100 Thieves smash Isurus in outrageously fast CSGO ESL Pro League round - Dexerto

100 Thieves smash Isurus in outrageously fast CSGO ESL Pro League round

Published: 18/Nov/2019 6:55

by Andrew Amos


100 Thieves have produced one of the fastest rounds in pro CS:GO history after dismantling Argentinian squad Isurus Gaming in the ESL Pro League in 11 seconds.

The new look 100 Thieves CS:GO roster has been doing wonders for the organization already. With a second place at IEM Beijing, only losing to Astralis in the final, the Australian roster looks more geared up than ever to try and crack into the top five and pop their Major cherry.

With ESL One Odense on the horizon, the former Renegades roster were looking to cement themselves as one of the best teams in the Americas region when they took on Argentina’s Isurus Gaming in ESL Pro League Season 10.

Given the massive ranking difference between the two teams, with 100 Thieves ranked 6th in the world and Isurus 83rd, most people expected a swift 2-0.

However, the Aussies took the challenge a bit too seriously, wiping the floor with Isurus in one particular round that’ll go down in history.

ESL100 Thieves have taken up CS:GO speed running with this incredibly quick round against Isurus.

In round 18 on Inferno, 100 Thieves were looking to clean up the Argentinians and head onto map two. Isurus’ backs were against the wall, down 4-13 and on an eco, deciding to rush down mid in the hopes of surprising 100 Thieves.

However, the Thieves could not be deceived, with a double nade stack from Jay ‘Liazz’ Tregillgas and Aaron ‘AZR’ Ward wiping out four of the Argentinians. Roberto ‘Reversive’ Themtham was the only Isurus player alive down in Banana, with the Aussies cleaning him up shortly after.

The dust settled with the timer stopping on 1:44, meaning that the round took 11 seconds to finish up, and the boys looked pleased with their efforts. For Isurus though, losing a round that quick probably wouldn’t have even hurt it’s a good way to reset the mental and get going with the game.

While the round was fast, it’s not the fastest round in CS:GO history. That accolade goes to Ninjas in Pyjamas and mousesports, who hold the joint record for the fastest round in history at 9 seconds. 

Both of their rounds involved teams on ecos running it down mid on Dust 2 into a firing line of snipers and other rifles, making for easy pickings as they peeked through the double doors. 

This 11 second round from 100 Thieves is the fastest ever on Inferno though. The boys from Down Under dethroned Cloud 9, who held the previous record of 13 seconds set in 2017 against Ghost.

It’s likely that this record will stay up for quite some time as it takes quite the unique set of circumstances to come about though. 

100T continued the onslaught, closing out Inferno 16-5 before moving onto Mirage. Isurus put up more of a fight there, but still ended up falling to the Australians 16-9, who have now secured a spot at the Pro League finals in Odense.


BLAST’s director of operations on maintaining integrity with online CSGO

Published: 24/Nov/2020 15:23 Updated: 24/Nov/2020 15:33

by Adam Fitch


“This time last year our rulebook and our whole setup were based on LAN events,” BLAST’s director of operations and production Andrew Haworth told Dexerto. “We hadn’t really done a huge amount of work on how that would be replicated in an online world.”

Earlier this year, with the global health situation emerging, governments all around the world were forced to reduce the feasibility of hosting events, and thus, they were moved online — halfway through a tournament, in some cases.

Prior to the restrictions, tournament organizer BLAST managed to host their first big competition of the year in February, impressing many and unknowingly hosting what would be one of the only prominent offline events in the 2020 Counter-Strike calendar. They didn’t have the same privilege later in the year, however, as limitations had yet to be permanently relaxed in many locations. Nonetheless, they went on with their plans to host the BLAST Premier Fall Series, albeit online.

Another layer of absurdity was added as a factor of hosting an event, and that was the revelation of a spectating bug that spanned multiple years. With the Esports Integrity Commission — a body devised to maintain the integrity of competitive gaming — issuing bans to dozens of coaches, integrity questions were more prominent than ever during an online era, no less, where it’s harder to monitor the activity of teams and their coaches.

BLAST Premier Fall Series 1
Commentators Scrawny and launders arrived at the production location early to accommodate local restrictions.

Haworth’s background working on major music festivals and the Olympics Games means he’s no stranger to crafting contingency plans to put in place in case of a problem arising. Prior to hosting the Fall Series, they went through sessions of scenario testing with key department leads to devise numerous methods of still getting the job done.

Considering BLAST have deployed everything at their disposal to maintain competitive integrity within their events, Dexerto spoke with Haworth to see how they adapted their processes to move to a remote production while monitoring the gameplay itself both in and out of the server.

