Admissions of hacking by three professional CS:GO players have cast a shadow of suspicion on the CS:GO competitive scene. The outed players, Hovik "KQLY" Tovmassian, Simon "smn" Beck, and Gordon " Sf" Giry each received in-game bans through VAC earlier this week. The revelations call into question the players past performances, both during online tournaments and at LAN events, where the cheat, which allegedly connects through a player s Steam Workshop, could have been used. For some in the scene, the news also presents the uncomfortable possibility that other professional players have used similar, still-undetected cheats in tournament play.
These revelations could not have come at a worse time for CS:GO e-sports—we re days away from the biggest tournament in the game s history, the DreamHack Winter 2014.
Professional CS:GO players have been VAC banned before, but arguably not such high-profile players. KQLY, the most prominent player of the three, admitted in a statement on Facebook (that I ve translated from French using Facebook s integrated tool) that he had used a third-party program for seven days. KQLY denied using the program while he was a member of Titan (during the DreamHack Invitational, for example, which Titan won). As you may have seen yesterday, I was banned by VAC and unfortunately it was justified, KQLY wrote. I wanted to say that I am really sorry for all the people who supported me, I am aware that with my bullshit, my career is now over and my team in a very bad position. They did not deserve it.
When he was offered use of the program, KQLY says, the provider reassured him that many pro players were using it.
This is a cheat that doesn t have anything visible on the screen. The only way you d know if someone did it is if you caught them at the point they installed it on that machine and activated it.
KQLY has been cut by Titan, who along with Epsilon have been disqualified from the DreamHack Winter 2014 by the tournament s organizers. Their expulsion is a huge blow to both organizations, who have spent weeks training for a chance to compete for the event s quarter-million-dollar prize pool. Speaking to Swedish newspaper Aftonbladet, DreamHack s Head of e-sports Tomas Lyckedal expressed surprise. "I don t think a pro player has been banned like this since 2001. Of course people have been caught cheating but it s always been semi professionals, never established players. And it s a shame it has to happen so close before the tournament, he said. I really hope that this doesn t happen to more teams, but this has to be a clean sport so if it happens then so be it.
Lyckedal also pledged that DreamHack will take special precautions at the DreamHack Winter 2014. Playing in Titan and Epsilon s place will be the winners of a Last Call Qualifier organized by DreamHack that takes place on Saturday.
On Friday, Titan issued a statement condemning KQLY s actions. As it did so, Titan also criticized Valve for not working directly with teams to remedy the situation. After KQLY s ban was revealed, Titan says it contacted Valve but was eventually met with dead silence after their initial email exchange. "Valve opted for a unilateral decision, handing out collective punishment with complete disregard for team involvement in the problem solving process. I contacted Valve earlier today for comment but have not received a response.
The nature of the hack
KQLY s ban was preceded by the ban of Simon "smn" Beck on ESEA, a third-party client used by competitive players to find matches and pick-up games. According to ex-pro and HLTV.org contributor Tomi Lurppis Kovanen, Valve contacted ESEA when it learned of the cheat. The bans of KQLY and Sf that followed, it would seem, were a result of Valve updating VAC to detect the cheat that that smn used on ESEA.
The cheat in question is allegedly very difficult to detect, so much so it s not out of the question for it to have been used at live LAN events. E-sports commentator Duncan Thooorin Shields took to YouTube (embedded above) to speak about the scandal—primarily to call for calm and an end to the witch hunt for other potential hackers that s overtaken some fans in the scene in the past few days—but he also gave his own explanation for the type of hack that was allegedly used.
It s a cheat that doesn t even have an extreme effect—unless you really abuse it—it has layers to it where it can just give you a slight advantage in aiming, says Shields in the video. So if you re already one of the best players in the world, it ll make it so you just look like you re having your best game. It won t even seem like you re hacking and that was an impossible movement. He continues, This is a cheat that doesn t have anything visible on the screen. The only way you d know if someone did it is if you caught them at the point they installed it on that machine and activated it.
Titan and Epsilon s disqualification from DreamHack Winter sours the excitement around CS:GO s biggest tournament of the year. For some, the bans have created a cloud of suspicion around other teams and players. Smn, the originally banned player, commented on a livestream on Friday about his ban and the incident, allegedly saying that as much as 40% of the pro scene is using hacks.
