Bomb Defusal 3v3
CSGO-style 3v3 plant/defuse with round economy, half-time side swap, and clutch announcer banners.
What this is
Six named players, three T-side and three CT-side, on a de_-style map with A and B bomb sites. Pistol rounds, ecos, force-buys, full money management. T-side picks up the bomb, plants in 3 seconds. CT-side defuses in 5 seconds with a kit, 10 without. Bomb explodes in 40 seconds if not defused. Damage interrupts defuse with a cooldown. First to 10 round wins; half-time side swap at round 6. End-of-match scoreboard with round-by-round bar, K/D/A, ADR, MVP highlighted, then auto-rematch.
Why this is mind-blowing
This is CS in one HTML file. Test runs produced a textbook MATCH POINT clutch: T plants on B at 9-7. CT-side rotates, the lone defender is left on the retake, an "1v2 CLUTCH" banner fires, the retaker gets a double kill before the bomb ticks down — round ends 10-7. Scoreboard. Rematch. The entire shape of a CS broadcast — money, plants, retakes, clutches, halftime — fits in 48KB.
Build a single-file CSGO-style 3v3 Bomb Defusal match. Two sides (T orange,
CT blue), de_-style map with A and B bomb sites, mid sightline. Round
economy, plant/defuse mechanics, 40s bomb timer. Killfeed, announcer
banners (FIRST BLOOD, BOMB PLANTED, BOMB DEFUSED, ACE, CLUTCH 1vN,
HALFTIME). First to 10 round wins. Half-time side swap at R6. MVP
scorecard with K/D/A and ADR. Auto-rematch with new rosters. No user
input — autoplay forever.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- Damage-interrupted defuse with a cooldown is the only way to avoid the per-frame DEFUSING/INTERRUPTED spam loop — first version of this demo ate that bug live.
- Stack-heavy CT setups (2A1B / 1A2B) are the only viable defaults at 3v3; an even spread guarantees the lone anchor gets retaken.
- Round economy with kill rewards + plant/defuse bonuses + escalating loss bonuses is the entire reason 'force-buy after 3 lost rounds' becomes a clip-able decision.