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attacker_name
large_string
attacker_steamid
large_string
attacker_team_num
uint32
blind_duration
float32
entityid
int32
tick
int32
user_name
large_string
user_steamid
large_string
user_team_num
uint32
match_id
int32
map_name
large_string
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coldzera
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de_nuke
End of preview. Expand in Data Studio

CounterQuant CS2 Bronze

Institutional-grade, event-level CS2 competitive match data — kill-by-kill, bullet-by-bullet, utility-by-utility.

⭐ If you use this dataset in research, a product, or any publication, please cite the author (see Citation below).

Parsed from raw .dem files in CounterQuant CS2 Demos using demoparser2 and awpy. Covers Tier 1, Tier 2, and Tier 3 professional CS2 matches from January 2024 to present. Continuously updated as new demos are parsed.

Curated and maintained by Eimantas Kulbe (KEDevO) as part of the CounterQuant esports intelligence platform.


Dataset at a Glance

Metric Value
Matches with demos 6,620+
Matches fully parsed 3,098 (growing)
Kill events extracted 2.8M+
Damage events extracted 5.1M+
Player-round KAST rows 1.4M+
Time period January 2024 – present
Tiers T1, T2, T3 professional
Update cadence Continuous (new demos within 24–48h of match)
Parse engine demoparser2 0.41.3 + awpy 2.x
Format Parquet (Snappy compression)
License CC BY 4.0

Motivation

CS2 demo data has historically been locked behind proprietary tools, expensive data providers, or limited to aggregated statistics. This dataset provides tick-level event granularity — every kill, every bullet, every flash and smoke detonation — for thousands of professional matches, freely available for research, analytics, and model training.

The goal is to enable a generation of open, reproducible esports science: utility efficiency models, economy decision trees, clutch probability estimators, positional advantage metrics, and player rating systems that go far beyond K/D.


Current State & Roadmap

This dataset is actively being built. Parsing is continuous — new matches are processed automatically as demos become available.

Data Layer Status Notes
Kill events (data/kills/) ✅ Live, growing 2026 T1 populated; 2024–2025 backfill in progress
Damage events (data/damages/) ✅ Live, growing Same coverage as kills
Flash/blind events (data/blinds/) ✅ Live, growing Per player per blind event
Utility events (data/utility/) ✅ Live, growing Grenades + bomb plants/defuses
Round economy snapshots 🔄 PostgreSQL → Parquet planned Buy types, equip value, cash
Aggregated match stats 🔄 Planned matches_{year}.parquet, maps_{year}.parquet
Player directory 🔄 Planned players_{year}.parquet with HLTV IDs
Team directory 🔄 Planned teams_{year}.parquet
KAST/Player-round stats 🔄 PostgreSQL → Parquet planned Computed from kills + survival

Aggregated stat files (matches, maps, players) will be published once per-year coverage reaches completeness. Current event parquets are the ground truth from which all aggregates derive.


File Structure

data/
├── kills/
│   ├── 2024/
│   │   ├── tier1/
│   │   │   └── {match_id}/
│   │   │       └── {map_name}.parquet
│   │   ├── tier2/
│   │   └── tier3/
│   ├── 2025/
│   └── 2026/
├── damages/         # same structure as kills/
├── blinds/          # same structure as kills/
└── utility/         # same structure as kills/

Example paths:

data/kills/2026/tier1/2392553/de_mirage.parquet
data/damages/2025/tier2/2341200/de_nuke.parquet
data/utility/2024/tier1/2289100/de_inferno.parquet

Schema Reference

data/kills/ — Kill Events (player_death)

Each row is one kill event extracted from a professional CS2 demo.

Column Type Description
match_id int64 HLTV match ID
map_name string CS2 map name (e.g. de_mirage)
tick int64 Demo tick when kill occurred
round int32 Round number (1-indexed)
attacker_steamid int64 Steam ID of the killer
attacker_name string IGN of the killer
attacker_team_num int32 2 = T-side, 3 = CT-side
victim_steamid int64 Steam ID of the victim
victim_name string IGN of the victim
victim_team_num int32 2 = T-side, 3 = CT-side
weapon string Weapon used (e.g. ak47, awp)
headshot bool True if headshot
thrusmoke bool True if kill through smoke
noscope bool True if AWP no-scope
attackerblind bool True if attacker was blinded
penetrated int32 Bullets that penetrated walls
dominated bool True if attacker dominated victim
revenge bool True if revenge kill
distance float32 Distance between attacker and victim (game units)
assister_steamid int64 Steam ID of assist (null if none)
assister_name string IGN of assister
assistedflash bool True if assist was a flash-assist
attacker_X float32 Attacker world X coordinate
attacker_Y float32 Attacker world Y coordinate
attacker_Z float32 Attacker world Z coordinate (elevation)
victim_X float32 Victim world X coordinate
victim_Y float32 Victim world Y coordinate
victim_Z float32 Victim world Z coordinate

data/damages/ — Damage Events (player_hurt)

Each row is one damage event (bullet hit, grenade damage, etc.).

