CS2 Mirage A Site showing the bomb plant area and cover boxes

Mirage Guide for Counter-Strike 2

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

Mirage is a bomb defusal map with two sites and a middle that links them. The game files mark 23 named places on it - the location names you see by your radar and in team chat. The two default plant spots are 3,101 units apart, about 79 metres in a straight line.

A CT gets from spawn to the A plant spot in about 6.7 seconds with the knife out, a T in about 10.7. 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.

Mirage Map Overview

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

Mirage started as de_cpl_strike, a map Michael "BubkeZ" Hüll began around 2004 for Cyberathlete Professional League events. Valve bought it from him on 8 February 2013, by Hüll's own account, and added its remake to CS:GO that June. Hüll later said that if he had known how big the game would get, he might have kept it.

CS2 Mirage map logo with three towers, palm leaves, and a red shield
Mirage map logo in Counter-Strike 2

The map

TypeBomb defusal
Map codede_mirage
Created byMichael "BubkeZ" Hüll
Original mapde_cpl_strike, around 2004
Bought by Valve8 February 2013
Added to CS:GOJune 2013
In CS2Since launch, September 2023

From the game files

Named places23
Spawn points17 T, 16 CT
Buy zones2
Bombsites2 (A and B)
Plant to plant3,101 u (about 79 m)

CS2 Mirage Callouts

The names stored in the map, and the ones players added.

The left map shows only the 23 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 - Firebox, Tetris, Window and the rest. In voice comms you will hear both. The two bombsites have their own section, Bombsites.

CS2 Mirage radar with the 23 official callouts from the game files, including Bombsite A, Bombsite B, Middle, Connector and Palace Interior
The 23 official place names from the map files, on the in-game radar
CS2 Mirage callouts map with player names such as Firebox, Tetris, Window, Ticket and Mid Boxes
Callouts players use on Mirage

CS2 Mirage T Spawn Callouts

CS2 Mirage T Spawn callouts showing T Spawn, Palace Alley, Palace, Side Alley, House, Cart, Apps Ramp, and Middle Open full size
Main callouts around T Spawn on Mirage in Counter-Strike 2.
T Spawn official
Where the Ts start the round. Two ways out: Palace Alley towards A and Side Alley towards Mid and B.
Palace Alley official
The alley south of T Spawn. At the end it splits into Palace and T Ramp, both leading to A.
Palace official: Palace Interior
The building between Palace Alley and A Site - the second T entrance to A, next to T Ramp.
Pillars
Three pillars inside Palace, the only cover in the building.
Side Alley official
The alley north of T Spawn. It leads to Top of Mid and to Apps Ramp.
Apps Ramp
The ramp with steps from Side Alley up into House.
Cart
Boxes beside Apps Ramp. Jump on them to get onto the ramp from the side.
House official
Part of the T route to B: Apps Ramp leads in, Back Alley leads out towards Apartments.
TV
The television just inside House.
Back Alley official
The passage between House and Apartments. Underpass starts here.

CS2 Mirage A Site Callouts

CS2 Mirage A Site callouts showing Triple Box, Firebox, Ninja, Palace, Shadows, Scaffolding, T Ramp, Tetris, Stairs, Jungle, and Connector Open full size
Main callouts around the A bombsite on Mirage in Counter-Strike 2.
T Roof
The raised area before T Ramp on the T side. Aggressive CTs hide here, and Ts use it for smoke lineups.
T Ramp official
The main T entrance to A, at the end of Palace Alley.
Scaffolding official
The wooden balcony outside Palace, looking over A Site.
Shadows
The dark spot under Scaffolding.
Tetris
Boxes and blocks stacked along the wall where T Ramp comes out onto the site.
Sandwich
The small gap between Stairs and Tetris.
Stairs official
The steps on A next to Connector and Jungle. A good spot to watch the Palace exit.
Triple Box
Three stacked boxes deep in A, on the Jungle side.
Firebox
A hiding spot on A that players usually clear with a Molotov before walking past.
Ninja
The small gap between two stacks of boxes on A.
Connector official
The tunnel from Middle to A. Coming out on the A side, Stairs are on the left, the site straight ahead, Jungle on the right.
Jungle official
The area next to Connector, with a view of A Site and Scaffolding.

CS2 Mirage CT Spawn Callouts

CS2 Mirage CT Spawn callouts showing CT Spawn, CT, Trash, Ticket, and Shop Open full size
Main callouts around CT Spawn on Mirage in Counter-Strike 2.
CT Spawn official
Where the CTs start the round, west of A. How long the runs from here take is in Timings.
CT
The ramp from CT Spawn to A Site.
Ticket
The tall grey pillar on the right side of the CT ramp.
Trash
The bin on the left side of the CT ramp.

