
0:13.775xdd
1:51.790kNG
0:09.270boryz?
0:05.429Iwannabepro
0:10.133nev1reN -XO
0:10.968nev1reN -XO
—
13deathrun_arena2_hard
0:09.308gedzorrr
0:14.299Bo ^ ogY
0:47.985Bo ^ ogY
0:08.104`KenShi.
0:09.746gedzorrr
———
14deathrun_aside2
0:12.482`KenShi.
0:32.316gedzorrr
1:04.589Bo ^ ogY
0:07.088`KenShi.
0:13.422`KenShi.
———
15deathrun_assent_4Vendeta
0:10.488`KenShi.
0:13.379boryz?
1:25.775Bo ^ ogY
0:07.610`KenShi.
0:10.652boryz?
———
16deathrun_autominecraft_fixed
0:08.858`KenShi.
0:10.431gedzorrr
0:06.435`KenShi.
0:09.446`KenShi.
———
17deathrun_av2009_recolored-ez
0:10.296boryz?
0:13.242`KenShi.
1:06.244gedzorrr
0:07.417boryz?
0:10.113`KenShi.
———
18deathrun_aventure
0:16.934boryz?
0:49.109`KenShi.
1:31.723gedzorrr
0:13.495`KenShi.
0:18.089Iwannabepro
———
19deathrun_aztec_hd_v2_rmk
0:15.460`KenShi.
0:19.571`KenShi.
1:16.911Bo ^ ogY
0:05.266Gienkoskyy
0:14.981`KenShi.
———
20deathrun_azteca_fixed
0:19.588`KenShi.
0:24.286`KenShi.
1:01.543boryz?
0:13.585boryz?
0:17.909`KenShi.
———
21deathrun_aztecrun
0:10.866`KenShi.
0:15.451gedzorrr
0:06.540Gienkoskyy
———
22deathrun_badblood
0:09.853gedzorrr
0:11.765xdd
1:03.272gedzorrr
0:07.514Gienkoskyy
0:11.214`KenShi.
———
23deathrun_badblood_v2
0:14.901cyborg
—
0:10.224`KenShi.
0:13.666`KenShi.
———
24deathrun_badblood_v3
0:10.071boryz?
0:11.520boryz?
0:07.607`KenShi.
0:10.396`KenShi.
———
25deathrun_bautis_v1
0:07.430`KenShi.
0:08.457`KenShi.
0:05.176`KenShi.
0:06.107Iwannabepro
———
26deathrun_bhopz_v3_ka
0:06.880`KenShi.
0:08.927`KenShi.
0:38.817gedzorrr
0:04.700`KenShi.
0:07.535Iwannabepro
———
27deathrun_bieber_f
0:08.689`KenShi.
0:09.604Scarius
0:41.957Bo ^ ogY
0:06.032`KenShi.
0:08.147`KenShi.
———
28deathrun_big_tower
0:21.995`KenShi.
0:31.698gedzorrr
1:57.142gedzorrr
0:13.910`KenShi.
0:24.823`KenShi.
———
29deathrun_bkm
0:07.572`KenShi.
0:22.315`KenShi.
0:58.464Kamor
0:02.755`KenShi.
0:08.237`KenShi.
———
30deathrun_blackcastel
0:16.921`KenShi.
0:21.519gedzorrr
1:09.620Bo ^ ogY
0:11.403`KenShi.
0:17.529`KenShi.
———
31deathrun_blackcastle_2
0:05.659`KenShi.
0:06.484gaweleq
0:22.231`KenShi.
0:03.309boryz?
0:05.062gedzorrr
———
32deathrun_bom
0:08.316`KenShi.
0:08.465Radzioka
0:05.421Radzioka
0:09.238`KenShi.
———
33deathrun_bom2
0:12.871`KenShi.
0:15.870gucci mnich
1:18.753gedzorrr
0:09.273`KenShi.
0:13.087gedzorrr
———
34deathrun_building
0:10.294`KenShi.
0:13.058trepi
0:48.389gedzorrr
0:06.860Gienkoskyy
0:11.112`KenShi.
———
35deathrun_bytun
0:07.193boryz?
0:08.811boryz?
0:04.985boryz?
0:08.233boryz?
———
36deathrun_bytun2
0:07.364`KenShi.
0:09.055`KenShi.
—
0:05.067`KenShi.
0:06.855`KenShi.
———
37deathrun_bytun3
0:06.196`KenShi.
0:07.270gedzorrr
0:30.717gedzorrr
0:04.135`KenShi.
0:05.790gedzorrr
———
38deathrun_cartoon
0:11.924`KenShi.
0:16.146gedzorrr
0:09.193`KenShi.
0:14.061`KenShi.
———
39deathrun_chemical