Column Type Description
match_id int64 HLTV match ID
map_name string Map name
tick int64 Demo tick
round int32 Round number
attacker_steamid int64 Steam ID of attacker
attacker_name string IGN
attacker_team_num int32 2 = T, 3 = CT
victim_steamid int64 Steam ID of victim
victim_name string IGN
victim_team_num int32 2 = T, 3 = CT
weapon string Weapon / grenade type
dmg_health int32 Health damage dealt
dmg_armor int32 Armor damage dealt
hitgroup int32 Hit location code (0=generic, 1=head, 2=chest, 3=stomach, 4=L-arm, 5=R-arm, 6=L-leg, 7=R-leg)

data/blinds/ — Flash Blind Events (player_blind)

Each row is one flash blindness event — a player being blinded by a flashbang.

Column Type Description
match_id int64 HLTV match ID
map_name string Map name
tick int64 Demo tick
steamid int64 Steam ID of blinded player
name string IGN
team_num int32 2 = T, 3 = CT
blind_duration float32 Duration of blindness in seconds
attacker_steamid int64 Steam ID of flash thrower
attacker_name string Flash thrower IGN
attacker_team_num int32 2 = T, 3 = CT

data/utility/ — Utility & Bomb Events

Combined parquet of all grenade detonations and bomb lifecycle events per map.

Column Type Description
match_id int64 HLTV match ID
map_name string Map name
tick int64 Demo tick
round int32 Round number
steamid int64 Steam ID of thrower / planter
name string IGN
team_num int32 2 = T, 3 = CT
X float32 World X at detonation/plant
Y float32 World Y at detonation/plant
Z float32 World Z at detonation/plant
nade_type string hegrenade, inferno, smokegrenade, decoy, flashbang (null for bomb events)
event_type string bomb_planted, bomb_defused, bomb_exploded (null for grenade events)

Match Coverage

Year Tier 1 Tier 2 Tier 3 Total
2024 811 1,252 342 2,405
2025 817 900 398 2,115
2026 220 1,044 836 2,100
Total 1,848 3,196 1,576 6,620

Coverage as of May 2026. Parsing is continuous — parquet files are added as demos are processed.

Tier definitions (HLTV classification):

  • Tier 1 — Major-qualifier and above (IEM Katowice, PGL Major, ESL Pro League, etc.)
  • Tier 2 — ESL Challenger, CCT, ESEA Premier, regional qualifiers
  • Tier 3 — Open qualifiers, community tournaments, regional leagues

Quick Start

Load all kills for a specific match

import polars as pl
from huggingface_hub import hf_hub_download

# Download a single match's kill events
path = hf_hub_download(
    repo_id="KEDevO/CounterQuant-CS2-Bronze",
    repo_type="dataset",
    filename="data/kills/2026/tier1/2392553/de_mirage.parquet",
)
df = pl.read_parquet(path)
print(df.shape)  # (kills, columns)
print(df.head())

Bulk download by year and tier

from huggingface_hub import snapshot_download

snapshot_download(
    repo_id="KEDevO/CounterQuant-CS2-Bronze",
    repo_type="dataset",
    allow_patterns="data/kills/2025/tier1/**",
    local_dir="./bronze_kills_2025_t1",
    resume_download=True,
)

Query across matches with DuckDB

import duckdb

conn = duckdb.connect()
result = conn.execute("""
    SELECT
        attacker_name,
        COUNT(*) AS kills,
        ROUND(AVG(distance), 1) AS avg_distance,
        SUM(headshot::INT) / COUNT(*) AS hs_rate,
        SUM(thrusmoke::INT) AS smoke_kills
    FROM read_parquet('bronze_kills_2025_t1/**/*.parquet', hive_partitioning=false)
    GROUP BY attacker_name
    ORDER BY kills DESC
    LIMIT 20
""").fetchdf()
print(result)

Compute ADR per player per round

import polars as pl

dmg = pl.read_parquet("data/damages/2025/tier1/**/*.parquet")

adr = (
    dmg
    .group_by(["match_id", "map_name", "attacker_steamid", "attacker_name", "round"])
    .agg(pl.sum("dmg_health").alias("dmg"))
    .group_by(["match_id", "map_name", "attacker_steamid", "attacker_name"])
    .agg(pl.mean("dmg").alias("adr"))
    .sort("adr", descending=True)
)

Flash efficiency analysis

import polars as pl

blinds = pl.read_parquet("data/blinds/2025/tier1/**/*.parquet")

flash_stats = (
    blinds
    # Enemy flashes only: attacker_team_num != victim team_num
    .filter(pl.col("attacker_team_num") != pl.col("team_num"))
    .group_by(["attacker_steamid", "attacker_name"])
    .agg([
        pl.count().alias("enemies_flashed"),
        pl.mean("blind_duration").alias("avg_blind_duration"),
    ])
    .sort("enemies_flashed", descending=True)
)

Data Collection Methodology

Demo sourcing

Raw .dem files are sourced from HLTV.org's demo CDN ([match_id].rar archives) via authenticated requests with proxy rotation. Demos are stored verbatim in CounterQuant CS2 Demos before parsing.

