
Train Guide for Counter-Strike 2
Callouts, bombsites, timings, weapon ranges, and skins.
Train is a bomb defusal map set in a rail yard, with train cars standing on both sites. The game files mark only 16 named places on it - the official callouts you see on the radar and in team chat. The two default plant spots are 1,259 units apart, about 32 metres in a straight line.
A CT gets from spawn to the A plant spot in about 8.1 seconds with the knife out, a T in about 11.6 - 3.5 seconds later. Both are measured along the map, around the walls - more in Timings. This page goes through the callouts, both sites, the timings, which guns suit the distances here, and the skins.
Train Map Overview
Where the map came from, and what the game files say about it.
Train is two bombsites in one rail yard, with trains standing on both. A is the big hall in the middle of the map: the Ts walk in through T Main, or go round along Alley and come in from the Ivy side. B is below it. The Ts get there over the upper floor - up T Stairs, then along Brown Halls or T Side Upper to Back of B - and onto the site down B Ramp or along Catwalk. On A the cover is Bomb Train A, Red A and Yellow; on B it is the bomb train with White, Red B and Oil around it. Connector joins the two sites, and Entrance links it with Back Site and CT Spawn.
The Train map is one of the oldest maps in Counter-Strike. It came with Beta 5.0 of the original game at the end of 1999, credited to Barking Dog Studios and Christopher Mair, and was remade for CS:GO in December 2014. It stayed in Active Duty until May 2021, when Ancient took its place, and CS2 launched in 2023 without it.
The rework came on 13 November 2024. Rain falls on the outside areas now, the A Site was made smaller and lost a train car, and the Popdog ladder became a long hallway with stairs. Train went back into Active Duty at the start of 2025 in place of Vertigo - in Premier from 28 January - and left again on 21 January 2026, when Anubis returned for Premier Season 4. A year in the pool, almost to the day.
The map
| Type | Bomb defusal |
| Map code | de_train |
| Created by | Barking Dog Studios, Christopher Mair; CS2 version by Valve |
| Active Duty | December 2014 - May 2021, January 2025 - January 2026 |
| In CS2 | Since 13 November 2024 |
From the game files
| Named places | 16 |
| Spawn points | 14 T, 14 CT |
| Buy zones | 2 |
| Bombsites | 2 (A and B) |
| Plant to plant | 1,259 u (about 32 m) |
| Bomb radius | 500 u (about 12.7 m) |
CS2 Train Callouts
The 16 official names from the map files and the ones players use.
The left map shows only the 16 names stored in the map files. In the lists below they carry an official tag. The right map and every name without a tag is what players call the spots. The two bombsites have their own section, Bombsites.
With 16 official names, Train is mapped sparsely - none of the trains has a name in the game files. Red A, Yellow, Oil, White and both bomb trains are what players call them, and on A Site the game marks only one spot of its own, Electrical Box.
CS2 Train T Spawn Callouts
Open full size
- T Spawn official
- The Terrorist spawn in the upper left corner of the map.
- T Stairs official
- The staircase right next to T Spawn, leading up to Brown Halls and T Side Upper.
- Brown Halls
- A narrow corridor running alongside T Side Upper to Back of B.
- T Side Upper official
- The showers, running alongside Brown Halls, also known as Showers.
- T Main official
- The main way into A Site from T Spawn.
- Dumpster official
- The dumpster in Alley.
- Alley official
- The long back alley from T Spawn all the way to Ivy.
- Pigeons
- The area between Ivy and Alley.
CS2 Train CT Spawn Callouts
Open full size
- CT Spawn official
- The area where the CTs spawn.
- CT Stairs
- The stairs from CT Spawn towards Tunnels.
- Tunnels official
- The back offices between Ivy, CT Stairs and A Site.
- Ivy official
- The connector from Alley and Pigeons towards Tunnels, named after the ivy growing around it.
- Entrance official
- The passage between Connector, Back Site and CT Spawn.