Of course, that's one person's statement, and it should not be taken as the certain truth. It remains to be seen whether more players will be VAC banned, and whether Valve will take further action, though some members of the community are already anticipating more bad news. I believe it s important to temper our suspicion and not jump to conclusions that any one team or player is guilty until there s hard evidence to suggest that they cheated.
It s been exciting over the past year or so to watch CS:GO blossom into an e-sport that draws hundreds of thousands of spectators at once. And it s been exciting to see the scene grow to support dozens of players and teams around the world. Fighting the hack-making industry, as we ve previously investigated, is a constantly evolving struggle for studios like Valve, who can t be expected to quash every single assistance program—it s part of the cost of building a popular competitive game. Valve does, however, in cooperation with leagues and teams, have the power to make the punishment for hacking so unpalatable that fewer pros and non-pros would pursue it. Whatever happens next, it s going to make for a fascinating tournament at DreamHack next week.
Valve shoveled some new maps into CS:GO last week, and a couple of them are quite good. Where do these new P90 playgrounds rank alongside CS capitals like de_dust2 and de_inferno? I took a moment to rate every map in the current build.
A few things:
- I m excluding maps that aren t in the current rotation (e.g. de_blackgold)
- I m also excluding Demolition and Arms Race maps, because c mon
- I m mostly judging these maps by how they play in 5-on-5 Competitive mode, which is how you should be playing CS:GO (regardless of your skill level)
The key criteria here is: Would I play this map instead of the one below it?
|Mirage is your favorite bagel, toasted evenly. Mirage is a warm, unembarrassing hug from your grandmother. Mirage surfaces the best things about CS:GO. Every entry point in Mirage presents interesting, complementary risks and rewards. Pushing cat to B as a Terrorist is a great example of this: you have to smoke the A connector to do it safely, but that action in and of itself expresses your intention to bring the bomb to B. Adjacent map areas, like apartments and underpass, or ladder room and sniper window, have strong relationships to one another. Map timings at mid window, A ramp, the van at B are all deliberately tuned. The bombsites are tough to take and relatively tough to defend, and the CTs have sneaky options to turn defense into offense in apartments, underpass, and palace. Play Mirage.|
|FMPONE took an average-looking, underappreciated CS map and gave it a gorgeous, high-contrast makeover for Operation Vanguard. The revamp not only gives Season a coherent, original theme for the first time (Japanese laboratory), it also improves how it plays. Patches of bright mustard yellow (on bombsite B) and leaf green (on A) punctuate the sterile white, improving map orientation and making it easier to spot enemies.|
|CTs have a positional edge on Inferno, but I love that the Terrorists have plenty of options for outsmarting, out-aiming, or overwhelming them. And I love the way Inferno challenges you to throw smart grenades. When and whether to smoke mid, or how you flash into B takes intuition and practice. A series of T-shaped intersections facilitate this: mid, arch, at the banana exit to bombsite B. And unlike hilariously one-sided maps like Aztec, the CTs must make hard decisions about which areas of the map they feel comfortable giving up, like boiler or the busted car inside banana.|
|The Toyota Camry of Counter-Strike. Dust2 is reliably fun but a victim of its own popularity. It has the easy to learn, hard to master quality we value in games, with the sniping lane down mid being a great example of the latter. Re-taking bombsite B, despite three entry points, is satisfyingly tough for the CTs. Both teams have to hurry to occupy the junction at long A, a perfectly-timed early-round flashpoint. It s wonderful. Can everyone stop playing it, please?|
|Cache is delicious oatmeal: a bit bland, but healthy. No corner of Cache is superfluous—its uncomplicated three-lane structure is gimmick-free. The tiny vent entrance to B is about as unconventional as Cache gets. That leaves us with a pure competitive map—it couldn't be more obvious that Cache was co-designed by a pro player.|
|Office is simpler than a one-color Rubik s cube, but I have a lot of affection for this comforting camper s paradise. Blowing holes in the mundane, corporate setting remains a big part of the appeal. Shoulder-peeking and entry grenades are the name of the game for the CTs: Office is about small-scale execution of these maneuvers rather than larger map-level tactics, and I like its focus for that reason, but it s also a map that ll earn you bad habits if you overplay it.|
|I m still getting the hang of Facade. I like its raised ledge at mid, which overlooks a pair of dust2-like double doors, forming a treacherous no-man s land. I like the complex configuration of bombsite B, and that it s countered a bit by open windows that beg to have flash grenades thrown through. On the other hand, rotation from one bombsite to another is cumbersome and slow, especially from A to B.|
