SMOKE CAM
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SmokePractice

Practice CS2 smokes without opening the game.

Every lineup on nine real CS2 maps, thrown on the game's own physics and scored where it lands — in the browser you are reading this in.

Inside the trainer on Mirage, looking up from T spawn: the crosshair sits in an orange aim ring at the left edge of the balcony window, a smoke grenade in hand.

Aim crosshair in the ring, left edge of the window

Throw W, crouch and jumpthrow, full strength

MirageWindow from T spawn Try this lineup

When it misses, it tells you why.

A throw is scored where the grenade comes to rest, against where the real lineup comes to rest. A miss names the rule it broke, so the next throw changes something instead of just trying again.

  1. Mastered, three in a rowyouWindow
  2. Thrown from the wrong angle · 4.8 m outStairsyou
  3. PassyouFirebox
  4. Thrown from too closeTetrisyou
  5. Pass, on try 2youShort
  6. PassyouJungle

Nine maps, and every lineup on them.

Pick one and you are standing in it. Mirage and Dust2 have been checked throw by throw against pro demos; the others are fully playable and next in line.

Five lineups a day.

The same five for everyone, new every day. Each one plays for you first, as often as you want; then you get the grenade and three tries, with no aim dot.

Daily
not played yet today

Questions

Do I need CS2 installed?

No. Pick a map and practice in this tab. You can start without an account; sign in with Steam when you want to sync your progress.

Does it work on my phone?

Yes. Browse on your phone, then rotate to landscape when you enter a map. Touch controls handle movement, aiming and throws.

How close is it to the game?

The trainer uses CS2 map geometry and grenade physics calibrated against real demos. It is close, not identical. Mirage and Dust 2 are the most thoroughly checked.

Pick a map.
Throw.

Tap a map to draw it out, tap it again to play it.

How it works

Three things happen, in this order, and the third is the one nothing else does: you are told whether it landed, and if it did not, which rule you broke.

Pick where it should land

Open a map and the whole thing is drawn from above, every lineup on it at once. You choose the PLACE, not the throw — window, connector, short — and it shows every way to land there and where each one is thrown from. Filter by side, or type a callout.

The other way round is how everyone else does it: pick a throw, find out afterwards where it went.

The Dust2 map view: every lineup drawn where it lands, and the one set up at your feet marked START HERE.

Watch it, then throw it

The throw plays out first. Where he stands, what he lines up on, which keys he holds, and at a quarter speed if you want it. Then it hands you the grenade on the same spot.

The flight is the game's own: CS2 physics at 64 ticks, checked against real throws rather than approximated.

A lineup preview on Inferno, Library from T spawn: the hand winding up on the aim ring, the bar showing JUMP and LMB held, the speeds and MY TURN, and the smoke cam over the rooftops.

Be told whether it landed

Scored where the grenade stops, against where the real lineup stops. A pass is a pass; a miss says <b>which rule</b> failed — landed wide, dropped short, came in from the wrong side, or that was a flash and this is a smoke.

Landing wide and pressing the wrong key are two different mistakes with two different fixes, and a number on its own tells you neither.

A missed throw in a challenge round: THROWN FROM THE WRONG ANGLE, 4.8 m out, 2 goes left, with the smoke cam showing where it landed.

Everything SMOKEPRACTICE does · Mirage smoke lineups

W
A
S
D
CROUCH
WALK
THROW
MED
LOB
JUMP
JT
MODE
MAP
SMOKE
SAVE
NOCLIP
SPAWN
RETRY
RING
AGAIN
SKIP
HINTS
RETHROW
CLEAR
📱
ROTATE YOUR PHONE
SMOKEPRACTICE is played in landscape