CS2 Train B Site Callouts
Open full size
- B Ramp
- The ways onto B Site from Back of B.
- Back of B official
- The small area directly behind B Site.
- Sidewalk
- The platform that runs from B Ramp to Connector.
- Connector official
- The connector between A Site and B Site.
- Catwalk
- The upper way onto B Site from Back of B.
- Headshot
- The very end of Catwalk on upper B, where a player crouching on a spool shows only their head.
- Bomb Train B
- The train in the middle of B Site. The plant zone is on it and around it.
- White
- The blue train on B Site, just outside lower B and B Ramp, also known as Blue.
- Red B
- The red train on B Site, right next to Connector.
- Oil
- The oil train on B Site, by Headshot.
- Back Site
- The back of B Site, behind Oil and Red B, bordering CT Spawn.
CS2 Train A Site Callouts
Open full size
- Longdog official
- The passage up to Back of B. In the game files: Long Dog.
- Red A
- The red train on A Site, the one closer to Bomb Train A.
- Olof
- The small cubby close to T Main.
- Hell
- The small cubby near Ivy and Tunnels.
- Yellow
- The yellow train on A Site, to the left of the Ivy and Tunnels entrance.
- Bomb Train A
- The train on A Site next to Connector. The plant zone is on it and around it.
- Electrical Box official
- A small box on A Site, between Red A and Bomb Train A.
- Heaven
- A small alcove near Bomb Train A with stairs to the upper room. The room was open in Source and CS:GO.
Train Bombsites
How big each site is, where the bomb goes, and every way in.
The game files hold the exact zone where you can plant on each site. On Train both are long, narrow strips laid along the bomb train: about 13.4 × 4.3 metres on A Site and 13.4 × 4.7 on B Site, 57 m² against 63. Each zone reaches from the floor up over the roof of the car, so you plant next to the train or on top of it.
A site
| Plant zone, game files | 528 × 168 u (13.4 × 4.3 m) |
| Plant zone area | 57 m² |
| CT Spawn to default plant | 2,025 u (51.4 m) |
| T Spawn to default plant | 2,903 u (73.7 m) |
| Ways in | T Main, Long Dog, Ivy, Connector |
| Retake plant spots | 5 |
B site
| Plant zone, game files | 528 × 184 u (13.4 × 4.7 m) |
| Plant zone area | 63 m² |
| CT Spawn to default plant | 2,112 u (53.6 m) |
| T Spawn to default plant | 3,929 u (99.8 m) |
| Ways in | B Ramp, Catwalk, Connector, Entrance |
| Retake plant spots | 5 |
The plant zone is the invisible shape in the map files that decides where the bomb can go - on the maps below it is the green outline. On both sites it is one box around the bomb train. Spawn distances are measured along the map, from the middle of each spawn to the default plant spot - the times are in Timings. In Retake mode the bomb starts already planted on one of the fixed spots per site: five on A and five on B, and on each site one of them is up on the bomb train. They are the dots on both maps below: the filled one is the default. A few sit just outside the outline - the game checks the planting player's body against the zone, not a single point.
A Site
Four ways in: T Main and Long Dog on the T side, the Ivy and Tunnels entrance on the right, and Connector from B.
A is 8.1 seconds from CT Spawn with the knife and 11.6 from T Spawn through T Main - the CT lead on A is 878 units, about 3.5 seconds.
B Site
Four ways in: B Ramp and Catwalk from Back of B, Connector from A, and Entrance on the CT side.
For a CT, B is almost as close as A: 8.4 seconds. A T needs 15.7, over the upper floor and down to Back of B - the CT lead on B is 1,817 units, more than 7 seconds.
Train Timings
How long the runs take, timed in game.