0:05.429gedzorrr
0:06.079Scarius
0:22.883boryz?
0:03.620gedzorrr
0:04.631gedzorrr
0:05.064Iwannabepro
0:08.269Iwannabepro
0:06.037Scarius
40deathrun_cityhotel_v2
0:15.255`KenShi.
0:50.990`KenShi.
1:30.564Iwannabepro
0:16.645Iwannabepro
———
41deathrun_clarion_l98
0:18.432`KenShi.
0:39.434gedzorrr
0:15.704`KenShi.
0:17.903`KenShi.
———
42deathrun_cliff
0:09.459boryz?
0:12.094cyborg
0:06.950Gienkoskyy
0:10.968gaweleq
———
43deathrun_clr_abandoned
0:12.584gedzorrr
0:41.450gedzorrr
0:08.827Hive
0:20.222trepi
———
44deathrun_dsa
0:04.947Scarius
0:05.588SuNsHiNe
0:32.051`KenShi.
0:03.091`KenShi.
0:04.793`KenShi.
———
45deathrun_dust2009
0:10.148`KenShi.
0:12.466cyborg
0:07.170boryz?
0:10.247`KenShi.
———
46deathrun_dust2010
0:06.303gedzorrr
0:07.119gedzorrr
0:03.396cyborg
0:05.925`KenShi.
———
47deathrun_dust2011
0:07.833gedzorrr
0:08.816boryz?
0:05.755`KenShi.
0:08.420`KenShi.
———
48deathrun_easy_professional_xXx
0:05.742boryz?
0:12.399gedzorrr
0:55.970Bo ^ ogY
0:02.372boryz?
0:12.959`KenShi.
———
49deathrun_easy_v1
0:08.386gedzorrr
0:45.539gedzorrr
0:05.637kcrvxn
0:07.857`KenShi.
0:10.551Radzioka
0:12.776Iwannabepro
0:12.081Scarius
50deathrun_easy_v2
0:06.716`KenShi.
0:07.561Scarius
0:37.427gedzorrr
0:04.744`KenShi.
0:06.343`KenShi.
———
51deathrun_easy_v3
0:08.347`KenShi.
0:09.677Scarius
0:06.441`KenShi.
0:08.611`KenShi.
———
52deathrun_easy_v4
0:08.964gedzorrr
0:14.686gedzorrr
0:57.641gedzorrr
0:06.870gedzorrr
0:10.412gaweleq
———
53deathrun_elite_b3
0:11.287`KenShi.
0:13.367`KenShi.
1:21.998Iwannabepro
0:08.366`KenShi.
0:11.034`KenShi.
———
54deathrun_evidens
0:06.674`KenShi.
0:07.251xdd
0:33.311maitreya
0:04.591`KenShi.
0:06.293`KenShi.
—
0:11.133nev1reN -XO
0:07.111Iwannabepro
55deathrun_extreme
0:04.210`KenShi.
0:14.675Zawik
0:37.751Bo ^ ogY
0:02.566daddy
0:05.125Iwannabepro
———
56deathrun_extreme_v2
0:12.537`KenShi.
0:20.702gedzorrr
2:04.017Bo ^ ogY
0:08.811`KenShi.
0:12.777`KenShi.
———
57deathrun_projetocs2
0:07.612boryz?
0:08.986gaweleq
0:07.974`KenShi.
———
58speedrun_2010
0:12.604gedzorrr
0:07.829Scarius
——
0:08.014Iwannabepro
———
59speedrun_20min
0:05.716gedzorrr
0:05.185Scarius
——
0:04.208`KenShi.
———
60speedrun_30min
0:06.175gedzorrr
0:06.126Scarius
——
0:05.885Gienkoskyy
———
61speedrun_aztekek2_easy—
0:14.096gaweleq
0:58.248Kamor
—
0:10.547`KenShi.
———
62speedrun_bieber——————
63speedrun_dust2
0:24.336gedzorrr
0:19.005Iwannabepro
0:15.140Iwannabepro
0:19.063Walku`
———
64speedrun_easy_v1—
0:09.194gedzorrr
0:46.447gedzorrr
—
0:10.608Iwannabepro
———
65speedrun_evidens
0:07.035`KenShi.
0:07.518Scarius
——
0:06.477`KenShi.
———
66speedrun_evidens_big
0:09.062gedzorrr
0:10.268gedzorrr
—
0:06.578`KenShi.
0:08.730`KenShi.
———
67speedrun_evidenz
0:22.080gedzorrr
0:24.084gedzorrr
—
0:18.185`KenShi.
0:32.435Iwannabepro
———
SERVER GUIDE · CS 1.6
Runpedia