CS2 Mirage Middle Callouts

CS2 Mirage Middle callouts showing Mid, Mid Boxes, Top of Mid, Catwalk, Connector, Underpass, Sniper's Nest, Chair, and Side Alley Open full size
Main callouts around Mid on Mirage in Counter-Strike 2.
Middle official
The open centre of the map. Connector leads from it to A, Catwalk and B Short to B.
Top of Mid official
The T end of Middle, where Side Alley comes in.
Mid Boxes
Boxes and a cart near Top of Mid, facing Sniper's Nest. Ts take and hold Mid from here.
Chair
A chair in a corner of Middle. From here you catch players coming out of B Short.
Sniper's Nest official
The room with a big window over Middle, on the CT side. Most players just call it Window.
Catwalk official
The raised path along Middle, from Top of Mid towards B Short.
Ladder Room official: Ladder
A small room on the short way from B Short to Sniper's Nest.
Vent
The small opening between Ladder Room and Sniper's Nest. Metal grates block it at the start of the round - shoot them or knife them to get through.
Underpass official
The underground route from Back Alley. It comes out at the CT end of Middle, by Ladder Room.

CS2 Mirage B Site Callouts

CS2 Mirage B Site callouts showing B Plat, Apartments, Arches, Boost Box, Shop, Window, Door, Bench, and Truck Open full size
Main callouts around the B bombsite on Mirage in Counter-Strike 2.
B Short
The way into B from Middle, where Catwalk ends.
Arches
The two arches between B Short and the site.
Boost Box
The box on B near Arches, used to boost a teammate.
Bench
The bench on the left side of B, next to the small brick wall.
B Apartments official: Apartments
The long, narrow corridor from the T side to B - the main T way onto the site, and the tightest chokepoint on it.
Kitchen
The room just before the exit from B Apartments onto the site.
B Plat
The platform between Truck and B Apartments.
Truck official
The white truck opposite B Apartments. Jump on it to get up to Apartments or look inside. Also called Van or Car.

CS2 Mirage Shop Callouts

CS2 Mirage Shop callouts showing Shop, Sneaky, Door, and Window Open full size
Main callouts inside the Shop area on Mirage.
Shop official
The building between B and CT Spawn, the CT way onto B from the south. Also called Market.
Door
The door from Shop onto B.
Window
The window in Shop that looks onto B. A wooden panel covers half of it at the start of the round - shoot it or knife it to open it up.
Sneaky
The small hiding spot between the fridge shelves and the wall inside Shop.

Mirage Bombsites

How big each site is, where the bomb goes, and every way in.

B Site is often described as the small one. By the Retake barriers in de_mirage_retake.txt it is the bigger site: about 23 × 21 metres against roughly 18 × 22 for A Site, so about a fifth more floor. What is tight on B is the way in - B Apartments and B Short are both narrow.

A site

Size, Retake barriers710 × 869 u (18.0 × 22.1 m)
Floor, roughly397 m²
CT Spawn to default plant1,670 u (42.4 m)
T Spawn to default plant2,679 u (68.0 m)
T side entrancesT Ramp, Palace
From MidConnector
CT side entrancesCT, Jungle
Retake plant spots4

B site

Size, Retake barriers902 × 829 u (22.9 × 21.0 m)
Floor, roughly482 m²
CT Spawn to default plant2,418 u (61.4 m)
T Spawn to default plant4,004 u (101.6 m)
T side entrancesB Apartments
From MidB Short
CT side entrancesShop
Retake plant spots4

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 four fixed spots per site. They are the dots on both maps below: the filled one is the default.

A Site

Mirage A site on the CS2 radar with the four Retake plant spots, T Ramp, Palace, Scaffolding, Stairs, Connector and Jungle
A on the in-game radar. Filled dot - default Retake plant spot, rings - the other three.

Five ways in: T Ramp and Palace from the T side, Connector from Mid, CT and Jungle from the CT side.

Acommon A take is a split. Most of the team comes out of T Ramp and Palace, one or two through Connector. Before anyone walks in, smokes go on Jungle, CT and Stairs - the spots CTs usually hold A from - and Firebox and the corners get a Molotov.

CT Spawn sits right behind the site, so help for the CTs is close. After the plant, Ts have to keep CT and Jungle covered, because that is where the retake comes from.

B Site

Mirage B site on the CS2 radar with the four Retake plant spots, Apartments, Truck, Shop and Ladder
B on the in-game radar. Filled dot - default Retake plant spot, rings - the other three.