The routes below are runs I timed in game with a stopwatch: from spawn, knife out, normal running, no bunny hops. A stopwatch is more honest than the radar here - the T routes to B go up T Stairs and over the upper floor, and the flat radar cannot show that. Spawn points differ, so a run from another spot can be a few tenths of a second shorter or longer. The spawn-to-plant times are in Bombsites.
| Route | Time, s | Notes |
|---|---|---|
| CT Spawn → top of Oil | 7.94 | Watching the far wall of Back of B |
| CT Spawn → Connector | 8.01 | At A Site, watching Long Dog and Red A |
| CT Spawn → Ivy | 8.31 | Watching Pigeons |
| CT Spawn → B Ramp | 8.84 | Across B Site, watching Back of B |
| CT Spawn → Pigeons | 12.38 | Watching Alley |
| T Spawn → T Main | 8.38 | The first view onto A Site |
| T Spawn → Pigeons | 11.19 | Watching Tunnels |
| T Spawn → B Ramp | 13.48 | Watching Connector |
| T Spawn → Back of B | 15.61 | Watching Catwalk |
| T Spawn → Long Dog | 16.51 | Through Brown Halls, watching A Site |
What the numbers mean
A is a close race. The first T sees the site from T Main at 8.38 seconds, a CT is at Connector at 8.01 - less than half a second apart. From Connector the CT watches Long Dog and Red A, but the T who goes round to Long Dog through Brown Halls needs 16.51 seconds.
On the Ivy side the CTs are early. A CT reaches Ivy at 8.31 seconds and looks up to Pigeons, about 26 metres; the first T gets to Pigeons at 11.19, almost 3 seconds later. Going on to Pigeons does not pay for a CT, though: he is there at 12.38, 1.2 seconds after the T.
B goes to the CTs. One is on top of Oil at 7.94 seconds, looking down to the far wall of Back of B, and another is across the site at B Ramp at 8.84. The first T comes to B Ramp at 13.48 - more than 4.5 seconds later - and looks along the site to Connector, about 34 metres. A T is at Back of B, watching Catwalk, at 15.61.
Weapons on Train
Which guns fit the distances on this map, and which don't.
Every gun in CS2 has an accurate range - how far its first shot, fired standing still, stays tight enough to rely on. Train has fixed distances between the spots where fights happen. Compare the two and you get a useful picture of which weapons suit each sightline. The distances below are straight lines between positions on the in-game radar that can see each other, so they are approximate. Height is not counted either, so from the top of a train the real distance is a little longer. The accurate range figures are from the game update of 18 March 2026.
| Duel | Distance, u (m) | Area |
|---|---|---|
| Catwalk → Red B | 1,327 (33.7) | B |
| T Main → Ivy entrance | 1,228 (31.2) | A |
| B Ramp → Connector | 1,224 (31.1) | B |
| top of Back of B → bottom of Back of B | 1,108 (28.1) | Back of B |
| Pigeons → Ivy | 918 (23.3) | Ivy |
| B Ramp → White | 747 (19.0) | B |
Accurate range is only one number. The guide for each gun has the rest: damage at every distance, how many hits it takes through armour, movement, and the spray pattern for every single bullet. The links are on the gun names below.
Train is a long-range map. Four of the six fights are 28 metres or more, and a standing AK-47 covers only one of them - B Ramp to White, 19 metres. No SMG reaches any line in the table.
Past 30 metres: A and B
Three lines run past 30 metres: Catwalk to Red B across B Site, about 34 metres, T Main across A Site to the Ivy entrance and B Ramp along B Site to Connector, both about 31. That is past the plain accurate range of every rifle: the M4A1-S with the silencer (28.2 m), the AUG unscoped (28.2 m) and the AK-47 crouched (28.2 m) are 3 metres short on the 31-metre lines and 5.5 on Catwalk, the M4A4 (27.7 m) a little more. A scope covers all three: the AWP (69.3 m), the SSG 08 (47.2 m), and the AUG (38.3 m) and SG 553 (37.1 m) when scoped. The FAMAS in burst mode (35.5 m) reaches them too.
Back of B: right at the edge
From the top of Back of B to its bottom end it is about 28 metres - exactly where the rifles stop. The M4A1-S with the silencer, the AUG unscoped and the AK-47 crouched (all 28.2 m) just cover it, the M4A4 (27.7 m) is half a metre short, and a standing AK (21.7 m) is more than 6 metres out.