Explore the modes, master movement and understand your results. Speedrun and Zombie rules, commands, account progression and analysis tools — all in one place.

Getting started

Choose individual map runs in Speedrun or multiplayer Zombie chases. Your progression, records and statistics are also available on the website.

Join the server

Address: iwannabepro.com:27015. Choose your language and follow the authentication screen displayed after connecting.

Choose your game

Speedrun uses the CT team and offers five movement modes. Zombie uses the TT team. Available modes depend on the current map; unavailable options are marked in the menu.

Menus and settings

/menu opens your current mode menu, /settings opens player settings and /hud configures the interface. /m opens team selection controls.

Start a run

The start and finish zones define the timed route. Completing a recorded attempt lets you compare its time and movement statistics with other players.

Try again

The reload action, usually bound to R, returns you to the start and resets the attempt. The console commands respawn and dr_respawn are also available.

Watch other players

/spec moves you to spectator and stops your attempt. /back returns you to your previous team; using /spec again while spectating also returns you.

Speedrun modes

Each mode has separate results. Choose your mode before starting a run; changing modes during a timed attempt is blocked.

Simplified

AutoBH and one additional jump in the air. Speed: 250 / 350 / 450 / 550 u/s. Gravity: 1.0 / 0.9 / 0.8 / 0.75. Settings are saved separately for this mode. Results use the measured FPS category.

Speedrun

Classic movement with AutoBH and no additional jump. Base speed is 250 u/s and gravity is 1.0. Compare times within the same FPS category.

KZ

No AutoBH or additional jumps. Gravity is 1.0; base speed is 250 u/s, or 260 u/s with the Scout available to VIP players. No Slowdown is a separate setting and result filter. The main website KZ leaderboards use 100 FPS with slowdown.

Fun

AutoBH and two additional jumps in the air. Speed: 250 / 500 / 1000 / 1500 u/s. Gravity: 1.0 / 0.9 / 0.8 / 0.7 / 0.6 / 0.5. Fun settings are saved separately.

Evolution

AutoBH with movement upgrades purchased using points earned through account levels. You start at 250 u/s and gravity 1.0. Double jump requires an Evolution points purchase.

AutoBH and additional jumps

AutoBH helps chain jumps while holding the jump button. An additional airborne jump requires another press; it is a different mechanic from AutoBH.

Zombie — chase rules

A separate TT game: escape to the finish or catch the other players. Zombie availability depends on the map.

Joining

/zombie joins TT; /solo returns to CT. The current configuration enables Zombie on deathrun_evidens. Other maps may mark it unavailable.

Start requirements

At least two living TT players, a configured start position and a finish zone are required. Players wait until these requirements are met.

First zombie

The system randomly selects an eligible participant who has not held the role in the current cycle. Two continuously eligible players alternate; larger groups receive a turn before repeating.

Round start

Runners receive a four-second head start. The first zombie chooses AutoBH ON or OFF for everyone. If no choice is made in time, the server picks randomly and announces it in chat.

Time limit and victory

The three-minute round limit includes the four-second head start. One runner reaching the finish guarantees a survivor victory. Survivors also win when time expires or no zombies remain. Zombies win by catching everyone if nobody escaped earlier.

Infection

Caught players become zombies and join the hunt. This variant also supports infection and antidote grenades.

Elimination

Caught players leave the chase instead of becoming zombies. Infection’s cure rules do not apply to this variant.

