CS2 Office map showing main building entrance

Office Guide for Counter-Strike 2

Callouts, hostages, timings, weapon ranges, and skins.

Office is a hostage rescue map. The hostages start inside the building, on the T side, at two of nine possible spots, and the CTs have to carry them out to one of two rescue zones at CT Spawn and in Garage. The game files mark 17 named places on it - the official callouts you see by your radar and in team chat. The closest hostage spot is about 77 metres from a rescue zone along the map.

A CT gets from spawn to the nearest hostage spot in about 13.4 seconds with the knife out. A T gets there about 5 - 8 seconds earlier. Both are measured along the map, around the walls - more in Timings. This page goes through the callouts, the hostages and the rescue zones, the timings, which guns suit the distances here, and the skins.

Office Map Overview

Where the map came from, and what the game files say about it.

The CTs start in the parking garage and have several ways into the building. One goes through the Garage and the Back Courtyard and up the Back Way. The other crosses the Front Courtyard and goes up the Stairwell into Main Hall. Inside, Main Hall runs past the Bathroom and the elevators and connects to almost everything else; Side Hall is the narrow way along the edge, and Office, the open room full of desks, sits between the Front Courtyard and Side Hall. T Spawn is inside the building, next to the hostage spots.

Office arrived in Counter-Strike Beta 7.0 in 2000 as The Office Complex, built by Alexander "Hobbit" Manilov, and it has been in every multiplayer Counter-Strike since. Ritual Entertainment, Turtle Rock Studios, Hidden Path and Valve all reworked it over the years. The first version had a President's Office wing where Long is now, vents between the hallways, and almost no garage or back yard.

In 1.0 the main entrance had a heavy door that only opened from the inside, and the garage did not connect to the back tunnel. Both changed in 1.1. The CS 1.6 version hides a credits room behind a breakable wall in Storage Room, and one of its monitors shows cs_office open in WorldCraft, the editor it was built in, next to a whiteboard joke about the mapmaker.

The CS:GO version, the one CS2 is built on, has jokes of its own. The radio in T Spawn plays Gabe Newell reading a news report about the attack - it still says four hostages, although a 2013 update cut them to two. The wall in T Spawn names the building Central South Office Park, the directories at the Back Way and the Stairwell say it belongs to the Shepard Mortgage Company, and the T Spawn projector runs slides about mortgages for anyone.

Office map logo featuring a large snowflake and numbers '52375' on a dark checkered background
Office map logo in Counter-Strike 2

The map

TypeHostage rescue
Map codecs_office
Created byAlexander "Hobbit" Manilov
Released2000, Counter-Strike Beta 7.0
In CS2Since launch, September 2023

From the game files

Named places17
Spawn points15 T, 15 CT
Buy zones2
Hostage spawn spots9, in three groups
Rescue zones2, both at CT Spawn

CS2 Office Callouts

The 17 official names from the map files and the ones players use.

The left map shows only the 17 names stored in the map files. In the lists below they carry an official tag. The right map shows the player callouts, and every untagged name in the lists is a player-used callout. The hostage spots and the rescue zones have their own section, Hostages.

The game's zones on Office are wide. Side Hall in the files also covers Long, Main Hall covers the Elevator corridor, and Garage covers the area with the rescue zone - so the radar often shows a bigger name than the one players use.

CS2 Office map with all 17 official callouts labeled
The 17 official place names from the map files, on the in-game radar
CS2 Office map with community callouts labeled
Callouts players use on Office

CS2 Office CT Spawn Callouts

CS2 Office CT Spawn callouts Open full size
CT Spawn area and nearby callouts on Office in CS2
CT Spawn official
The Counter-Terrorist spawn area.
Hideout
A small room leading into Sniper's Nest.
Sniper's Nest official
A sniper position overlooking Front Courtyard and the approach toward the office. Commonly used by CT snipers.
Short Stairs
A stair area with a view toward the Office windows.
2nd Sniper's Nest
An enclosed sniper position with a direct view toward the Office.
Van
The armored SWAT van located in the CT Spawn area.
Rescue
The hostage rescue zone. The game files count it as part of Garage - see Hostages.
Blue
The blue dumpster near Garage, commonly used as cover against players pushing from Back Way.
Garage official
The garage located in front of the CT Spawn area.