Three ways in: B Apartments from the T side, B Short from Mid, Shop from CT Spawn. Window in Shop is not an entrance, but a CT behind it sees most of the site.

Ts usually hit B through Apartments and B Short at the same time. The Apartments group throws utility at Truck and Window before coming out. The Mid group smokes off Sniper's Nest and Connector first, so it can cross Mid to B Short without being shot from the CT side.

From CT Spawn the default B plant is 2,418 units away, 748 more than on A - about 19 metres extra. A lone CT on B waits longer for help than a lone CT on A would.

Splitting five CTs

Two basic starting setups are 2-1-2 - two on A, one Mid, two on B - and 3-1-1 - three on A, one Mid, one on B. The Mid player usually works around Sniper's Nest or Connector and can rotate quickly toward either site as information comes in.

Mirage Timings

How long the runs take - straight through the walls and along the map.

Every route below has two distances. Straight line is the gap between the two points, walls and all. Along the map is the shortest way around the walls on the in-game radar - the way you actually run. Time is the second distance divided by run speed: 250 units a second with the knife, 215 with an AK-47, 200 with an AWP. Stairs, height and boxes are not counted, so treat the seconds as a close estimate, not a stopwatch. Times are measured from the middle of each spawn. The 17 T and 16 CT spawn points are spread around it, so depending on where you start, every time can be about a second shorter or longer.

Route Straight line, u Along the map, u (m) Knife, s AK-47, s AWP, s
T Spawn → Palace Alley617619 (15.7)2.52.93.1
T Spawn → first seen from Window8441,761 (44.7)7.08.28.8
T Spawn → Top of Mid1,0852,514 (63.8)10.111.712.6
T Spawn → A plant2,4952,679 (68.0)10.712.513.4
T Spawn → Apartments3,3963,799 (96.4)15.217.719.0
T Spawn → B plant3,2834,004 (101.6)16.018.620.0
CT Spawn → Sniper's Nest window1,3861,404 (35.6)5.66.57.0
CT Spawn → A plant1,5191,670 (42.4)6.77.88.4
CT Spawn → Connector1,2701,846 (46.9)7.48.69.2
CT Spawn → B plant2,3542,418 (61.4)9.711.212.1
A plant → B plant3,1013,227 (81.9)12.915.016.1

The biggest gap between the two distances is Top of Mid: 1,085 units in a straight line, 2,514 along the map. There is no direct way from T Spawn into Mid, so Ts go round through Side Alley - 2.3 times the straight distance.

Mirage routes from T Spawn and CT Spawn drawn on the CS2 radar, with the A to B rotation
The routes from the table on the in-game radar. Orange - T routes, blue - CT routes, green - the A to B rotation.

What the numbers mean

On A Site CTs reach the default plant in 6.7 seconds with the knife, Ts in 10.7. CTs are there about 4 seconds first, so an early rush onto A meets players who are already set.

On B Site it is 9.7 seconds against 16.0, about 6 seconds of head start. The B player has time to set up. The problem comes later, when help has to come from A.

From CT Spawn to the window in Sniper's Nest is about 1,400 units - 5.6 seconds with the knife. Pull out the AWP on arrival (1.25 seconds to deploy) and the CT is ready at about 6.9, the same as running there with the AWP out. A T heading for Top of Mid first comes into view of the window at about 7.0 seconds with the knife, 8.2 with an AK. The race for Mid is close to a draw: a T who sprints in can catch a slow AWPer, a T walking in with a rifle gives the CT about a second.

The rotation from the A plant to the B plant along the CT side is 3,227 units - 12.9 seconds with the knife, 15.0 with an AK. An A-plant-to-B-plant rotation is about 12.9 seconds in this model, which shows why a B anchor cannot expect immediate help from the far side of A.

Weapons on Mirage

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. Mirage 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. The accurate range figures are from the game update of 18 March 2026.

Duel Distance, u (m) Area
Window → Top of Mid1,612 (40.9)Mid
Window → Mid Boxes1,412 (35.8)Mid
Shop → Truck1,090 (27.7)B
Window → Catwalk1,022 (25.9)Mid
Jungle → Scaffolding1,004 (25.5)A
Connector → A plant1,002 (25.4)A
Jungle → A plant841 (21.3)A
Stairs → Scaffolding666 (16.9)A
Stairs → A plant598 (15.2)A
Mid Boxes → Catwalk443 (11.2)Mid
B plant → Truck408 (10.4)B
B plant → Apartments318 (8.1)B
A plant → Scaffolding314 (8.0)A
Mirage duel lines on the CS2 radar with distances in units and metres
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.