Variant preference

/zvote changes your preference for the current map. The next round uses the preferences of current TT players. A tie keeps the current variant; the initial default is Infection. An ongoing chase retains its original rules.

Movement variant

Zombie Default: 250 u/s, gravity 1.0. Zombie Gravity: 250 u/s, gravity 0.75. Zombie Speed: 350 u/s, gravity 1.0. Changing movement variants during a chase is blocked. Becoming a zombie does not automatically add a speed bonus.

Test grenades

/zinfect and /zantidote provide test equipment in Infection. Each player can use one grenade of each type per round. Effects have a 240-unit radius and do not pass through walls.

Antidote

A player can be cured once per round. CT and players who have already reached safety are unaffected. These grenades do not deal ordinary HE damage.

HUD and summary

The HUD shows your role, variant, AutoBH, time, survivors, zombies and safe players. Round summaries include escapes, infections, cures or eliminations, plus player highlights.

After the round

Players can keep moving. The next round follows a ten-second break; infections and escapes during that break do not change the completed result.

Models and sound

Zombie has custom models, personal lighting, music, and infection, countdown and victory sounds. Grenades have custom models and colored trails.

Waiting and records

A lone TT player can move normally while waiting. Active chases retain the timer but do not save ordinary map records. /zstatus displays the game state.

Zombie development

A separate league, permanent chase history, Zombie currency and an equipment shop are planned. They are not yet an active reward system for this mode.

Player settings

Adjust movement, visibility and sound. Available menu options depend on your team, mode and permissions.

FPS

The menu cycles through ALL, fixed values and Unlimited. Available values: 100, 200, 300, 333, 400, 500, 600, 666, 700, 800, 900 and 999. ALL compares all categories; Unlimited is a separate result category.

Speed and gravity

Manual adjustment is available in Simplified and Fun. The menu requires a short wait after spawning. Speedrun, KZ and Evolution apply their own movement rules.

No Slowdown

In KZ, toggles removal of jump slowdown and is stored with the result. In Zombie it starts enabled; changing it during an active run is blocked.

Invis

/invis or the console command invis toggles the Invisible view for CT. It hides your weapon model, same-team players and func_water objects in your own view. It is also available without VIP. Changes are blocked during a run; Invis is unavailable in Zombie.

Player visibility

CT can show everyone, CT only, TT only or nobody. Zombie players remain visible and cannot disable this option.

Footsteps

Options include all footsteps, your own only and silence. Choose the sound setting you prefer.

VIP weapons

Eligible players can choose additional equipment: USP, Scout in KZ and a grenade. Equipment availability does not change the official result category rules.

Menu on spawn

Toggle whether the menu opens automatically after spawning.

Saved spawn

The option shown in some VIP menus currently does not save a custom spawn position. Use return to start to repeat your attempt.

Controls and shortcuts

Shortcuts depend on your CS 1.6 key bindings. These keys refer to common action bindings; commands work independently of the assigned key.

W / A / S / D

Move forward, left, backward and right. When air strafing, coordinate sideways movement with your mouse; holding W is not a universal acceleration technique.

Space

Jump. AutoBH modes allow you to hold the button; KZ requires correctly timed jumps. Additional jumps require another press.

Ctrl

Duck, used in jump techniques and low sections of maps.

R — reload

The +reload action returns you to the start. If you use another binding, press your reload key or enter respawn in the console.

M — team selection

The common chooseteam binding is handled by the server menus. Use /menu to reliably open your current mode menu.

I — briefing

With the showbriefing binding, this toggles Invis. You can also enter /invis.

TAB and mouse wheel

TAB is not a guaranteed menu shortcut, and the wheel is not a guaranteed FPS switch. Their actions depend on your bindings; select an FPS cap in /settings.

Mouse

Mouse movement affects strafes and yaw. In Zombie, knife attacks catch players; equipment and actions depend on your role.

Player commands

Enter commands beginning with / in chat. respawn, dr_respawn and invis are also console commands.

/menu · /settings · /hud

Current mode menu, player settings and HUD configuration.

/m

Team and game selection controls.

/invis · invis

Toggle the Invisible view in CT before starting an attempt.

respawn · dr_respawn

Return to the start and reset your attempt. The standard reload action also triggers a restart.

