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The replay viewer

Every match on this site arrives as one recording, and the replay is that recording drawn back onto the map: where everyone was, several times a second, from the first frame to the last. This page is what each part of the viewer shows and what every control, layer and filter does.

The parts of the viewer

Open any match and scroll to the replay. It is one panel with four regions, and the map carries nothing but the map — every control is on the bar under it.

REPLAYYehorivkaRAAS v1 · 4821Lane BUSA244198RGF12:401Storage SiteUpper NovoLower Novo332KILL FEEDFilter players…12:38 Henki M4A1 · 41 m Potis12:31 Vlad ↓ AK-74 Marek12:27 Storage Site captured12:20 Doc revived Marek12:12 BTR-82A destroyed3SquadsScores4SQUAD 3follow ▣Henki SLDocMarekKowalskiSQUAD 41×4×16×512:40 / 48:12
The viewer, labelled. The colours of the two teams are fixed for the whole match and match the dots in the header.
  1. 1Header. The layer and mode, the RAAS lane when the round's objectives identified one, both teams' tickets, and the clock.
  2. 2Map. The minimap with everything the recording saw on it. Reading the map covers every mark.
  3. 3Kill feed. The last nine things that happened at or before the playhead. Every row is a link to its moment.
  4. 4Squads and Scores. The live roster, and the server's own scoreboard as it stood at the playhead.
  5. 5Transport. Play, speed, the scrub track, the clock, and the action cluster on the right.

Playback

1×4×16×12:40 / 48:1212345678
The transport bar. The marks on the track are drawn from the match before you reach them, so the busy parts of the round are visible in advance.
  1. 1Play / pause. Space does the same, unless you are typing in a field.
  2. 2Speed. 1×, 4× or 16× real time. 16× is how you find a moment; 1× is how you watch it.
  3. 3Scrub track. Click or drag anywhere on it to move the playhead.
  4. 4Capture marks. The taller, coloured ticks are objectives changing hands.
  5. 5Playhead. The knob, and the filled part of the track behind it.
  6. 6Sketch pin. A moment you drew on in review mode.
  7. 7Clock. Playhead time over the round's length.
  8. 8Actions. In order: review mode, share this moment, view options, reset view, full screen. Each is described below.

The shorter grey ticks along the track are kill density: more ticks, more kills in that stretch.

From the keyboard

While the replay is on screen, the keyboard drives it from anywhere on the page:

  • Space play and pause.
  • ← → five seconds back or forward; Shift makes it thirty.
  • Home End the start or the end of the round.
  • , . one speed step down or up.
  • F full screen.
  • Esc leaves review mode, the view options, or full screen on a phone.

None of these fire while you are typing in a field, and a control that has focus keeps its own keys. The scrub track is one of those: with it focused — click it, or tab to it — the arrows step ten seconds, sixty with Shift.

The round streams in as you watch: the viewer fetches frames in chunks and starts before the whole recording has downloaded. A jump far ahead may show a small loading mark on the bar for a moment while the frames under the new playhead arrive.

Moving around the map

  • Drag to pan. Scroll to zoom, around the point under the cursor.
  • Click a soldier to follow them. See Following.
  • Shift-click a soldier to spotlight them — as many as you like, on either side. See The spotlight.
  • Hover anything for its tooltip. See What the tooltips say.
  • Reset view on the bar puts the whole map back in the frame and stops any follow. A spotlight survives it: that is a statement about who you are watching, not about where the camera is.
  • Full screen gives the viewer the whole display. On a phone the viewer pins itself over the page instead, which comes to the same thing.

On a touch screen the same things are one finger and two: one finger pans, two fingers pinch to zoom around the point between them, and a tap does what a click and a hover do together — a tap on a soldier follows them, a tap on anything else raises its tooltip, and a tap on open ground clears both.

Reading the map

Everything on the map is drawn by rule, so a mark means the same thing on every layer and at every zoom. The sizes scale with the Icon size control; the objective rings, the grid and the blast footprints do not, because they are distances on the ground.