|I guess it s possible for Nuke to be more CT-sided than it already is. For instance, the Terrorists could spawn inside a room filled with hungry cobras, or inside an Olive Garden that s just run out of breadsticks. Nuke s mid-less configuration and the rafters above A put the Terrorists at a major disadvantage. There s also some lingering sound problems on the map, especially with Z-axis audio behavior. Despite these issues, it remains a mainstay: the same asymmetry that makes it tough for the Ts gives it a unique feel: no other map stacks its bombsites atop one another, for example.|
|Do you even yoga, bro? This is actually a really nice gym. But it kind of looks like a school? Anyway, Workout is a colorful three-lane map with some interesting stuff happening around T spawn (an awkward middle stairway; a pool area with plentiful hiding spots). I ve had enjoyable rounds on Workout, but mid, the long lane to T spawn, and the middle fountain area are a bit too spacious for 5-on-5 play. It can suck the fun out of the map if the hostages spawn closely together, too. I also don t like how viable the autosniper can be for Ts on this map, but Workout gets points for style and color from me.|
|Overpass' unusual layout is both its appeal and a tiny shortcoming, I think. B is one of the most unique bombsites in the game, an exposed concrete perch that the CTs have an elevated line of sight on. The map prompts plenty of tough decisions: A is tougher for the Ts to take but easier to hold. CTs can set themselves up to flank if they scout the tunnel connector aggressively, which can be countered if one or two Ts lurk silently there.|
|No classic CS map is more argued over than Train. For many matchmakers it s a mainstay, but some displeased players have gone so far to revise the map themselves. One thing s certain: the Terrorists face rough odds on bombsite A—even rushing at full speed, the CTs are always able to put themselves in a better position more quickly. Dark areas in the train tunnels put the Ts at further disadvantage. For better and worse, the map takes a ton of coordinated grenades to solve on the Terrorist side, making solo-queueing on it a pain.|
|My rounds on Marquis have been inexplicably positive, despite all the late-round wandering the map inspires. Terrorists face a collar-tuggingly terrifying route to A on this Operation Vanguard newcomer: long, narrow, and then uphill. B isn t much better, a bite-sized bombsite that s unusually vulnerable to frags and firebombs from three potential entrances. Some of the hiding spots and elbows underground feel pointless to me. The subway setting is at least a convincing combination of weathered graffiti and loose equipment.|
|I ve been having an okay time with Bazaar since it released last week. It s a conventional three-lane map with an AWP-friendly mid, albeit with a couple variations: its connectors are weird (like the S-shaped zig-zag from mid to B), and mid has a left- and right-side entrance for both teams. One thing that s missing here is some decor: Bazaar is 80% unpainted walls and grey brick, giving the map an unfinished feel. More landmarks would inspire better map callouts, too.|
|CS 1.6 map Backalley has found its way back into the game. I enjoy Backalley a lot in casual play, where throwing bodies at chokepoints to solve problems becomes standard tactics. In 5-on-5, though, the map s vertical areas become pretty superfluous. I like the urban, vagely criminal feel of it, but its biggest issue from a competitive standpoint is that the CTs only have one narrow, deadly entry option on either side.|
|Dust2 s big brother has effectively been retired from competitive play altogether, and these days it s valued for its nostalgia. The route alterations Valve made to Dust when CS:GO released were welcome, but no amount of reengineering can change the fact that both bombsites are absolutely buried in CT turf. It s a piece of history, but hasn t held up as well as most of CS stock maps in Global Offensive.|
|Assault is the siege-iest of CS' campy hostage maps. The CTs' entry options are universally bad, clumsily mitigated in CS:GO by the addition of glass windows on the facility rooftop. Pressure through these skylights forces the Ts to turtle even more, opening up chances for braver CTs to break through the front and back doors. There's not much for Ts to do here but make like paranoid conspiracy theorists and point their guns at their own doors.|
|Like Assault, rounds of Italy drag on longer than seasons of Dragon Ball Z. Valve tried to lure lazy Terrorists away from the hostage house by moving one of the prisoners into the wine cellar near the center of the map, but old habits die hard: Italy is still a haven for selfish snipers. Though it d definitely be higher up on this list if the Pavarotti song that played on the radio in CS and CS:S hadn t been cut from the map, presumably for copyright reasons. Lawyers make bad map designers.|
