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Iwannabepro Iwannabepro
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CS 1.6 · OPEN BETA

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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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.

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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.
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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.

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deathrun_easy_v3 — 0:14.385

Run #325594 by Iwannabepro. Evolution · 900 FPS · Season 2

Sync 57%. Max speed 1307.259 u/s. 18 jumps and 27 strafes.

Map records · Latest runs

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.

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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.
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.

Updates

Release notes for Zombie gameplay.

5 OCTOBER 2026

Zombie 1.5

OPEN BETA

See what happened during the chase.

Added

  • A chat summary after each round: starting player count, round duration and successful escapes.
  • Infection and cure counts, or elimination counts for the Elimination variant. Knife and grenade infections are included.
  • A highlighted hunter with the most catches and the first player to escape, including their time from the round start.
5 OCTOBER 2026

Zombie 1.4

OPEN BETA

The chase at a glance.

Added

  • A compact role HUD showing the current variant, AutoBH setting and remaining time.
  • Live counts of survivors still in the chase, zombies and players who reached safety.
  • The post-round HUD shows the winning side and time until the next round.
5 OCTOBER 2026

Zombie 1.3

OPEN BETA

A fairer turn as the first zombie.

Changed

  • The first zombie is randomly selected from eligible players who have not yet taken their turn in the current selection cycle.
  • With two continuously eligible TT players, the first zombie alternates. Larger stable groups give everyone a turn before repeating.
  • New players join the selection pool. The previous first zombie is avoided whenever another candidate is available.
5 OCTOBER 2026

Zombie 1.2

OPEN BETA

The next round follows the preferences of the current TT players.

Changed

  • Each player receives a variant choice after joining TT. Their preference is remembered for the current map.
  • Before each round, votes from players currently in TT determine Infection or Elimination. Joining players can change the majority for the next round.
  • Rules never change during an ongoing chase. A tie keeps the current variant; the initial default is Infection.

Added

  • The optional /zvote command lets TT players change their preference.
5 OCTOBER 2026

Zombie 1.1

OPEN BETA

TT players choose the rules for the whole map.

Added

  • A five-second TT vote before the first chase: Infection or Elimination.
  • The selected variant is shown in the role HUD and announced at the start of each round.

Changed

  • One vote per map. The result stays in effect for every subsequent round until the map changes.
  • A tie or no votes defaults to Infection. Infection and antidote grenades are unavailable in Elimination.
5 OCTOBER 2026

Zombie 1.0

OPEN BETA

The first playable release: infection chases built around DeathRun movement.

Added

  • TT Zombie chases with a random first zombie, a four-second head start and a three-minute time limit.
  • Infection and elimination variants, escape detection and role HUD.
  • Zombie models, personal lighting, background music and infection, countdown and victory sounds.
  • Infection and antidote grenades with custom view models and coloured trails — available for beta testing.

Changed

  • Players keep moving with their current roles after victory; the next round follows a ten-second break after the victory cue.
  • No Slowdown defaults to ON in TT. Invis is disabled for TT players.
  • AutoBH choice or automatic selection is announced to participants.

Fixed

  • Victory audio no longer interrupts the final infection sound.
  • Corrected thrown grenade rendering and made personal lighting updates reliable.
  • Improved chat highlights for player names and numbers.
MAP LEADERBOARDS