CS2 Office Back Courtyard Callouts

CS2 Office Back Courtyard callouts Open full size
Back Courtyard area and nearby callouts on Office in CS2
Back Courtyard official
An open outdoor area outside the Garage entrance.
Dumpster
A dumpster below the six breakable windows leading from Back Courtyard into the building near the Elevator area.
Back Way official
An L-shaped stairway leading from Garage into the building toward the Elevator area.
Elevator
The corridor to the left of the Back Way exit, containing two elevators. The game files count it as part of Main Hall.

CS2 Office Front Entrance and Stairwell Callouts

CS2 Office Front Entrance and Stairwell callouts Open full size
Front Entrance and Stairwell area on Office in CS2
Stairwell official
The stairs leading from Front Courtyard into Main Hall.
Soda
A small passage near Main Hall with a toppled soda machine.
Cubby
A small recessed hiding spot near the Office and Side Hall, often used to ambush players leaving Office.
Front Courtyard official
A large open area connecting CT Spawn with Office and Side Yard. Players often call it Front Yard.
Front
The main entrance from Front Courtyard into the office building.
Ladder
A ladder route from Front Courtyard into Office through a breakable window.
Side Alley official
The low passage on the west side of Office, between Front Courtyard and Side Yard.
Side Yard official
The outdoor area behind Front Courtyard, marked by the Road Closed sign.
Office official
A large office area connecting Front Courtyard, Side Yard, and Side Hall.
Side Hall official
The corridor leading from Office toward Long.

CS2 Office Long Callouts

CS2 Office Long callout and nearby routes Open full size
Long corridor and nearby callouts on Office in CS2
Long
The long hallway running from the Main Hall area toward T Spawn. The game files count it as part of Side Hall.
Vending
A small recess with vending machines along Long. Terrorists often use it as a hiding spot to catch players coming from Side Hall.
Bathroom official
The restroom area located just off Long.

CS2 Office Main Hall Callouts

CS2 Office Main Hall callouts Open full size
Main Hall area and nearby callouts on Office in CS2
Main Hall official
The large central hallway connecting the Front Courtyard side with Soda, Bathroom, and the Elevator area.
Doorway
A narrow passage connecting the Conference Room side of the building with the Elevator area.
Storage Room official
A room filled with stacks of printer paper, located to the right of the Elevator area.

CS2 Office T Spawn Callouts

CS2 Office T Spawn callouts Open full size
T Spawn area and nearby callouts on Office in CS2
T Spawn official
The Terrorist spawn area.
Couch
The couch located in the T Spawn area.
Conference Room official
A large room with a projector, located just past Kitchen.
Kitchen official
The kitchen connecting Storage Room with Conference Room.

Office Hostages and Rescue Zones

Where the hostages start, how far they are from each side, and where they have to go.

The map files hold nine spots where a hostage can start, all on the T side of the building. They are split into groups: four spots around T Spawn and five around Storage Room, Kitchen and Conference Room. At the start of the match, two hostage positions are chosen, one from each side, and those positions stay the same for every round. A third group prevents some of the closest spots from being used together. There are two rescue zones, both at CT Spawn.

The rules in CS2: a CT unties a hostage in 4 seconds (1 with a Rescue Kit), carries it on his back and moves noticeably slower while he does. One CT carries one hostage, and one rescue is enough to win the round. The round is 2 minutes, and picking up the first hostage adds another minute.

Hostage spot CT Spawn → spot, u (s) T Spawn → spot, u (s) Spot → rescue zone, u
1 - top corridor by T Spawn4,125 (16.5)367 (1.5)3,842
2 - T Spawn4,118 (16.5)258 (1.0)3,838
3 - T Spawn3,983 (15.9)229 (0.9)3,698
4 - Radio, below T Spawn3,716 (14.9)309 (1.2)3,435
5 - Conference Room, far end4,332 (17.3)1,107 (4.4)4,052
6 - Storage Room3,360 (13.4)1,280 (5.1)3,051
7 - Conference Room, door side3,904 (15.6)791 (3.2)3,586
8 - Conference Room4,007 (16.0)1,167 (4.7)3,693
9 - Kitchen3,571 (14.3)1,425 (5.7)3,263

Rescue zone 1

Size, game files912 × 344 u (23.1 × 8.7 m)
Area202 m²
WhereBetween CT Spawn and Garage

Rescue zone 2

Size, game files304 × 679 u (7.7 × 17.2 m)
Area133 m²
WhereAlong CT Spawn

Distances are measured along the map, from the middle of each spawn. Times are with the knife out, 250 units a second - more in Timings. The last column is the way back to the middle of the nearest rescue zone; it has no time, because a CT carrying a hostage is slower and I could not find an exact figure for how much.