/rank · /top15

Your position and the map’s best results for the current category and filters. KZ also uses your No Slowdown setting.

/stats · /czas

Play-time statistics.

/spec · /back

Enter spectator and return to your previous team.

/refresh

Reload account data. Useful when information has not updated after a change.

/offwarn · /onwarn

Disable or re-enable warnings about client settings blocking FPS commands.

/dwstats

Toggle JumpStats chat announcements.

/maps · /mapy · /mapa

Map list menu. The configuration also accepts these names without the slash.

/rtv · /nominate

Vote to change the map and nominate maps for voting. Availability depends on voting requirements.

/zombie · /solo · /zstatus

Join Zombie, return to CT and check chase status.

/zvote

Infection or Elimination preference for the current map.

/zinfect · /zantidote

Test infection and antidote grenades, subject to current round restrictions.

/casino · /roulette · /ruletka · /kasyno

Gold roulette menu.

/bet amount color

Place a chat bet, for example /bet 100 r.

/daj

Menu for giving Gold to another player.

Records, FPS and Route Guard

Compare results on the same map, mode and season with matching settings. Time alone does not provide the full context.

Personal best — PB / PR

Your best matching result. Map, mode, FPS and KZ No Slowdown filters can change which result is used for comparison.

World record — WR

The best result in the selected official leaderboard. Chat displays your difference from PR and WR after the attempt.

Measured FPS

The saved result category comes from the highest measured FPS during the attempt, allowing for natural fluctuations. A menu setting does not replace measurement.

ALL and Unlimited

ALL combines categories in the leaderboard view. Unlimited is a separate result category without a fixed cap. Both settings can permit high FPS, but mean different things in result filters.

Official results

Official leaderboards apply route and category rules. KZ has additional FPS requirements; the main website leaderboards select 100 FPS with slowdown.

Route Guard

Compares the recorded run with the map’s learned route. A confirmed required-route skip marks the result unofficial.

Needs review

REVIEW does not automatically mean a shortcut or cheating. Missing route models or samples are also not proof of a route skip.

Unofficial results

These can be viewed by changing the official-results filter. They do not earn official completion points or positions in the official points leaderboard.

Seasons

Current results are recorded in season 2. The season 1 archive shows earlier achievements; compare results within the selected season.

Checkpoints

Checkpoints record split times along the route and help identify where you gain or lose time against a previous attempt.

Return zone

On maps with a return zone, body contact, including feet, sends you back to the start. It is not a checkpoint for resuming a timed run.

Evolution progression

Evolution points come from your account level. Allocate them between three upgrades in Settings → Evolution Stats.

Earning points

The target pool reaches 145 points at level 99. At level L, the pool is floor((L − 1) × 145 / 98). Previously allocated points are preserved if they exceed that value.

Speed

One point adds 10 u/s. Up to 75 points increase base speed from 250 to 1000 u/s.

Gravity

One point reduces gravity by 0.005. Up to 50 points reduce gravity from 1.0 to 0.75.

Double jump

Costs 20 points and unlocks one additional jump in the air.

Reset upgrades

Reset all clears your allocations so you can redistribute the same points. It does not reset your level or total points pool.

Change before running

Open the upgrades menu before starting an attempt. Access to Evolution Stats is blocked during an active run.

EXP, levels and Gold

EXP increases your account level, Gold is currency, and ranking points are a separate system.

Recorded completion rewards

Simplified: +15 EXP and +3 Gold. Speedrun: +35 EXP and +10 Gold. KZ: +125 EXP and +50 Gold. Fun: +5 EXP and +2 Gold. Evolution: +25 EXP and +15 Gold.

Account level

Level is floor(√(EXP / 102)) + 1, capped at 99. Level 2 requires 102 EXP, level 3 requires 408 EXP and level 10 requires 8262 EXP.

Zombie and map rewards

Active Zombie chases are excluded from ordinary map record saves. Historical TT rewards in classic tables should not be treated as rewards for the current chase.

Giving Gold

/daj opens recipient and amount selection. The old /give command is not registered by the current plugin.

Roulette

/casino, /roulette, /ruletka and /kasyno open Gold roulette. Red and black pay ×2; green pays ×14. Bets spend Gold, and losing bets are not refunded.