|Huitzilopochtli, Aztec god of multiplayer maps, is not pleased. Someone at Valve clearly didn t make the correct sacrificial offering. In anger, Huitzilopochtli conspired to give CTs every conceivable advantage: bombsites that are steps away from CT spawn, a bridge that crosses the open air, a horrific ramp, and double doors that open out into two AWP lines for the Terrorists. Temple of Doom indeed.|
|Hey, I ve got an idea: let s make a map with a massive courtyard overlooked by sniper nests that no one will ever, ever use. Cobblestone in its current form has no business being in the competitive rotation. The action strictly happens around the bombsites, where the Ts have to make treacherous crossings in the open in order to plant the bomb. That said, this moment by f0rest was one of my favorites from the ESL One Cologne tournament.|
|Militia s days as a charming pub map in CS 1.6 are well dead. Its art embraces the hostage theme in a way I like (sewers, creepy sheds), but the extensive modifications Valve made to the front yard are messy, and they haven t done much to make Militia more than a misshapen sniping arena. 5-on-5, you can go multiple rounds without seeing anyone depending on which route you take.|
|Moms don t let their babies grow up to design square-shaped maps. Vertigo s OK as a meat-grindery, 12-on-12, casual romp, but as a competitive map it invites no interesting tactics or tough decisions. Let s review the Terrorists options: 1) attack up an exposed ramp 2) attack up an exposed stairway. There s no backtracking, secondary routes, or opportunities for trickery: just two teams headbutting. Don t.|
Time again for Valve to unleash CS:GO players upon six newly chosen community maps. Operation Vanguard is the fifth such event, and is now available for purchase. With it, you'll not only get official server access to the community maps, but also a new "Operation Campaigns" system.
"A Campaign is comprised of a series of missions," explains Valve. "Completing a mission results in a Vanguard case drop, or a random drop from an existing weapon collection. Complete a sequence of missions within a Campaign to earn Challenge Stars and upgrade your Operation Vanguard Challenge Coin."
In addition, Arms Race mode has received an update—adding new rules and three new maps. To see a run-down of the how the mode now works, head over to Valve's official guide.
Vanguard is available now. For a full explanation of its changes, charge over to the Operation's micro-site.
Evan writes about FPSes each week in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.
CS:GO is, in plenty of ways, a game about playing with your opponent's expectations. How long it takes players to reach a key chokepoint from their spawn is a fixed variable—running at full speed, it's impossible for Terrorists to beat the CTs to bombsite B on Mirage, for example.
Those expectations form the basis for your tactics as a team and the decisions you make. But there are some clever ways to play with them, to use your opponent's expectations and assumptions against them. And what better time to do so than on an eco round, when your team has very little to lose? The highlight above was a lucky eco round we pulled out by playing a little unconventionally. The round was actually a turning point for our team: we started the game down 0-6, and went on to win.
MLG has announced that its first Counter-Strike: Global Offensive tournament will take place at X Games Aspen, which will also mark the first appearance of videogames at the event. The top eight CS:GO teams from North America and Europe, determined through online qualifiers, will compete in the tournament, which will be broadcast online on MLG.tv, with highlights aired during X Games television broadcasts on ESPN and ABC.
"2014 was a breakout year for eSports with the first ever MLG tournament at X Games Austin, millions watching competition on MLG.tv, and more than 71 million people competing in or watching eSports events around the globe," MLG co-founder and CEO Sundance DiGiovanni said in a statement. "Our X Games debut was such a success we knew we had to continue the tradition. The MLG X Games Aspen Invitational will further elevate eSports placing our top competitors amongst the best winter athletes in the world."
MLG's X Games Aspen Counter-Strike: Global Offensive Invitational will begin on January 23 and run through to its gold medal finale on January 25. X Games attendees who want to watch the action live will require a "premium pass," purchasable from the MLG Store for $100, which includes reserved seating, a behind-the-scenes tour, a gift bag of MLG merchandise, and more.
Preceding MLG's event is the Dreamhack Winter 2014 event, which kicks off on November 27.
Evan writes about FPSes each Monday in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.
CS:GO isn't a level playing field. Players accumulate money that persists between rounds, cash that's used to buy guns, grenades, and armor. What does a high-level team do when it's mostly broke, but finds itself in a must-win round? I queued up a match from the recent Starseries XI Finals to show how France's Team LDLC keeps its cool in a tough situation.