Mid: the AWP lane

The fights from Sniper's Nest are the longest on the map: about 36 metres to Mid Boxes and 41 to Top of Mid. Only scoped guns are accurate that far. The AWP holds it up to 69.3 metres, the SCAR-20 and G3SG1 up to 66.3, the SSG 08 up to 47.2.

The scoped AUG (38.3 m) and SG 553 (37.1 m) cover Mid Boxes but fall a few metres short of Top of Mid. The M4s (M4A4 27.7 m, M4A1-S 28.2 m with the silencer) and the AK-47 (21.7 m) are past their accurate range there - single taps with a pause, not sprays. Shorter angles in Mid, like Window to Catwalk at about 26 metres, are already M4 distance.

A Site: rifle distance

Most fights on A Site are between 15 and 26 metres: Stairs to the plant about 15, Jungle to the plant 21, Connector to the plant and Jungle to Scaffolding about 25. This is rifle distance.

The M4s cover every one of those. The AK covers the closer half standing - for the long ones from Jungle and Connector, crouch, which takes it to 28.2 m. The FAMAS (18.6 m) and Galil AR (16.3 m) reach only the short fights around Stairs, so on a force-buy, play A close.

On a pistol round the Desert Eagle (24.6 m) and the USP-S with its silencer (23.8 m) reach almost every A duel, the Glock-18 (20.1 m) the shorter ones.

B Site: SMG distance

On B Site the fights are short: the plant is about 8 metres from the Apartments exit and 10 from Truck. An SMG is in range here - MAC-10 11.0 m, UMP-45 10.6 m, MP9 15.9 m - so B is the site to play an eco or force round on.

The exception is the long look from Shop across the site to Truck, about 28 metres. That is M4 distance, not SMG distance, so a CT with an MP9 should not take that fight from Shop.

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: scopes suit the long Mid fights, rifles cover most A angles, and SMGs work well on the shorter B Site fights.

Common Mistakes on Mirage

Seven common mistakes, each tied to a measurement above.

Each point below links back to the measurement behind it.

Dry Mid
Walking into Mid with no smoke on Sniper's Nest. The AWPer is ready at about 6.9 seconds, the first T comes into view at 7.0 - the race is a draw. Smoke the window first. Timings
Early A rush
CTs reach the A plant about 4 seconds before Ts, so a rush with no utility meets players who are already set. Smoke Jungle, CT and Stairs or take Mid first. Timings
Lone B peek
Help from A takes 12.9 seconds with the knife. A lone CT on B Site who peeks Apartments early dies with nobody near to trade. Play for time and call what you see. Timings
Rifle across Mid
Sniper's Nest to Top of Mid is about 41 metres. The AK is accurate to 21.7, the M4s to 27.7-28.2. Tap with a pause, or leave that fight to the AWP. Weapons on Mirage
Galil spray on A
Jungle to Scaffolding is about 25 metres, the Galil AR is accurate to 16.3 and the FAMAS to 18.6. On a force-buy, take the close fights around Stairs. Weapons on Mirage
SMG in Shop
Shop to Truck is about 28 metres - M4 distance. With an MP9 (15.9 m), play the close angles on B Site instead. Weapons on Mirage
Straight-line timings
Most timing charts measure a straight line. To Top of Mid the real run is 2.3 times longer than that line. Use the times along the map. Timings

Mirage Skins & Collections

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

Mirage has no case of its own. Its skins come in two collections: The Mirage Collection, added on 27 November 2013, and The 2021 Mirage Collection from Operation Riptide, added on 22 September 2021.

Each collection below has three tabs. Most listed are the skins with the most offers across the markets I track. Cheapest stay cheap even in their best wear. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and Souvenir included.

The 2021 Mirage Collection

19 skins. The top one is the AWP | Desert Hydra, a Covert skin for the gun that holds Mid - see Weapons on Mirage.

Every skin with a price for every wear is on the 2021 Mirage Collection page.

The Mirage Collection

The first Mirage set, from 2013.

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

How to get them now

Neither collection comes in the weekly drop, and Operation Riptide is over. What is left: souvenir packages from Majors, trade-up contracts, and the market. Souvenir skins from the 2021 set first came in the Stockholm 2021 Mirage Souvenir Package.

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

Mirage 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 23 official callouts with their coordinates from the map files, the 26 player callouts, both bombsites with the four Retake plant spots each, the route timings straight and along the map, and the duel distances from Weapons on Mirage. 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-mirage-data.json (JSON, 28 KB)