Chat bets

Syntax: /bet amount color, for example /bet 100 r. Use r, b and g for red, black and green. all or vmax uses your entire balance. Betting closes during the final five seconds of each minute cycle.

Play time

/stats or /czas displays play-time statistics. Your website profile shows account progression and activity history.

Points, ELO and leagues

Completion points measure map progress. ELO comes from current leaderboard positions. EXP and Gold are tracked separately.

Completion points

Simplified: 2 for fixed FPS or 1 for Unlimited. Speedrun: 3 or 2. Evolution: 4 or 3. KZ: 8 for one shared slot. Fun: 1 for one shared slot.

Map slots

Simplified, Speedrun and Evolution have slots for 100, 200, 333, 400, 500, 600, 666, 700, 800, 900, 999 and Unlimited. Completing the same slot again does not award completion points twice.

What about 300 FPS?

A 300 FPS result can be saved and shown in records. Current points rules do not include a separate 300 FPS slot for Simplified, Speedrun or Evolution.

Position ELO

The first 15 places award 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2 and 1 ELO respectively. Positions are recalculated after new results.

One result per player

Each slot selects every player’s best matching official result. Equal times are resolved by higher sync, then by the earlier result ID.

Position changes

Moving up or down changes ELO. Leaving the top 15 removes that slot’s ELO, while previously earned completion points remain.

Included modes

The system covers the five CT modes. TT and active Zombie chases are excluded from ordinary map points. Results and players flagged as cheaters are excluded.

Completion leagues

Grey: 0–9999. Light Blue: 10000–24999. Blue: 25000–49999. Purple: 50000–79999. Pink: 80000–119999. Red: 120000–149999. Gold: 150000 and above. Website leagues are based on completion points.

Example

An official Evolution completion at 333 FPS earns 4 completion points. First place in that slot adds 15 ELO; second place adds 14. These are two separate measures.

HUD and movement glossary

Use /hud to choose visible elements and colors. Statistics help explain a run, but no single value replaces its completion time.

Visible elements

Toggle radar / HP / armor, crosshair and ammunition, money, the standard timer and the server information HUD.

Run HUD

Separate options control the run timer, speed, FPS, JumpStats, personal-record difference and pre speed. HUD color settings are also available.

Speed — u/s

Horizontal speed in units per second. The mode’s configured base speed and your actual speed gained through movement are different values.

Pre speed

Speed before a jump. In the run-start summary, it describes speed at the first jump after leaving the start zone.

Sync

Good-sync frames as a share of recorded sync frames. It describes acceleration efficiency while strafing.

Gain and loss

Gain is speed added; loss is speed removed. Jump and strafe analysis shows both within specific parts of an attempt.

First-jump delay

Time between the start event and the first jump. Useful for comparing how an attempt begins.

Zone distance

Distance from the start boundary at the first jump. It describes your start technique and is not a separate reward.

Time difference

Comparison with your personal record: green means ahead, red means behind.

Strafe

Coordinated directional and mouse input used to maintain or increase speed. Strafe count alone does not measure movement quality.

Yaw

Horizontal changes in viewing direction. Movement analysis uses it to describe mouse input and its relationship with strafes.

Air time and consistency

Time airborne and movement variation describe the attempt. Different map sections can naturally have different characteristics.

JumpStats and jump rankings

JumpStats records individual jumps, their distance and technique. Jump rankings are separate from map completion times.

Jump data

Distance, prestrafe, maximum speed, strafe count and sync describe an individual jump. The system identifies its jump type.

Website jump types

Long Jump, High Jump, Duck Bhop, Count Jump, Double Count Jump, Multi Count Jump, Stand-Up Count Jump, Stand-Up Bhop, Bhop Jump, Bhop In Duck, Weird Jump, Up Bhop and Drop Bhop.

Personal best distance

Top Jumps shows each player’s best distance for the selected type. Latest Jumps lists recently recorded jumps.

Recording thresholds

Type thresholds are LJ / HJ 240, CJ / DCJ / MCJ 250, Bhop / Stand-Up Bhop 230, Weird Jump 255, Drop Bhop 240, Stand-Up Count Jump 245, Bhop In Duck 205, Up Bhop 225 and Duck Bhop 120 units. Meeting the distance threshold does not replace other jump-validity checks.