CS2 Office map showing hostage spawn spots and rescue zones
The nine hostage spots on the in-game radar, numbered as in the table. Orange - the T Spawn group, red - the Storage Room, Kitchen and Conference Room group, green boxes - the two rescue zones.

The T Spawn group

Spots 1 to 4 are one or two seconds from T Spawn - the Ts are standing on top of them from the start. For the CTs they are 15 to 16.5 seconds away, and the way back to a rescue zone is the longest part: 3,435 to 3,842 units.

The Storage Room, Kitchen and Conference Room group

Spots 5 to 9 are 3 to 6 seconds from T Spawn. Storage Room is the closest hostage for the CTs: 13.4 seconds from spawn and 3,051 units back to a rescue zone, the shortest carry on the map. The far end of Conference Room is the longest one, 4,052 units.

Office 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 beats the radar here - the CT routes go up ladders and stairs, and the flat radar cannot see either. Spawn points differ, so a run from another spot can be a few tenths of a second shorter or longer. The runs to the hostage spots are in Hostages.

Route Time, s What you see from there
CT Spawn → Sniper's Nest window7.02All of Main Hall, to Elevator
CT Spawn → Back Courtyard, through the gate9.11The top entrance to Back Way
CT Spawn → top of Ladder10.04Through Office and Side Hall to Long
CT Spawn → Stairwell10.65Up past Soda to Cubby
CT Spawn → T Spawn17.00Spawn to spawn
T Spawn → Back Way8.05The top of Back Way
T Spawn → Cubby9.38Side Hall and the way down to Stairwell
CS2 Office map timings and routes for T and CT sides
The timed routes on the in-game radar. Blue - CT routes, orange - T routes, dashed - what you see from the end of each route.

What the numbers mean

The first CT view into the building comes from Sniper's Nest. A CT is at the window at 7.0 seconds, through Hideout, and sees the whole of Main Hall down to Elevator, about 64 metres - a full second before the first T reaches Back Way.

The Back Way goes to the Ts. They are at the top of it at 8.05 seconds; a CT running through the gate into Back Courtyard gets a view of that entrance at 9.1, about 26 metres away.

Cubby goes to the Ts too. The first T is there at 9.4 seconds, and a CT who runs up the Stairwell sees Cubby at 10.65, about 27 metres up. Up the Ladder a CT is at the window at 10.0 and looks through Office and Side Hall all the way to Long, about 41 metres.

From spawn to spawn the run is 17.0 seconds.

Weapons on Office

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. Office 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 on the lines up the Stairwell and down the Back Way the real distance is a little longer. The accurate range figures are from the game files as of 18 March 2026.

Duel Distance, u (m) Area
Sniper's Nest window → Elevator, along Main Hall2,530 (64.2)Main Hall
top of Ladder → Long, through Office and Side Hall1,613 (40.9)Office
top of Long → Main Hall1,436 (36.4)Long
Side Hall → Office1,201 (30.5)Side Hall
Elevator → Back Courtyard1,079 (27.4)Back Courtyard
Stairwell → Cubby1,058 (26.8)Stairwell
top of Back Way → Garage943 (23.9)Back Way
top of Long → Vending852 (21.6)Long
Side Hall → Cubby542 (13.8)Side Hall
Doorway → Main Hall423 (10.7)Main Hall
CS2 Office map weapon duel distances
The duels from the table on the in-game radar. Straight lines between the two positions, in units with metres in brackets.

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.

Office has a close-quarters reputation, but its halls are long: four lines in the list are 30 metres or longer, and only two are short enough for an SMG.