Ivy and B: the shorter lines
From Pigeons down to Ivy it is about 23 metres. The M4s cover it easily and the SG 553 unscoped (23.8 m) just reaches it; the AK-47 is 1.6 metres short. B Ramp to White, about 19 metres, is the one AK line on the map. The FAMAS (18.6 m) is just short of it, the Galil AR (16.3 m) and the MP9 (15.9 m) well short.
On a pistol round the Desert Eagle (24.6 m) and the USP-S with its silencer (23.8 m) reach the two shorter lines, Pigeons to Ivy and B Ramp to White. The Glock-18 (20.1 m) reaches only B Ramp to White.
Shotguns are left out of this: their accurate range is 2-3 metres by design and says nothing about where they work.
Rule of thumb: a scope for the lines across A and B, an M4 or a crouched AK for Back of B, and an M4 for Ivy. None of the fights in this list is close enough for an SMG.
Common Mistakes on Train
Seven common mistakes, each tied to a measurement above.
Each point below links back to the measurement behind it.
- Dry T Main
- Walking out of T Main with nothing thrown. The first T sees A Site at 8.38 seconds, a CT is at Connector at 8.01 - the CT is there first, by a little under half a second. Timings
- AK across A
- Taking the long fight from T Main to the Ivy entrance with an AK-47. It is about 31 metres; the AK is accurate to 21.7 standing and 28.2 crouched, short both ways. That line belongs to a scope. Weapons on Train
- Late B Ramp
- Counting on an empty B. The first T gets to B Ramp at 13.48 seconds; one CT is on top of Oil at 7.94 and another at B Ramp at 8.84 - more than 4.5 seconds of waiting. Go in with utility. Timings
- Slow Long Dog
- Going round through Brown Halls to hit A from Long Dog. It takes 16.51 seconds, the slowest run in the table, and the CT at Connector has been watching Long Dog since 8.01. Timings
- CT push to Pigeons
- Running past Ivy to meet the Ts at Pigeons. A CT gets there at 12.38 seconds, the first T at 11.19 - the T is already waiting. Holding Ivy, set at 8.31, wins the same fight. Timings
- SMG on B
- Holding B with an SMG. The shortest line in the table, B Ramp to White, is about 19 metres, and the MP9 is accurate to 15.9 - no SMG reaches any of them. Weapons on Train
- Two reds
- Red A is the red train on A Site, Red B the one on B Site next to Connector. Calling "Red" without the letter sends help to the wrong site. Callouts
Train Skins & Collections
Train skins by market listings and price, and how to get them now.
Train has no case of its own. Its skins come in two collections: The Train Collection from 27 November 2013, and The Train 2025 Collection, added on 31 March 2025, a few months after the rework.
Each collection below has three tabs. Most listed are the skins with the most offers across the markets I track. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and Souvenir variants included.
The Train 2025 Collection
16 skins. The top one is the AWP | LongDog, a Covert skin named after the Long Dog callout, for the gun that covers every long line on this map - see Weapons on Train.