Chat announcements

/dwstats toggles JumpStats announcements. Linking Discord allows eligible jumps to be announced without Premium; thresholds and validity requirements still apply.

Technique practice

Compare jumps of the same type. Distance, pre speed and strafe count need to be read alongside technique and measurement conditions.

Run details and replay

Open a result from a map leaderboard, run list or player profile to inspect that particular attempt.

Overview

Time, map, player, season, mode, FPS, position and record comparisons. Movement statistics include speeds, jumps, strafes and sync.

Jumps and strafes

Detailed breakdowns show gain, loss, sync, speed and mouse input. Charts help identify areas for improvement.

FPS and ping

Measurement history helps identify FPS drops, fluctuations and latency during a run.

Split times

Checkpoints compare successive sections with your personal best.

Route and replay

Visualizations show recorded movement and Route Guard analysis. Available detail depends on the data recorded for that result.

Technical Score and Movement Benchmark

Technical Score describes the run itself; the benchmark compares it with an appropriate group of official attempts. Neither is an automatic cheating verdict.

Overwatch

Inspect reported runs, replays and reviews. Reporting a run and participating in review require Steam sign-in.

Anomaly analysis

Statistical scores describe unusual characteristics, not cheating probability. Inspect the replay and map context before making a judgment.

Maps and voting

Maps differ in route, difficulty and available modes. The website directory helps you choose the next map to practice.

Map readiness

Start and finish zones enable timing, checkpoints add splits and a learned route model enables Route Guard analysis. Missing one element does not automatically mean the others are unavailable.

Available modes

The menu shows modes enabled for the current map. If your saved mode is unavailable, the server uses an allowed fallback mode.

Nominations

The current configuration permits two nominations per player. Votes have up to eight choices, and the last two maps are blocked from immediate reselection.

RTV

Configured requirements are 60%, at least five players and a two-minute delay. Spectators are excluded from RTV.

Voting

Preparation lasts five seconds and voting lasts thirteen. The configuration permits a second vote if the required majority is not reached.

Difficulty

Map stars describe map difficulty, not a player’s level or leaderboard position.

Launch pads and returns

Map launch pads affect movement according to the map design. Return zones send players back to the start; they do not replace completing the full route.

Website, account and Discord

The server and website share progression data, while website language and in-game menu language are separate settings.

Player profile

Shows level, EXP, Gold, ELO, completion points, activity, result history and Evolution progression.

Map leaderboards

Choose a map, category, FPS and official status. One best matching result per player makes comparison easier.

Activity lists

Latest Runs and Latest Jumps show recently recorded attempts. Player rankings, map readiness and server status have separate views.

Sign-in

The website supports Steam or CS 1.6 account sign-in. Reporting runs and participating in Overwatch require Steam.

Discord verification

After signing in with Steam, manage Discord verification. You must belong to the community’s Discord server to receive verification.

Shared chat

Public CS 1.6 chat is connected to website chat. Team chat remains private from this bridge. Sending website messages requires sign-in.

Website languages

Available languages are English, Polski, Deutsch, Українська, Română, Русский and Čeština. Switching preserves the current page and filters.

Updates and Zombie rules

Changelog lists published project updates. The Zombie page provides detailed rules and information about that mode’s development.

Help and fair competition

When reporting an issue, include the map, mode and circumstances. For a recorded result, include a link to the run.

Missing result

Check that the map has working zones, the attempt reached the finish and it was not an active Zombie chase. Report recording issues with the map name and event time.

Unexpected FPS category

Results are classified using measurements. Compare maximum FPS with your chosen cap; ALL is not a separate recorded category.

Settings cannot be changed

Finish or restart the run. Mode, Invis and some parameters are locked during attempts; Zombie movement settings are also locked during chases.

Outdated account data

Use /refresh. If the issue remains, tell the administrators which data is incorrect.

Suspicious result

Inspect the replay and run details. Describe the event you noticed; a high statistical score alone is not proof of cheating.

Contact administrators

In team chat, messages beginning with @ reach administrators through AMXX. You can also report issues on Discord.

Administration tools

Start, finish, checkpoint, return-zone and Route Guard model configuration is handled by administrators. Route Learn commands require permissions and are not ordinary player training commands.

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