Your rounds.
From a new angle.
Explore recorded action on a 2D map or in simplified 3D.
Pause, change speed, follow players or fly freely. Optional game sound effects.
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Round events
Click to jumpLegend & playback help
● Allies● Axis● Free-for-all◎ Selected× DeadDashed + fading: last known positionLarger circles: higher elevationOval: prone · Small circle + C: crouched
G: grenade · S: smokeYellow line: bullet impactRed droplets: blood impact↻ Reload phase · ~ estimatedBASH: melee attackLADDER ~: climbing inferred from animation
Space: play / pause · ← →: seek 5 seconds. Drag to pan, scroll to zoom, click a player to select them.
Recorded data with optional event audio. Missing players fade out over 1.5 seconds; movement is not predicted. Shot lines connect an observed shooter position to a recorded impact. Smoke timing follows the recorded effects; reload timers describe the current phase. This is not a full-server replay or an exact visibility map.
3D uses original character, weapon and map models with game animation clips and simplified lighting. Exact first-person zoom, reload and damage states are available for the recorded viewpoint; other player viewpoints may lack these details. Movement blending and skinning approximate the engine. X-ray reveals recorded living players through walls and smoke when enabled. Audio reconstructs observed footsteps and combat events; ambience and voice are not recreated. This is not game-rendered footage.
3D: left click toggles mouse look, right click selects a player, WASD flies, Shift accelerates, Space/E moves up and Q/C/Ctrl/Alt moves down. Esc releases mouse look; P plays/pauses. Camera movement switches to Free camera. Heatmaps remain available in 2D.
X toggles X-ray. HUD and hit feedback can be toggled in playback settings. Health and ammunition are available only for recorded first-person states; unavailable values show a dash. Hitmarkers and original hit sounds use observed flesh impacts, excluding friendly hits when the victim's team is known. They confirm a hit, not a kill. Volume is saved in this browser.
3D corpses and dropped weapons use observed entities and original models. They disappear when no longer present in the recording. Corpse appearance is preserved from its first observation; death poses approximate game animation. Unseen items and bodies are not reconstructed.
Heatmaps cover all players or the selected player and the entire current map segment, including its recorded warm-up. Choose a player in the list or on the map. Individual heatmaps match their recorded name and client slot; name changes are treated separately. Movement measures time spent alive at recorded positions. Kill origins include player kills and team kills; death locations also include suicides. Missing positions are omitted. Older replays use observations up to 250 ms before a kill. Heatmaps follow the selected height layer and each has its own color scale. Hardcore may omit kill events entirely.
Smoke locations count each observed cloud once at its deployment position, not its flight path or duration. Grenade explosions count recorded frag blasts, excluding rockets and smoke. Both layers cover all players because thrower identities are unavailable. Unobserved effects are omitted; older replays may omit explosions with unknown weapon names.
Grenade kills show where victims died from recorded frag grenade kills, including team kills. Each victim counts once. The player filter selects the killer; suicides, world deaths and unknown weapons are excluded.