Going back to esports’ roots

“We were fairly lucky in the timing of the outbreak, we just finished our Spring Series in February and didn’t have another live event till the end of May,” he said. “Other tournament organizers didn’t and were thrown into that halfway through a show. We had a bit of time, purely by luck, to have a look at what we need to do for our Spring Showdown and our Spring Final.”

While esports, like most other sports, is fundamentally an entertainment product, the need for competitive integrity is essential. Fans tune in to watch the best players in the world face off against each other, and that’s no different during an era of online competition.

“If the fans don’t have faith in what we’re putting on if our broadcasters and sponsors don’t have faith in what we’re putting on, and the teams ultimately lose faith in it, then none of us can stand behind it proudly,” Haworth said. “So competitive integrity is in integral to what we do, none of us are arrogant enough to think that we’re perfect in that.

“There may be things that we’re doing now that we’ll review and determine haven’t worked quite as well or are not effective. Some of the things that we have done we want to ensure, while maintaining competitive integrity at all times, doesn’t affect the performance of play. We don’t want to be taking up computer performance for the matches because that isn’t going to gain the right tone with anybody.”

BLAST Premier Fall Series 2
The venue had no players in sight, with only production staff and broadcast talent being present.

With a change in circumstance comes a need to change the parameters in which events are run, and that filters all the way down to the gameplay itself. BLAST saw the need to adapt their guidelines early in the year, when LAN events no longer seemed possible, so all of the teams were on the same page.

“The rulebook gets issued at the start of every season, we generally review it and update it after every event,” Haworth said. “We did less of that last year — I think we only made one or two slight revisions from Spring Series into Spring Showdown because the former was very much for a LAN. We also have our competitive integrity policy, which is broadly drawn out of the rulebook and is a short, sharp summary to articulate to what we do. That’s on our website. We’ve worked with experienced tournament officials that have worked with other tournament organizers and in other settings, it’s important to us that they can see elsewhere what has worked, and equally what hasn’t worked, so we can pick up best practices.”

From bad to worse

All partners of ESIC — including the likes of ESL and DreamHack — vow to enforce rulings decided upon by the commission, and that was no different for BLAST. The spectating exploit utilized by at least 37 coaches rocked the CS:GO community and certainly begged the question as to what tournament organizers are doing to ensure fair play is had at all times.

Moving online adds another layer of difficulty to constantly and accurately monitoring the matches played, especially considering tournament officials can’t be present to see how teams are operating with their own two eyes. BLAST believes they’ve reached the pinnacle of monitoring at this precise moment.

“Some of the measures we put in place aren’t perfect but they’re the best available solution we’ve found so far,” Haworth told Dexerto. “There are methods that we’re developing and evolving. We are confident that the measures we have in place currently are giving the desired result in not allowing anybody to manipulate the system or take advantage of it.

“From a coaching bug point of view, the player cams that we’ve put in place have been a really useful feature. That’s something that we looked at, to start with, as a broadcast feature that had some great context and depth. It grew into something that we now utilize to ensure we can see what players are doing.

“We’ve worked with players on camera angles, we have down-the-line shots, coaches have cameras on them and we listen to TeamSpeak for both a broadcast feature and in terms of integrity,” he continued. “The MOss system is far from perfect but it allows us to know what’s open on someone’s computer, there’s a report sent to us post-match with that information.

Moving forward in the face of adversity

Despite having what they believe is a solid solution to both playing online and safeguarding the integrity of the tournament, it would be understandable if a tournament organizer decided to postpone an event due to the recent exploit revelation and subsequent disciplinary rulings. Haworth ensured Dexerto, however, that that wasn’t an eventuality BLAST considered.

BLAST Spike Nations
BLAST have undergone plenty of growth in 2020 so far despite the difficulties, expanding into new titles like Valorant and Dota 2.

“We’ve never really moved our date around. We put our 21 days in the international calendar [that’s shared by all CS:GO tournament organizers] in April this year to try and provide full transparency,” he said. “We worked on this straight after the Spring Final, there were a couple of bits that we thought we could include like the coach cams but there were also a couple of things that weren’t ready for the Fall Series. We played around with them but wasn’t sure if it would cause performance issues on players’ PCs so we didn’t want to risk it.”

There’s not the only difficulty in providing a fair and stable environment for the players, BLAST have plenty of staff that are needed to execute a full production. Having staff at home using personal internet lines isn’t the most confidence-inducing prospect, but the company has managed to execute a means of working that allows for maximum efficiency given the circumstances.

While online play, and the copious amount of events that are taking place, may not be ideal, esports has proven to be resilient in the face of extreme and unpredictable challenge. The Fall Series was revered by industry professionals and Counter-Strike fans alike, but it’s clear that BLAST are not resting on their laurels leading up to the next phase of the competition.