Counter-Strike: Global Offensive is certainly at the more serious end of Valve's multiplayer services—being about guns and terrorism, rather than gravel or wizards. Nevertheless, they're getting in on the Halloween spirit with the temporary addition of masks, ghosts and zombie chickens.
"Each of our hardened operators have decided to have a little Halloween fun by wearing masks," explains the CS:GO blog. Masks are coming across from Payday 2 and Team Fortress 2.
In addition, there's a chance you'll see fallen teammates as ghostly figures haunting the map. And, of course, there's the chickens. "For too long the chickens of CS:GO have idly watched as their brethren were slaughtered by the droves," Valve write, "and on All Hollow s Eve there is no more room in Chicken Hell." Basically, if you kill a chicken, it will resurrect—but green.
The changes come as part of a more general patch—filled with spooky notes like "fixed wallbang inconsistency through closed window in apartments near Bombsite B."
Polish Counter-Strike: Global Offensive team ALSEN has been accused of match fixing during the ESL Pro Series Poland Season 9. Evidence has emerged that three members of the team, including captain Damian "DiAMon" Zarski, actually placed bets on their opponents, and then went on to lose the match despite being heavy favorites.
Rumors that ALSEN would throw the match were floating around before it even began, according to HLTV.org, and in the end they did end up losing to eliminacja by a score of 16-10. After the victory, online betting site CS: GO Lounge revealed that Zarski, as well as players Michal "bCk" Lis and Jakub "kub" Pamula, had actually placed bets on eliminacja. Lis and Pamula made their bets from their own Steam accounts, while Zarski used four alternate accounts, but also used his primary account to place a smaller bet on his own team.
Players betting through CS: GO Lounge wager in-game items, not cash, but the monetary values can still be substantial. Based on the valuations determined by the site, Lis won more than $300 in items as a result of the loss, Jakub won more than $550, and Zarski walked away with nearly $1500 worth of items.
The other three members of ALSEN—Michal "michi" Majkowski, Mateusz "matty" Kobodziejczyk, and Rafal "sany" Pietrzak—were not found to have been involved in the betting. There is, however, evidence that other EPS Poland teams were aware of the situation but didn't report it; instead, they placed bets of their own on eliminacja, taking advantage of the steep 81-19 odds against them.
Given that in-game items were involved rather than actual cash, the exact legality of the situation (or lack thereof) is unclear. But it's incredibly sketchy behavior, and worse, it invokes the specter of rampant match-fixing in lower-tier pro leagues, where oversight may be lax. It's a lot easier to lose a match than it is to win one, and while the most egregious examples may be easy enough to pick out, more skillfully-managed fixing (and let's be honest, using your own Steam account to place bets against your team is pretty ham-fisted) is much harder to pick up on.
"Tournament admins and organizers, and [CS: GO Lounge] site admins did and will do everything to stop stuff like this," CS: GO Lounge admins said in a statement. ESL Pro Series Poland reps have not yet commented.
Evan writes about CS:GO and other FPSes each Monday in Triggernometry.
Counter-Strike became a more interesting game to me the moment I embraced that it's as much about information gathering as it is about gathering sick AWP noscopes.
In a five-on-five format—the way you should be playing Counter-Strike, regardless of your skill level—CS shrinks to a size that fits in your brain. Every player action—footsteps, reloads—produces information, and every information piece paints a clearer picture of what the enemy team is up to that you're meant to adapt your tactics and positioning to.
You play within a possibility space shaped by bottlenecks and fixed spawn positions, and this distinguishes CS from other FPSes, which begs the question: are you playing CS like it's a different game?
It s obvious that Battlefield 4, for example, is spatially larger than CS:GO. But think about the way that BF4 s scale, along with the design of its respawn systems, make information decay quickly. Players can spawn on one another, on any owned capture point, or parachute from the sky—the three medics you saw on capture point D a moment ago can multiply into a dozen by the time the tank you've called in arrives. It's a game of fluctuating hotspots mostly played on open, flankable terrain. It's a game about putting out fires and starting your own.
CS, by contrast, is a checkerboard slowly revealed as you move through it. There are only so many positions an enemy can occupy, and unless you leave a hole in your collective vision, they can't magically appear behind you through teleportation. Where enemies are (and, secondarily, what resources they have (HP, armor, weapons)) is reliable information with a measurable lifespan. Without having some of that information, you're simply hoping for the best, relying on your aim to get you out of every situation.
