
All CS2 Map Callouts: Interactive Maps
Callouts for every Active Duty map and the classics: Ancient, Anubis, Cache, Dust2, Inferno, Mirage, Nuke, Train, Overpass, Vertigo, Office and Italy
Counter-Strike 2 is not only aim, utility and economy. Rounds are won by teams that tell each other where the enemy is in two words, and that's what map callouts are for.
Here I collected the callouts for every map in one place. Each map is interactive: hover or tap a name on the map to see what the spot is, or go through the list next to it and the spot lights up on the map. The names are the ones CS2 itself shows on the radar, so they match what you see in the game.
What Are Callouts in CS2
Callouts are the common names for spots on a map. Instead of "he's behind that box on the left", you say "one Pit" and your whole team knows where to look. They're a shared language, not slang, and they make information fast and exact: in site holds, retakes and when you set up utility.
Where to See Callouts in the Game
CS2 shows the current place name next to every teammate on the radar and in team chat. That's the fastest way to learn them: look at the radar while you play and you'll see "Banana", "Connector" or "Long A" next to your teammates' names. Community callouts sometimes go further (Donut and Cave on Ancient, Window on Mirage, Monster on Overpass), I mention them where they matter.
Why Learning Callouts Matters
- you give quick and exact info under pressure;
- strategies and executes go smoother;
- retakes and rotations happen on time, not one call late.
At a higher level the difference between average and good teams is often not crosshair placement, it's communication. Good calls take away hesitation and turn five players into one team.
Tip: once a week walk a map offline with friends and name every spot out loud as you pass it. Load any map with map de_mirage (or de_ancient, de_dust2 and so on) in the console, more about offline practice in my CS2 bots guide. It's a simple drill, but it helps a lot.
CS2 Map Pool: Active Duty and Other Maps
The Active Duty pool is the set of seven maps used in Premier and at big tournaments. Valve changes it from season to season, so here is where every map in this guide stands now.
| Map | Status | Notes |
|---|---|---|
| Ancient | Active Duty | |
| Anubis | Active Duty | Reworked and back on January 21, 2026 |
| Cache | Active Duty | In Competitive since April 29, 2026, Active Duty since July 8, 2026 |
| Dust2 | Active Duty | |
| Inferno | Active Duty | |
| Mirage | Active Duty | |
| Nuke | Active Duty | |
| Train | Reserve | Left Active Duty on January 21, 2026 |
| Overpass | Reserve | Left Active Duty on July 8, 2026 |
| Vertigo | Reserve | Left Active Duty on January 28, 2025 |
| Office | Hostage Rescue | Casual |
| Italy | Hostage Rescue | Casual |
All maps with full guides are on the CS2 maps page.
CS2 Ancient Callouts
Status: Active Duty
Ancient is a jungle temple map with tight corridors and a lot of stone cover. Players also use community names like Donut, Temple, Elbow and Cave, but the names below are the ones CS2 shows on the radar, so start with them.
The map punishes slow rotations. One late call about Mid or B Ramp and the site is already lost.
CT Start
Bombsite A
House
Main Hall
Side Hall
Middle
Alley
SideEntrance Bombsite B Ramp T Side Upper T Side Lower Ruins Water Tunnel Outside T Start
- CT Start
- CT spawn. Close to both sites, so CTs rotate from here fast.
- Bombsite A
- A site in the upper left. Tight angles and crossfires favor the defense, a good execute with utility still breaks it.
- House
- Looks over parts of Mid and gives CTs a route to A. Height and good vision.
- Main Hall
- The main T route to A. Busy every round, also a good place for fakes.
- Side Hall
- Runs next to Main Hall, a bit more hidden. Good for flanks and split hits.
- Middle
- The center of the map. Control here opens both sites, losing it early costs rounds.
- Alley
- Connects CT spawn and B. Short and fast, for rotations or an early CT push.
- Side Entrance
- Entry into B from the Mid side. Used in splits or as a second angle.
- Bombsite B
- More open than A, with several entrances. Hard to hold without help.
- Ramp
- The sloped T approach to B. CTs often hold it from higher ground.
- T Side Upper
- Upper part of the T side paths toward B. Utility decides who gets to use it.
- T Side Lower
- Lower T path toward B, next to T Side Upper.
- Ruins
- Cover and routes near B. A strong anchor spot, but watch Water and Tunnel.
- Water
- A low, half flooded part. Every step is loud and gives your position away.
- Tunnel
- Long covered path from T spawn to the right side of the map. For flanks and fast B pushes.
- Outside
- Just past T spawn. Links Main Hall and Side Hall, Ts choose A or Mid from here.
- T Start
- T spawn. Fast rush through Tunnel or a slower setup through Outside.
CS2 Anubis Callouts
Status: Active Duty
Anubis is an Egyptian map with canals, narrow corridors and high positions. It came back to Active Duty on January 21, 2026 with a rework: the Bridge drop moved near Mid Doors, Mid Doors got reversed, a hole was added between E-box and Back of B, the A crates moved up the steps onto Walkway and the A pillar got scaffolding.
The callout names stayed the same, but a few spots near Mid and A now play differently, so learn them on the current version of the map.