Soldier A triangle in their team's colour, pointing the way they face.
Role icon With Roles on: a disc carrying the kit's icon, with a tick for heading.
Squad leader A ring around the mark, and the squad's number under it.
Downed Grey fill inside an amber ring. The shape is kept, so you can see which role is down.
Hit landing A red ring and the health it cost, for a second and a half after the hit.
Name With Player names on: the name above the mark, on a halo.
Trail With Trails on: where the unit has just been, fading behind it.
Vehicle An upright plate with the class icon. The tick is its heading, the badge counts who is aboard, the number under it is the crewing squad.
Wreck The same plate hollowed out, with a skull. It stays where the vehicle died. Off by default.
Deployable A circle is something a squad built: a HAB, a radio, an emplacement, sandbags. HABs and radios draw over the units.
Spawn point A diamond is a spawn point, a rally in practice, with its squad's number.
Objective A flag plate inside a ring, in the owner's colour. Grey while neutral. The ring is a fixed 150 m, not the zone's real edge.
Main base A dashed ring, the way the in-game map draws it. Home, not an objective.
Map marker A squad or fire-team leader's marker: a pin with a stem to the exact spot, named by squad. Enemy-contact kinds turn red.
Projectile A round in flight with its path behind it, in the shooter's colour, and a ring where it landed. Hover one to see its blast footprint on the ground.
Lane lattice RAAS only: every lane's objectives at a whisper, with the lane the round rolled picked out.
Grid When the layer has no minimap image, a grid stands in: 300 m major lines, 100 m minor.

The glyphs inside those shapes are the game's own. Kit icons, vehicle classes, deployables and map markers all draw the sprite the in-game map uses, on the plate the legend shows — see The game's icons below for every one of them.

What the tooltips say

Hover a mark, or tap it on a touch screen. The tooltip depends on what it is:

MarkTooltip
SoldierName in their team's colour; the kit they are on and the weapon in their hands, when the recording carries them; squad, health or DOWNED, and SL, CMD or BOT where those apply; a health bar.
VehicleThe class, health against the hull it is out of, how many are aboard and which squad they are.
WreckThe class and the moment it was destroyed.
DeployableWhat it is, whose it is, who built it, and for a spawn point whether it can still be spawned on.
ObjectiveIts name, who holds it, and whether it is contested right now.
Map markerWhat kind of marker it is, who placed it, and when.
ProjectileThe round, who fired it, and its blast radius where the round's damage is known. The footprint is drawn on the ground under it while you hover.

A BOT tag matters more than it looks: a bot is named and squadded like anyone else, so without the word a seeded round reads as a round of players. Its movement and its kills are the game playing itself.

The game's icons

Every sprite the map can draw, grouped the way the map uses them. These are served from the same place the viewer loads them for a match, so what is here is what is on the map.

Kit icons

What a soldier's mark shows with Roles on. Many kits share an icon: every squad leader kit in the game draws the same one.

  • Automatic Rifleman
  • Crewman
  • Combat Engineer
  • Grenadier also Heavy Grenadier
  • Heavy Anti-tank
  • Rifleman Anti-tank also Light Anti-tank
  • Machine Gunner
  • Marksman
  • Medic also Corpsman
  • Pilot
  • Raider also Pathfinder, Jandarma
  • Recruit
  • Rifleman also Fighter
  • Lead Crewman
  • Lead Pilot
  • Squad Leader also Section Leader, Cell Leader, Senior Rifleman
  • Scout
  • Unarmed
  • Sniper
  • Sapper
  • Automatic Rifleman (optic)
  • Rifleman (scoped)

Vehicle icons

The glyph on a vehicle's plate says what class it is, not which vehicle; the tooltip has the name. The note under each lists a few of the vehicles that draw it.

