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SmokePractice

Everything it does

How it works is one lineup, start to finish. This is the rest: the maps, the packs and situations, your own match read back to you, the practice that takes the help away, the daily, your profile, the timings and the feed where players share what they made.

Nine maps, every lineup

Mirage, Dust 2, Inferno, Nuke, Ancient, Anubis, Overpass, Vertigo and Cache are real geometry out of the game, not drawings of it. Over a thousand lineups across them, smokes, flashes and molotovs.

Nothing to install and no account to open. It runs in the tab you are reading this in, on a phone too.

The packs and the nine maps on the landing page, each map a picture you press to start.

Packs and situations

A <b>pack</b> is a few lineups on one map, picked by hand and led one after the other: five smokes you need, every window smoke from each T spawn, the smokes for an A execute. A <b>situation</b> is a short sequence with a decision in every step: where to be, which grenade, from where, and what it has to do.

The throw is judged on whether it did its job rather than on how close it landed. <b>Guided</b> paints the route and puts the right grenade in your hand; <b>Challenge</b> takes both away. Seven on Mirage so far.

Three situations on Mirage: block the window with one smoke from spawn, take mid control with two, and the four-throw A execute from ramp. Each card shows its steps before you start it and offers Guided or Challenge.

Read your own match

Drop a CS2 demo on the page, or connect FACEIT and pick a match out of your history. It is read <b>on your own machine</b> and never uploaded: a demo carries nine other people's Steam ids, and none of that has to sit on a server to answer a question about you.

You get the utility you never threw, the flashes that blinded nobody, and the angle that kept killing you, each one with the throw that answers it ready on the map. Three demos a month while it is in beta.

A real Mirage match read in the browser, fluxo against rush from the player reset's side: 18 rounds, 39 pieces of utility thrown, 13 things to fix, 6 lineups to practise, $3000 of it left in his hands, and the pattern underneath — rounds finished still holding utility he had paid for, 8 times.

Practice that takes the help away

Start with everything on screen, the spot under your feet, the dot to aim at, the recipe. Land it and one of them goes. Land it again and another. The last stage is the target and nothing else, which is the state you are in when you load into a real match.

Miss twice in a row and it gives one back, on its own. Going backwards is part of learning, not a punishment.

Practice on Dust2 with everything still on screen: the ring under your feet, AIM HERE on the dot, and the recipe on the right. Each of those goes as you land it.

A daily challenge

Five lineups a day, the same five for everyone, three tries each and scored on where the grenade actually lands. No aim dot: each one plays for you first, then it is yours to land.

Come back the next day and the streak counts it.

Today's daily on Dust2: four flashes and a smoke, the same five for everyone, three tries each.

A profile that tells you what to do next

It keeps every throw, so it can say which lineups you keep missing, which are fading, and which your own matches asked for. One press refreshes the ones that are going, and your daily results sit beside them with the lineups you missed ready to practise.

Sign in with Steam and your progress and the packs you have opened follow you to any device.

An example profile: level 7, 452 throws, 39% landed, 88 lineups landed and 44 mastered, the three lineups to learn next, and a drill built from the ones most often missed.

Timings, measured

Every lineup says the earliest it can be up: the run from your spawn plus the grenade's own time in the air, which is simulated rather than guessed. It is a floor, because a straight line is shorter than any real route, and a floor is the useful half of the answer.

The recipe for Xbox from T spawn on Dust2: a static jumpthrow, stand on the ring, aim at the dot, full LMB plus jumpthrow, up 5.6 s into the round, 0.4 s walk from the nearest T spawn and 5.3 s in the air.

Work out a lineup of your own

The lineups here are somebody else's. Look at the place you want the smoke and press <b>M</b> to mark it, then stand anywhere and press <b>N</b>: it solves the throw backwards and draws the dot to put your crosshair on. SHIFT for a medium throw, ALT for a lob.

If nothing from where you stand reaches the mark it says so, and by how far it missed, rather than drawing a line that will not fly.

A throw solved on Dust2 with a molotov in hand: the red ring marking the spot it should land, the green dot above it to put the crosshair on, the flight it expects between the two, and the answer in words: medium, aim pitch -17.4, yaw -40.0.

The feed, for what players made

Throw a lineup you want to share and a card comes up the moment it lands, with the picture you lined up on and a recording of the throw. Post it, and other players can watch it from your hand, try it on your exact spot, like it and comment.

One post a day, and a post is always something you can do: a lineup, a situation or a score to beat.

How SMOKEPRACTICE works · Mirage lineups

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