Embrace scouting as a necessary aspect of Counter-Strike, and you may improve your win rate on the way to appreciating the tiny maneuvers that drive CS' strategic depth.
It was during the ESL One Cologne that I finally realized I could win rounds of Counter-Strike with my eyes. There's a position on de_mirage beside the van on bombsite B, and I watched teams jump like kangaroos here, elevating their eyes for a moment each time to peek down apartments. Even if the Terrorists are rushing B flat-out, this move buys the defenders a few more seconds to get their asses to the bomsite, which can absolutely make a difference. (If you're daring, you can also land jumping Scout or AWP shots.)
This was a huge epiphany for me; up until then, I'd been hurling smoke into the Mirage apartments at the start of every round on the assumption that someone was there. Smoke has the ability to stop pushes and burn precious time off the clock, but deploying it there was also denying me the opportunity to gather visual information. I was putting myself in a position to be surprised every round and hoping that my aim could get me out of it.
Few maps offer the jump maneuver I mentioned on de_mirage as a quick, usually-safe scouting option. More often, the technique you want is a shoulder peek: making the smallest possible movement around a corner with no intention of engaging. The whole idea of the shoulder peek is to not stick your neck out long enough to even observe enemies, but 'process' what you've seen behind cover. You're snapping a quick photo, jerking back, then essentially looking at it in your own brain while you're safe. Do this with a knife out to be as fast as possible.
We ll dig into shoulder peeking more another week. The takeaway here is that in CS' five-on-five format there's an unusually high value to knowing where enemies are: it determines your aim, positioning, and grenade tosses—three essential elements of CS. Part of playing well, then, means learning how to gain information with as little risk to your resources (HP and the weapons you're carrying) as possible. Recognizing the map locations and round situations where information is available at a low cost (i.e. risk to your team s lives, position, or weapons) is a valuable step to playing a more deliberate game.
Every Monday in Triggernometry*, Evan writes about FPSes.
Aiming is one of Counter-Strike s central skills. Good aim can get you out of a bad situation, like a mistimed rush or a weapon disadvantage. Even if you ve been playing CS for a decade, I m willing to bet that, like me, you ve got some bad aiming habits.
I ll go first: I m awful with the AK at long range, and I struggle to get kills with the P250 on eco rounds. I ll probably get better with those guns as I keep putting hours into CS:GO s competitive matchmaking, but bad habits are easy to lose sight of in the middle of a match, when you re caught up in the emotion of the situation. CS:GO also hides a ton of its nuances—especially the bullet spray patterns of its weapons.
Aim maps have a way of immediately illuminating what you ve been doing wrong. Through repetition and drilling, they can teach you a lot about your own bad (and good) aiming behaviors. These are my three favorites.
How to play custom CS:GO maps locally:
- Subscribe to maps on Steam Workshop
- Launch CS:GO
- Click Play > Offline with bots
- Click Workshop, search for the map you subscribed to
- Select the map, select No bots
training aim csgo 2
This is CS:GO s best drill map, and it has a ton of customizability. You can tweak it to test almost anything you need to work on, from long-range AWPing to short-range spraying against targets that take multiple hits to break. I particularly like the sliding test, which lets you set up static or pop-up targets along different axes, letting you practice the rhythm of strafing, stopping, and shooting outside of a live environment. I also get a lot out of the Burst Training, which tracks how many of your shots connect on a full spray.
Training: Bot Aim V4b
You can work on any weapon on this map, but I ve found it to be best for building pistol skills. It loads a number of bots into a narrow corridor and has a few toggleable obstacles—crates and a pair of doors—that you can bring into the setting to make it feel more practical. Bots can be set to return fire or not. The god mode setting is really helpful if you want to focus on training one weapon for a sustained period.
This rifles-and-pistols map is the best one I ve found for working on killing enemies who are moving laterally. The bot movements are a little unnatural (you can also set them to move faster than players can in-game, as in the GIF above), but you can set them to mirror different ADAD patterns (alternating left and right strafing), which can be a particularly tough maneuver to counter. There s a good amount of setting customization, too, including boxes and uneven ground. You can also toggle on impact visualization, which will produce a wireframe of the bot hit that lingers in the environment.
*[Hats off to Reiniat, who suggested that we call this column "Triggernometry" instead of its original, inferior label "Shooterology." If you're listening, get in touch with me in the comments below to collect a prize that I have not yet determined. —Evan]