  • Tank FV4034, Leopard 2A6M CAN, M1A1
  • Tracked APC AAVP-7A1, BTR-MDM, FV432 L11A1 RWS
  • Tracked APC, logistics AAVC-7A1 Logistics, BTR-DG Logistics, M113A2 Logistics
  • Tracked IFV ACV-15 25mm, BMD-1M, BMD-4M
  • Tracked light vehicle ACV-15 M2, ACV-15 MG3, BTR-D AGS-17
  • Wheeled IFV ASLAV, BTR-4, BTR-82A
  • Armed light vehicle CPV M134 Minigun, CSK131 QJY88, CSK131 QJZ89
  • Anti-tank light vehicle BRDM-2 Spandrel, CSK131 HJ8, M-ATV TOW
  • Logistics light vehicle LUV-A1 Logistics, LUVW Logistics, Logistics Modern Pickup
  • Transport light vehicle CPV Transport, LUV-A1 Transport, LUVW Transport
  • Logistics truck BMC-185 Logistics, CTM131 Logistics, HX60 Logistics
  • Transport truck BMC-185 Transport, HX60 Transport, KamAZ 5350 Transport
  • Rocket artillery truck BM-21 Grad, KrAZ-6322 BM-21 Grad, Ural-375D BM-21 Grad
  • Anti-air vehicle BMP-1 ZU-23-2, BTR-ZD, MT-LB ZU-23-2
  • Turreted light vehicle BRDM-2, BRDM-2 UB-32, BRDM-2L1
  • Artillery light vehicle BRDM-2 S8, Modern Technical UB-32, Technical Mortar
  • Tracked APC, no turret BTR-D
  • Wheeled APC BTR-80, LAV III C6 RWS, LAV III M2 RWS
  • Transport helicopter CH-146, CH-178, MRH-90
  • Attack helicopter CH-146 CAS
  • Armed transport truck CTM131 QJY88, CTM131 QJZ89, CTM131 Transport QJY88
  • Tracked recon FV107
  • Wheeled recon Coyote
  • Scout helicopter Loach Scout
  • Light CAS helicopter Loach CAS Small
  • Tracked mortar carrier M1064A3 M121, M113A2T M121
  • Mobile gun system M1128 MGS, Sprut-SDM1, ZTD05
  • Tracked APC, MSV M113A3 MSV
  • Motorcycle and quad Minsk 400, Quad Bike
  • Armed boat RHIB AGS-17, RHIB DShK, RHIB M134
  • Logistics boat RHIB Logistics
  • Transport boat RHIB Transport
  • Anti-air light vehicle Modern Technical ZU-23-2, Technical ZU-23-2
  • Anti-air truck Ural-375D ZU-23-2
  • Open-turret APC ZSL10, ZSL10 QJZ89, ZSL10 QLZ87

Deployable icons

What a squad built. The HAB and the rally point sit on a diamond because they are spawn points; everything else is a circle.

  • HAB HAB (Spawn Bunker)
  • Mortars 2B14 Podnos Mortar, 81mm Mortar, L16 Mortar
  • Grenade launcher AGS17 AGL Bunker, AGS17 AGL Tripod, C16 AGL Tripod
  • Ammo crate Ammo Crate
  • Anti-tank missile 9M133 Kornet Missile, BGM-71 TOW Missile, HJ-8 ATGM
  • Heavy machine gun DShK HMG (Shielded), DShK HMG Tripod, M2A1 HMG Bunker
  • Rocket artillery UB-32 Rocket Artillery
  • Hell cannon Hell Cannon
  • Radio Radio
  • Observation tower Observation Tower
  • Observation tower (variant) Observation Tower
  • Rally point Rally Point
  • Tire fire Tire Fire
  • Repair station Repair Station
  • Anti-air gun ZU-23-2 AAA Emplacement
  • Field gun Zis3 76mm Field Gun

Command markers

The markers a squad leader, fire team leader or commander places. Each is drawn on the placing team's colour, with a second shade for a fire team.

  • Attack squad leader or fire team leader
  • Defend squad leader or fire team leader
  • Move squad leader or fire team leader
  • Observe squad leader or fire team leader
  • Build squad leader or fire team leader
  • Ammo request
  • Construction request
  • FOB request
  • Fire mission request
  • Pickup request
  • Reinforcement request
  • Point of interest
  • Commander point of interest

Spotted enemy markers

The contact markers, which borrow the vehicle and deployable icons and always take the alarm colour, on both sides' maps.

