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SmokePractice

Make your next smoke count.

Learn CS2 lineups on nine real maps. Watch the throw, find your aim, then land it yourself. All in your browser.

At your pace. No clock.
Map of the dayMirage
Daily

Five lineups. Three tries each. The same challenge for everyone.

not played yet today

See it. Throw it. Keep it.

Start with one real lineup. Watch where to stand and aim, then try it in the trainer.

Inside the trainer on Mirage, looking up from T spawn: the green crosshair on the left edge of the balcony window, its long sight lines crossing there, a smoke grenade in hand.

Aim crosshair on the left edge of the window

Throw W, crouch and jumpthrow, full strength

MirageWindow from T spawn Try this lineup
Four of 1,050 lineups, every one marked like this.
Free
Nothing to buy and no trial.
29 to 103 MB
One map, into the tab. No install.
On a phone
Touch controls, the same physics.

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

Your map. Your next lineup.

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.

Questions

The ones actually asked. Anything that is not here gets answered in the Discord, usually the same day.

Ask in the Discord
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?

Three separate things. The constants are Valve's own: sv_gravity, the 64-tick step, 245 units of run speed holding a grenade, and the throw speed CS2 itself derives. The flight was checked against a set of real demos: 87% of throws land within 50 units of where the demo put them, and nine in ten within 78. The map collision is exported geometry and varies by map: Mirage and Dust 2 are the most thoroughly checked. Bouncing off surfaces is where it is closest to an approximation.

Can I use my own crosshair and sensitivity?

Yes, and you should, the point is that what you learn here carries back. Paste your CS2 share code, or the cl_crosshair lines from the console, and the crosshair is yours. Sensitivity takes the same number as the game and is converted the way the game converts it, with raw input and no acceleration.

Why don't the maps look exactly like CS2?

Because this runs in a browser tab, and a tab has a budget the game does not. The geometry is CS2's own, and the textures came with it, nothing is a stand-in, but the lighting is computed here rather than baked over hours the way the game bakes it, so a room can read warmer or flatter than you remember. What is not traded away is the part that matters: the collision, the physics and the distances are the map's, so a lineup that lands here lands there, and every one of them is on it.

Who checks that a lineup is right?

People do. Every lineup is recorded from a throw that landed, and a small group re-throws them map by map. If one is wrong, say so in the Discord. It usually gets fixed the same week, and the fix reaches you without a reload.

Pick a map.
Throw.

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

W
A
S
D
CROUCH
WALK
THROW
MEDIUM
LOB
JUMP
JUMP
THROW
☰
📱
ROTATE YOUR PHONE
SMOKEPRACTICE is played in landscape

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