T Start
CT Start
A Site
B Site
Middle
Mid Doors
Canal
Bridge
Outside Long
Ruins
Street
Palace Interior
Alley
Bricks
Connector
Back of B
Sniper'sNest CT Side
Upper Tunnel Tunnel
Stairs Fountain Heaven Walkway Main T Side
Upper Lower
Tunnel
- T Start
- T spawn, where every T round starts.
- CT Start
- CT spawn.
- A Site
- A bombsite near Fountain and Walkway, with entry angles from several sides.
- B Site
- B bombsite next to Alley and Bricks. Taking or holding it needs good teamwork.
- Middle
- Central zone that connects the map, key for rotations.
- Mid Doors
- Doors into the Mid fights. Their orientation was reversed in the 2026 rework.
- Canal
- Lower path near Bridge, good for quiet rotations and flanks.
- Bridge
- Crossing used to take Mid or rotate fast. The Bridge drop now lands near Mid Doors.
- Outside Long
- Long path where the first fights happen before the Ts hit a site.
- Ruins
- Near T Start, another way to Outside Long.
- Street
- Connects the T side areas, Ts move through it toward Mid and A.
- Palace Interior
- Indoor area with solid cover and height for duels.
- Alley
- Narrow passage into B site.
- Bricks
- Defensive spot at B site.
- Connector
- Short link for quick switches between areas near B.
- Back of B
- Back part of B site. The 2026 rework added a hole between E-box and Back of B.
- Sniper's Nest
- High position with strong sightlines and control.
- CT Side Upper
- Elevated ground on the CT side, good for defense.
- Tunnel
- Flank route near A site.
- Tunnel Stairs
- Connects the lower and upper level, key for moving around A.
- Fountain
- Landmark on A site for orientation and holding angles.
- Heaven
- High ground near A, good for overwatch and defense.
- Walkway
- Links several positions near A. Since the rework the A crates stand up here.
- Main
- The main T entrance to A site.
- T Side Upper
- Upper T path toward Main and A.
- Lower Tunnel
- Lower passage next to B and Sniper's Nest.
CS2 Cache Callouts
Status: Active Duty (since July 8, 2026)
Cache came back to CS2 in April 2026 and joined Active Duty on July 8, 2026, replacing Overpass. The map has 48 official callouts in the game files, and players still use a few old community names on top: Balcony for Catwalk, Elektro for Electrical Box, Roof for Mid Roof, T Red for Red.
Watch out for the two trucks: Truck is on the CT side at the top of CT Lane, T Truck is on the T side. Calling just "Truck" sends help to the wrong side of the map.
Bombsite A
Quad
Corner
Squeaky
A Boost
Forklift
Catwalk
Toxic
Ladder
A Main
A Stairs
Cubby
Lockers
Long A
A Halls
Highway
Truck
Electrical Box
Mid
Middle
Boost
Sandbags
Mid Roof
Vents
Connector
Checkers
Back Hall
Heaven
Rafters
Bear
Tree Room
Headshot
Bombsite B
B Main
B Halls
Playground
Sun Room
Useless
CT Spawn
Bus Stop
CT Lane
T Spawn
T Yard
Garage
Red
Outside A
Outside B
T Truck
- Bombsite A
- The A bombsite.
- Quad
- Stack of four big crates in the far corner of A site.
- Corner
- Corner of A site next to Quad.
- Squeaky
- Room with a squeaky door into A site, the door itself has the same name.
- A Boost
- Spot on A site by Squeaky.
- Forklift
- Forklift on A site, almost right under Catwalk.
- Catwalk
- Raised metal platform on A site, players call it Balcony.
- Toxic
- Spot under Catwalk, next to Forklift.
- Ladder
- Ladder up to Catwalk (Balcony).
- A Main
- Building between Outside A and A site.
- A Stairs
- Stairs from Outside A up to A Main.
- Cubby
- Small nook by A Stairs.
- Lockers
- Room between A Main and Long A.
- Long A
- Runs from the A side of Garage and T spawn to Squeaky.
- A Halls
- Small area between Long A and the Squeaky door.
- Highway
- Narrow ramp between Mid and A site.
- Truck
- The truck at the top of CT Lane and the space around it. Ts often hold it after the plant to stop CTs rotating from B.
- Electrical Box
- Area between Truck and Highway, players call it Elektro.
- Mid
- Center of the map, connects Garage, Connector and Highway.
- Middle
- The radar name for the T end of Mid, by Garage and A Stairs.
- Boost
- Spot in Mid near the roof.
- Sandbags
- Around and on top of the sandbags between Connector and the Mid roof.
- Mid Roof
- Any spot on the roof between Vents and Sandbags, players just say Roof.
- Vents
- Vent shaft from Mid to Checkers.
- Connector
- Room between Mid and CT Lane, a usual spot for a CT sniper at the start of the round.
- Checkers
- Room with a checkered floor. Reached through Vents from Mid, it leads to B Main and B site.
- Back Hall
- The far wall in Checkers.
- Heaven
- Wooden ramp and platform from the CT side to B site.
- Rafters
- Raised metal platform you reach from Heaven.