Main Hall, Long and Side Hall: the long lines

From the Sniper's Nest window along Main Hall to Elevator is about 64 metres, the longest line on the map. Only the AWP (69.3 m) and the auto-snipers (66.3 m) are accurate that far. From the top of the Ladder through Office to Long is about 41 metres - the AWP and the SSG 08 (47.2 m), with the AUG scoped (38.3 m) short of it.

Long from the top down to Main Hall is 36 metres: the scoped AUG and SG 553 (37.1 m) reach it, the FAMAS in burst mode (35.5 m) just does not. Side Hall into Office is 30.5, past every rifle without a scope - the M4A1-S with the silencer and the AK-47 crouched stop at 28.2 m.

Back Way and Stairwell: M4 distance

From Elevator down to Back Courtyard is 27.4 metres, Stairwell up to Cubby 26.8, the top of Back Way down to Garage 23.9. The M4s cover all three (M4A4 27.7 m, M4A1-S 28.2 m). The AK (21.7 m) is short of each, by 2 metres on Back Way.

Long and Side Hall: AK and SMG distance

The top of Long to Vending is 21.6 metres - right at the AK's limit. Side Hall to Cubby is 13.8: the MP9 (15.9 m) and the MP7 (14.4 m) cover it. Doorway to Main Hall, at 10.7, is the closest line - the MAC-10 (11.0 m) reaches it, the UMP-45 (10.6 m) falls just short.

On a pistol round the Glock-18 (20.1 m) covers the two shortest fights. The USP-S with its silencer (23.8 m) adds Long to Vending, the Desert Eagle (24.6 m) adds Back Way as well.

Shotguns are left out of the table: their accurate range is 2-3 metres by design and says nothing about where they work.

Rule of thumb: a scope suits Main Hall from Sniper's Nest, the Ladder window and Long, the M4s cover Back Way and Stairwell, and SMGs work only in the short fights around Side Hall and Doorway.

Common Mistakes on Office

Seven common mistakes, each tied to a measurement above.

Each point below links back to the measurement behind it.

Open Main Hall
Crossing Main Hall as a T without a smoke. A CT is at the Sniper's Nest window at 7.0 seconds and sees the whole hall down to Elevator - before the first T is even at Back Way. Timings
Late Back Way
Pushing up Back Way as a CT without utility. The first T is at the top at 8.05 seconds, a CT gets a view of it from Back Courtyard at 9.1. Timings
Blind Stairwell
Running up the Stairwell and peeking Cubby. You see it at 10.65 seconds, the first T has been in Cubby since 9.4, about 27 metres away. Timings
Scout in the Nest
Holding Main Hall from Sniper's Nest with an SSG 08. The line is about 64 metres, past the scout's 47.2 - only the AWP and the auto-snipers are accurate that far. Weapons on Office
SMG down Side Hall
Taking the fight from Side Hall into Office with an SMG. It is about 30 metres, twice the MP9's 15.9. Side Hall is SMG distance only as far as Cubby. Weapons on Office
Far hostage
Going for a hostage at the far end of Conference Room when Storage Room has one. The carry back is 4,052 units against 3,051 - and the carrier is slower all the way. Hostages
No Rescue Kit
Going for a hostage without the kit. Untying takes 4 seconds without it and 1 with it - three more seconds standing still a few steps from T Spawn. Hostages

Office Skins & Collections

Office skins by market listings and price, and how to get them now.

Office has no case of its own. Its skins come in one collection, The Office Collection, released with the Arms Deal update on 14 August 2013.

The 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 Office Collection

Only six skins, and nothing above Mil-Spec - the top two are the P2000 | Silver and the MP7 | Whiteout. Most of them are white or winter camouflage.

Every skin with a price for every wear is on the Office Collection page.

How to get them now

The collection has never been in a case, and it no longer comes in the weekly drop. Today the market is the only real way in, apart from trade-up contracts inside the collection.

Browse all collections and all CS2 cases, or check what your own skins are worth with the Inventory Value Calculator.

Office 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 17 official callouts with the coordinates of all 34 zones from the map files, the 16 player callouts, all 30 spawn points, the nine hostage spots with their groups and distances, both rescue zones, the in-game timings, and the duel distances from Weapons on Office. 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-office-data.json (JSON, 19 KB)