Galil AR | Green Apple
$0.04 - $0.72
View prices →
P250 | Constructivist
$0.02 - $0.17
View prices →
Nova | Rain Station
$0.02 - $0.19
View prices →
CZ75-Auto | Copper Fiber
$0.03 - $0.21
View prices →
AUG | Steel Sentinel
$0.03 - $0.99
View prices →
P90 | Straight Dimes
$0.02 - $0.96
View prices →
Glock-18 | Green Line
$0.15 - $9.82
View prices →
UMP-45 | Late Night Transit
$0.11 - $5.25
View prices →
AWP | LongDog
$31.85 - $565.73
View prices →
M4A4 | Hellish
$9.00 - $115.00
View prices →
MP9 | Latte Rush
$5.04 - $78.17
View prices →
MAC-10 | Derailment
$1.19 - $15.84
View prices →
Tec-9 | Whiteout
$1.10 - $142.16
View prices →
Zeus x27 | Charged Up
$1.02 - $30.91
View prices →
Glock-18 | Green Line
$0.15 - $9.82
View prices →
UMP-45 | Late Night Transit
$0.11 - $5.25
View prices →
P250 | Constructivist
$0.02 - $0.17
View prices →
Nova | Rain Station
$0.02 - $0.19
View prices →
CZ75-Auto | Copper Fiber
$0.03 - $0.21
View prices →
Galil AR | Green Apple
$0.04 - $0.72
View prices →
P90 | Straight Dimes
$0.02 - $0.96
View prices →
AUG | Steel Sentinel
$0.03 - $0.99
View prices →
XM1014 | Run Run Run
$0.11 - $1.87
View prices →
UMP-45 | Late Night Transit
$0.11 - $5.25
View prices →Every skin with a price for every wear is on the Train 2025 Collection page.
The Train Collection
15 skins, and the older set goes no higher than Restricted - the top one is the Tec-9 | Red Quartz.

Five-SeveN | Forest Night
$0.02 - $12.00
View prices →
G3SG1 | Polar Camo
$0.02 - $15.27
View prices →
Dual Berettas | Colony
$0.02 - $1.75
View prices →
UMP-45 | Urban DDPAT
$0.01 - $9.86
View prices →
PP-Bizon | Urban Dashed
$0.01 - $9.00
View prices →
Nova | Polar Mesh
$0.02 - $15.00
View prices →
P250 | Metallic DDPAT
$0.07 - $12.00
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MAG-7 | Metallic DDPAT
$0.08 - $6.75
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Tec-9 | Red Quartz
$0.23 - $10.77
View prices →
MAC-10 | Candy Apple
$0.15 - $4.18
View prices →
Desert Eagle | Urban Rubble
$0.14 - $15.40
View prices →
Sawed-Off | Amber Fade
$0.12 - $10.42
View prices →
M4A4 | Urban DDPAT
$0.09 - $80.00
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MAG-7 | Metallic DDPAT
$0.08 - $6.75
View prices →
SCAR-20 | Carbon Fiber
$0.07 - $2.74
View prices →
P250 | Metallic DDPAT
$0.07 - $12.00
View prices →
Dual Berettas | Colony
$0.02 - $1.75
View prices →
SCAR-20 | Carbon Fiber
$0.07 - $2.74
View prices →
P90 | Ash Wood
$0.05 - $3.61
View prices →
MAC-10 | Candy Apple
$0.15 - $4.18
View prices →
MAG-7 | Metallic DDPAT
$0.08 - $6.75
View prices →
PP-Bizon | Urban Dashed
$0.01 - $9.00
View prices →
UMP-45 | Urban DDPAT
$0.01 - $9.86
View prices →
Sawed-Off | Amber Fade
$0.12 - $10.42
View prices →Every skin with a price for every wear is on the Train Collection page.
How to get them now
Neither collection has ever been in a case. The 2025 one comes in souvenir packages from Majors - the Austin 2025 and Budapest 2025 Train Souvenir Packages - and beyond that there are trade-up contracts and the market. The older Train Collection came out with the DreamHack 2013 update, and today it is trade-ups and the market as well.
Browse all collections and all CS2 cases, or check what your own skins are worth with the Inventory Value Calculator.
Train Data Download
Every number on this page in one file, with the method behind it.
The data this guide is built on is in one JSON file: the 16 official callouts with the coordinates of all 26 zones from the map files and which radar floor each one is on, the 18 player callouts, all 28 spawn points, both bombsites with their plant zones and Retake plant spots, the in-game timings, and the duel distances from Weapons on Train. Each part says how it was measured.
Use it in a video, a tool or your own guide - it is free under CC BY 4.0, as long as you link back to this page. Checked against CS2 build 1.41.8.8.
Download cs2-train-data.json (JSON, 21 KB)
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