Parsing pipeline

Each .dem file is parsed on dedicated hardware using:

  • demoparser2 0.41.3 — Rust-native CS2 demo parser. Used to extract player_death, player_hurt, player_blind, grenade/bomb events, and economy snapshots at round freeze ticks.
  • awpy 2.x — For KAST computation (Kill/Assist/Survived/Traded) and complementary round-level player statistics.

Parse version

All files in this dataset are produced by parser version v3. Parse version is tracked in the internal demo_parse_log table. If parsing methodology changes significantly, new versioned files will be added without removing existing ones.

Known limitations

  • Warmup rounds: Some very early rounds (pre-round 1) may contain warmup kills. Filter by round >= 1.
  • Overtime: Overtime rounds are included. Standard maps run 24 rounds; anything beyond is overtime.
  • Team side assignment: team_num=2 is always T-side at that point in the match; sides swap at halftime. Map-level side assignment requires joining with round economy context.
  • Missing demos: Not all HLTV matches have publicly available demo files. Matches without demos are excluded from this dataset.
  • Parse failures: A small number of demos (~2%) fail to parse due to corruption or early termination. These are tracked internally but absent from the dataset.

The CounterQuant Data Stack

Bronze is one layer in a four-tier public data release. All layers share the same match IDs for easy joining:

Tier Dataset Contents Status
Raw demos CounterQuant CS2 Demos Raw files Live
Bronze <- this dataset - Tick-level events: kills, damages, flashes, utility Live, growing
Silver CounterQuant CS2 Silver Normalized match results, map scores, player stats, rosters, events Staging for export
Gold Lite CounterQuant CS2 GoldLite ML-ready features: Elo, form, H2H, event context Staging for export

Typical join pattern: Load Bronze kill events -> join on to Silver for tier/event context or to Silver for per-map stat cross-referencing.

Related Datasets & Resources

Resource Description
CounterQuant CS2 Demos Raw files - parse them yourself, or use this Bronze dataset
CounterQuant CS2 Silver Normalized match results, map scores, player stats - join on
CounterQuant CS2 GoldLite ML-ready Elo/form/H2H features - extend with Bronze-derived demo features
CounterQuant Platform Live analytics dashboard, player ratings, match predictions, API
CounterQuant API REST API for programmatic access to match data, player stats, feature vectors

Data Release Policy

Layer Public? Notes
Raw event parquets (this dataset) ✅ CC BY 4.0 Kills, damages, blinds, utility
Aggregated bronze stats ✅ CC BY 4.0 matches/maps/players — planned
Feature vectors ❌ Private 509-feature ML pipeline, CounterQuant platform only
Match outcome predictions ❌ Private XGBoost / LightGBM model outputs
Live odds / market data ❌ Private Polymarket integration, never released
Model weights ❌ Private Proprietary ML models

Citation

If you use this dataset in research, analytics products, or publications, please cite:

BibTeX

@dataset{kulbe2026counterquantbronze,
  author       = {Eimantas Kulbe},
  title        = {CounterQuant CS2 Bronze: Event-Level Professional Match Data},
  year         = {2026},
  publisher    = {Hugging Face},
  url          = {https://huggingface.co/datasets/KEDevO/CounterQuant-CS2-Bronze},
  note         = {Continuously updated CS2 kill, damage, utility and economy event dataset
                  parsed from professional HLTV demos. Tier 1--3 matches, 2024--present.}
}

APA

Kulbe, E. (2026). CounterQuant CS2 Bronze: Event-Level Professional Match Data [Dataset]. Hugging Face. https://huggingface.co/datasets/KEDevO/CounterQuant-CS2-Bronze

Acknowledgement (for papers/articles)

Kill event and economy data sourced from CounterQuant CS2 Bronze (Kulbe, 2026), available at https://huggingface.co/datasets/KEDevO/CounterQuant-CS2-Bronze under CC BY 4.0.


License

Creative Commons Attribution 4.0 International (CC BY 4.0)

You are free to:

  • Share — copy and redistribute the material in any medium or format
  • Adapt — remix, transform, and build upon the material for any purpose, including commercial

Under the condition that you give appropriate credit to Eimantas Kulbe and link back to this dataset.

Full license text: https://creativecommons.org/licenses/by/4.0/


Dataset maintained by Eimantas Kulbe. For questions, issues, or collaboration: open a discussion on this dataset page or reach out via CounterQuant.

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