  • Infantry
  • Mine
  • Anti-air
  • Anti-tank emplacement
  • Anti-tank vehicle
  • Motorcycle
  • Boat
  • FOB
  • HAB
  • Heavy anti-tank
  • Machine gun emplacement
  • Helicopter
  • Light vehicle
  • Light anti-tank
  • Logistics truck
  • Machine gun
  • Marksman
  • Mortar
  • Rally point
  • Repair station
  • Tank
  • Tracked APC
  • Tracked IFV
  • Transport vehicle
  • Transport truck
  • Wheeled APC
  • Wheeled IFV

Following

FOLLOW A PLAYER◉ Following Henki — click to stopFOLLOW A SQUAD33◉ Following Squad 3 — click to stop
Following a player against following a squad. The squad's own team drops to a fifth of its strength; the enemy stays at full, because what the squad was up against is half the story.
  • Follow a player. Click their mark on the map, or their row in Squads or Scores. The camera keeps them centred at whatever zoom you have set, and their mark wears the accent ring, a glow that breathes while the clock runs, corner ticks for the camera, and a trail at full strength whether or not the trails layer is on. Click them again, click the pill over the map, or drag the map away to stop.
  • Follow a squad. Click the follow button on a squad's header in the Squads panel. The camera tracks the squad, every member wears the ring and the trail, the rest of their team dims, and a vehicle the squad is crewing stays lit with them. Trails are not drawn on dimmed marks.
  • Following one thing stops following the other, and Reset view stops both.

The spotlight

NOTHING SPOTLITSPOTLIGHT ON BOTH SIDES3◎ Squad 3 · T2, Henki, Rook · ⌖ frame · × clear
Following is one thing at a time and owns the camera. The spotlight is a set — any number of players and squads, on either side — and everything outside it dims on both teams, so two groups engaging each other can be watched as one picture.
  • Spotlight a player or a squad. Press the ◎ at the end of their row or their squad's header in the Squads panel, or hold Shift (or Ctrl, or ⌘) while clicking the row, a Scores row, or the soldier's mark on the map. Press again to take them out. The set is yours to build: a squad from each side, one player and the squad hunting him, a whole platoon.
  • What lighting does. A lit mark keeps its ring, its glow, its name and a strong trail; every mark outside the set dims to a fifth, on both teams, and so do deployables, wrecks, markers and rounds that are not the set's own. A vehicle with a lit soldier aboard stays lit. A squad in the set lights whoever is in that squad at the playhead, so a member who leaves goes dim from that moment.
  • The camera. When you light something and nothing is being followed, the camera eases toward the centre of the lit marks and keeps tracking them. Drag the map to take it back; ⌖ frame on the pill fits the camera to the whole set and starts tracking again. A follow always wins the camera — a spotlight of others under a follow only dims.
  • The pill over the map names the set — squads first, then players — and clears it with × clear. Following and spotlighting are independent: you can follow one player through a spotlight of six.

Map layers and icon size

Ground covered is the one layer with a subject: it paints where every followed or spotlit player and squad has been over the whole round, in their side's colour, densest where they stood longest. Turn it on with nothing lit and it paints nothing. A match prepared with a tracks document paints the whole round from one small fetch; an older one has to fetch every chunk once in the background, nearest the playhead first, and then the pill over the map counts them in as they arrive while the layer shows what it has. A squad's heat is its members' while they were members. The match page's Heatmap tab draws the same layer for any players you pick there, beside the kill heatmap, without the replay running.

The View options button on the bar opens the layer toggles. A layer whose data the recording does not carry is not offered at all — an older recording may show fewer boxes than this table, and that is not a fault.