Map Records

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

8 movement categories Select a map to explore its leaderboard.
Map LeaderboardsFastest recorded times by movement category
# Map Simplified Speedrun KZ Fun Evolution TT Default TT Gravity TT Speed
RUNPEDIA
Complete reference guide for iwannabepro.com — DeathRun + Speedrun CS 1.6
01Speedrun Modes CT — Counter-Terrorist
CTSimplified
Beginner mode. Set custom speed and gravity in Settings. No FPS restrictions — records are not split by FPS. Ideal for learning maps.
EXP +15Gold +3No FPS split
CTSpeedrun
Classic competitive mode. Records split by FPS cap. Default 250 u/s, gravity 1.0. Compete for the fastest time per FPS bracket.
EXP +35Gold +10FPS split
CTKZ
Hard mode. Fixed 250 u/s, gravity 1.0. Official records require FPS ≤100. Demands precise strafing and jump timing. Enable No Slowdown in Settings.
EXP +125Gold +50FPS ≤100
CTFun
Relaxed mode. Adjustable speed and gravity. No competitive restrictions. Good for exploring maps freely.
EXP +5Gold +2
CTEvolution
Progression mode. Earn Evo Points through good performance — speed, sync, double jumps. Spend points to unlock better stats in the Evolution menu.
EXP +25Gold +15
02DeathRun Modes TT — Terrorist
TTDefault Knife
Standard DeathRun. No advantages. Speed 250 u/s, gravity 1.0. The most challenging TT mode with the highest rewards.
EXP +20Gold +5250 u/s · 1.0g
TTGravity Knife
Speed 250 u/s, reduced gravity 0.75. Higher and longer jumps — easier to cross large gaps.
EXP +15Gold +3250 u/s · 0.75g
TTSpeed Knife
Speed 350 u/s, gravity 1.0. Cover the map faster with raw speed advantage.
EXP +12Gold +2350 u/s · 1.0g
03Commands
CommandDescription
/menuMain menu — switch game mode, access Settings and HUD Settings.
/settingsOpen settings directly — footsteps, visibility, FPS cap, KZ No Slowdown.
/rankYour current ranking on this map for your active mode and FPS cap, with personal best time.
/statsTotal playtime and session statistics.
/rtvRock The Vote — vote to change the current map.
/nominateNominate a specific map for the next vote.
/mapsList of available maps on the server.
/casinoOpen the Casino — bet Gold on roulette (Red 2x · Black 2x · Green 14x).
/giveSend Gold coins to another player.
/refreshReload your account data from the database if stats display incorrectly.
04Ranking System
Official Record
A run is marked official (legit = 1) when the route analysis system confirms you completed the full required path of the map. Only official runs appear in the main leaderboard.
Unofficial Run
A run where the system detected you took a faster path that bypasses required sections. Still saved and trackable — unofficial runs compete in their own separate ranking.
Route Guard
An automated system that tracks and analyzes your movement path throughout the entire run. It continuously monitors whether you are following the intended route. Any attempt to skip or bypass required sections of the map is detected and results in the run being marked UNOFFICIAL.
FPS Split
Records in all modes are grouped by FPS cap to ensure fair comparison between players running at different framerates.
100 · 200 · 300 · 333 · 400 · 500 · 600 · 666 · 700 · 800 · 900 · 999 · Unlimited
PR
Personal Record — your best time on a specific map, mode and FPS cap. Shown after each run as comparison. Tracked separately for official and unofficial runs.
WR
World Record — the fastest official time on a map for a specific mode and FPS cap. After finishing a run you see your time difference vs WR in chat.
05EXP & Gold
ModeEXPGoldNotes
Simplified+15+3No FPS restrictions
Speedrun+35+10FPS split records
KZ+125+50Highest reward — hardest mode
Fun+5+2No restrictions
Evolution+25+15Progression mode
TT Default+20+5Hardest TT knife
TT Gravity+15+30.75g advantage
TT Speed+12+2350 u/s advantage
06HUD & Terminology
TermDefinition
SpeedCurrent horizontal velocity in units per second (u/s). Displayed in real time during a run.
Pre SpeedYour horizontal speed at the moment of the first jump after leaving the start zone. Higher pre speed generally leads to a faster run.
Jump DelayTime in milliseconds between entering the start zone and your first jump. Lower delay = better reaction time.
Zone DistanceDistance from the start zone border at the moment of your first jump. Smaller = you jumped closer to the zone.
Sync %Percentage of strafing frames where you gained speed. 100% = perfect efficiency on every frame. Higher sync = faster acceleration.
GainSpeed gained per jump compared to landing speed. Positive = accelerating. Negative = losing speed each jump.
DiffLive time difference vs your current PR shown during a run. Green = ahead of PR, Red = behind.
u/sUnits per second — the standard speed measurement in CS 1.6. Default player speed is 250 u/s.
07Run Details
Overview
Summary of the run — time, rank, category, FPS cap, movement stats (pre speed, start speed, max speed), sync percentage, and comparison vs PR and WR.
Jumps
Per-jump breakdown — landing speed, pre speed, gain, sync and air ticks for every individual jump in the run. Includes charts.
FPS
FPS history and ping history during the run. Useful for verifying stability and identifying lag spikes or drops.
Checkpoints
Split times recorded at each checkpoint throughout the run, compared to your personal best splits.
Route
Route Guard coverage report — shows what percentage of the required route path was completed. Full coverage = official run.
Analysis
Statistical breakdown of your run vs all other runs on the same map, mode and FPS — percentile rankings for speed, sync and jumps.
08Keyboard Shortcuts
Click a highlighted key to see what it does in-game.
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