Airtime docs Play ▸

Counter-Strike bunny hop and KZ

Bunny hop (bhop)#

What it is: a community mode for Counter-Strike (and other Source games). Bhop maps are runs of platforms, often with blocks that fall or teleport you back if you stand on them too long. Players keep jumping to build and keep speed.

How it works#

  • Friction only applies on ground frames. Jump on the frame you land and friction never touches you.
  • In the air, air strafing gains speed (left + mouse left, right + mouse right, in sync).
  • Scroll vs auto: on classic servers you jump with the mouse wheel to hit the landing tick. Auto-bhop servers jump for you while you hold the key, so the skill is in the strafing.
  • Bhop servers often set sv_airaccelerate very high (hundreds or more).
  • Stats: sync (how well the mouse and strafe keys match), gain (how much of the possible speed you got), strafes per jump.

Styles#

The same map, different rules, separate leaderboards:

  • Normal, Sideways (only W/S), Half-sideways, W-only, Backwards, **Low gravity, Segmented** (save points allowed) and others.

Timing and replays#

  • Timer plugins (the best known is shavit's bhop timer) with start / end zones per map, stages, bonuses, replay bots per style, ranks and points. The same as surf.

KZ (Kreedz Climbing)#

What it is: a climbing mode from Counter-Strike 1.6 (KZ), still alive in CS:GO (KZTimer, GOKZ) and CS2. Maps are vertical climbs of hard jumps.

How it works#

  • Longjumps, bhops, ladder jumps, drop bhops, countjumps (with duck), block jumps. Each measured precisely.
  • Jumpstats: the game measures each jump: distance, height, strafes, sync, pre-speed and max speed, and ranks jumps by distance.

Runs#

  • Pro runs: no checkpoints, start to finish.
  • TP runs (teleport runs): you may save checkpoints and teleport back, and the number of teleports is recorded. Separate leaderboards.
  • Start and end buttons in the map (older) or zones (newer).
  • Modes (Vanilla, SimpleKZ, KZTimer) with slightly different physics, and records per mode.

What we take#

  • Styles: the same map with different input rules and separate boards. Airtime checks them easily: a replay knows every input, so the server can check the style (W-only, sideways, no sprint, no walljumps).
  • Pro vs practice runs: like UrT's ready / not ready, but Airtime also **times practice runs with save points** on their own board (TP runs) instead of not timing them at all.
  • Jumpstats: per-jump distance, height, pre-speed, sync and gain. Airtime's strafe HUD and training analysis show them.
  • Live stats for learning: sync and gain per jump, shown after landing.