LayerDefaultWhat it draws
TrailsOffWhere each unit has just been, as a fading line behind it. Makes a push readable and a crowded flag busy. Cleared when you scrub.
Player namesOffEach soldier's name above their mark.
Health barsOnA bar above each soldier who has lost health, filled to what they have left. No bar means full health; a body shows none, because its grey mark already says it is down. Anyone you follow or spotlight always has one.
MarkersOnSquad and fire-team leaders' map markers: attack, defend, move, observe, enemy contact and the rest. Where squads were told to go, next to where they went.
VehiclesOnEvery live vehicle and its trail. Off is the infantry's map.
WrecksOffDestroyed vehicles, left where they died until the end of the round. Off by default because they only accumulate.
DeployablesOnHABs, radios, rallies, emplacements and sandbags.
RolesOnEach soldier's kit icon on their mark, instead of the plain triangle.
Squad numbersOnThe squad's number beside the marks it owns: leaders, rallies, markers and crewed vehicles.
ProjectilesOnRounds in the air — grenades, rockets, mortars, artillery — with their path and a ring where they landed. Small-arms fire is never recorded, so this is tens of arcs, not thousands. Nor are armour-piercing cannon rounds: like bullets, the game server never creates them, so a tank or IFV firing AP leaves no arc, while its HE and HEAT rounds do.

Icon size, under the toggles, is 1×, 1.5× or 2×. It scales the glyphs — soldiers, vehicles, deployables, markers — and nothing that is a distance on the ground.

The kill feed

The nine most recent events at or before the playhead, newest first. Five kinds of row appear: a kill, a down (marked ↓; the kill lands when they give up or bleed out), a revive, an objective capture, and a vehicle destroyed. A kill row also carries the weapon, HS for a headshot, and the shooter's distance from the impact.

  • Click a row to jump to it. The playhead lands three seconds early, so you see the engagement rather than a body already down.
  • Filter players narrows the feed to rows naming the players you type. Comma-separate several. Matching is case-insensitive and by substring, so henki finds a name with a clan tag around it. Captures and vehicle kills name no player, so they drop out while a filter is set.

Squads and Scores

Squads is the roster as it stands at the playhead, not as it was at the start: a player who switches squad or team moves with the clock. Each row has a status dot — green alive, amber downed, red dead — and a CMD or BOT tag where it applies. Click a row to follow that player; click a squad's follow button to follow the squad. The ◎ at the end of a row or a header spotlights that player or squad — see The spotlight — and a lit row carries an accent rule at its edge.

Scores is the server's own scoreboard as it stood at the playhead: kills, vehicle kills, deaths and team kills, straight from the counters the game was keeping rather than re-counted from the feed. It fills up as the round goes on, because a player is listed only once the recording has seen them score anything. The tab is only offered for a recording that carries the counters.

Review mode

drawn at 12:40HOW LONG IT STAYS−12 s−4 s12:40+4 s+12 sfullgonea pin on the scrub track marks the moment
A stroke belongs to the second it was drawn at. It holds for four seconds either side, fades over the next eight, and is pinned on the scrub track. The tool rail beside the map is not shown.

Review mode turns the map into a whiteboard. While it is on, the pointer draws instead of panning, and a rail of tools appears beside the map. Strokes are pinned to the ground, so they stay on the spot you pointed at through every pan and zoom, and each is stamped with the playhead moment it was drawn at. Press Esc or the button again to leave.

  • Pen draws freehand. Arrow and Ellipse drag from one point to another. Text places a label where you click; type it, then Enter or a click elsewhere sets it.
  • Four inks: the accent, each team's colour, and a neutral.
  • Undo takes back the last stroke; Clear removes them all.
  • Every stroke puts a pin on the scrub track. Click a pin to go to its moment.
  • Sketches are not saved with the match. They last until you leave the page, and in a shared link, which is the one place they persist.

Sharing a moment

Share this moment copies a link to this exact second of this match. Whoever opens it lands on the same playhead, and if you had sketched, they see the sketch too. A link taken while the replay is playing carries that as well, so it starts moving when it opens.

The link is a normal match page link with a few extra parameters: the time in milliseconds, whether to autoplay, and the sketch. Anyone the match page is visible to can open it.

When something is missing

  • A layer toggle is not there. The recording carries no such track. Older recordings have fewer.
  • The map is a grid. There is no minimap image for this layer, so the viewer draws 300 m major and 100 m minor grid lines instead and says so over the map. Everything else works the same.
  • No Scores tab. The recording did not carry the server's counters.
  • "Session expired." The signed-in session that was reading the frames ended. Reload the page to keep watching.
  • Frames will not load. A notice over the map offers a retry. If it keeps failing, the match's replay may still be preparing.