- Bear
- Spot on the CT side of B, between Back Hall and Tree Room.
- Tree Room
- Area with a big tree at the back of the CT side of B.
- Headshot
- Low spot at B. Crouch there and only your head sticks out.
- Bombsite B
- The B bombsite.
- B Main
- The T way into B site.
- B Halls
- Inside the building between Outside B, Sun Room, B Main and Useless.
- Playground
- Open part of B Halls on the way to Outside B.
- Sun Room
- Room with a sun painted on the wall, open to B Halls and B Main.
- Useless
- Room between Garage and B Halls, also called Dumpster.
- CT Spawn
- Where the CTs start.
- Bus Stop
- Big open area in front of CT spawn.
- CT Lane
- Large area, everything between Truck and the CT side of B.
- T Spawn
- Where the Ts start.
- T Yard
- Open area between T spawn and Garage.
- Garage
- Big garage between T spawn and Mid, also connects to Useless.
- Red
- The red container inside Garage, players say T Red.
- Outside A
- Area between Garage and Long A.
- Outside B
- Area between B Halls and T spawn.
- T Truck
- Area around the truck between T Yard and Outside A. Don't mix it up with Truck on the CT side.
CS2 Dust2 Callouts
Status: Active Duty
Dust2 looks simple, but long sightlines and fast rotations make calls important. Long, Short, Catwalk, Mid Doors and Tunnels are the names every Counter-Strike player should know without thinking.
From T Start to CT Start every spot has a purpose. When your team uses the same names, Dust2 stops being a guessing game.
T Start
T Ramp
OutsideTunnel Upper Tunnel Lower Tunnel Tunnel
Stairs Top of Mid Outside Long Long
Doors Middle Mid
Doors Catwalk Short Stairs Extended A CT Start B Doors Hole Under A A Ramp A Site Long A Pit Side
- T Start
- Where the Terrorists start the round.
- T Ramp
- Slope from T spawn toward Outside Tunnel.
- Outside Tunnel
- Area right before Upper Tunnel.
- Upper Tunnel
- Leads straight to B site.
- Lower Tunnel
- Connects Upper Tunnel with Mid.
- Tunnel Stairs
- Stairs down into Lower Tunnel.
- Top of Mid
- The T end of Mid, from here Ts go into Mid or toward Long.
- Outside Long
- Area in front of Long Doors.
- Long Doors
- Double doors that lead to Long A.
- Middle
- The center lane of the map.
- Mid Doors
- Doors between Mid and the CT side, the classic AWP lane.
- Catwalk
- Raised path from Mid toward Short A.
- Short Stairs
- Stairs that take you up from Catwalk to Short A.
- Extended A
- Area between Short A and the A bombsite.
- CT Start
- Where the Counter-Terrorists start.
- B Doors
- CT entrance to B, CTs come here from Mid and CT spawn.
- Hole
- Back part of B site.
- Under A
- Lower area under A site.
- A Ramp
- Ramp from Long up to A site.
- A Site
- The A bombsite.
- Long A
- Long path from Long Doors to A site.
- Pit
- Deep corner at the end of Long, a favorite AWP spot.
- Side
- Small area next to Pit at Long A.
CS2 Inferno Callouts
Status: Active Duty
Inferno is a classic where one call can decide the round. Banana, Apartments, Arch, Pit and Library come up in every match, and without clear comms holding or retaking a site turns into chaos fast.
The map punishes hesitation and rewards structure: quick calls make rotations smoother, crossfires stronger and utility land where it should.
T Start
T Ramp
LowerMid Second Mid Bridge Apartments Back Alley Middle Top
of
Mid Kitchen Deck Quad Balcony Pit Graveyard Arch Library Banana B Site Ruins CT Start Upstairs Apartments
- T Start
- T spawn.
- T Ramp
- Slope out of T spawn toward Mid and Banana.
- Lower Mid
- Part of the middle area with access to Second Mid and Mid.
- Second Mid
- Second path toward Mid and Apartments.
- Bridge
- Small connector between Second Mid and Apartments.
- Apartments
- Buildings on the T route to A, with several exits that end at Balcony.
- Back Alley
- Path behind Apartments toward Balcony.
- Middle
- Main path through the center, connects the T side with A and B options.
- Top of Mid
- Upper part of Mid toward Arch and Quad.
- Kitchen
- Room near Second Mid on the way into Apartments.
- Deck
- Small area near Second Mid.
- Quad
- Key staging area for attacking A site.
- Balcony
- End of Apartments with a view over A site, Ts jump down from here into the site.
- Pit
- Deep position at A site with good cover for defenders.
- Graveyard
- Fenced corner at A where defenders like to hide.
- Arch
- Passage from Mid to Library and A site.
- Library
- CT room for rotations to A site.
- Banana
- Long corridor to B site, fought over early in the round.
- B Site
- The B bombsite at the top of the map, Ts reach it through Banana.
- Ruins
- CT side area behind B, used for retakes.
- CT Start
- CT spawn.
- Upstairs
- Upper floor on the Apartments route toward A.
CS2 Mirage Callouts
Status: Active Duty
Mirage is the most played map in CS2, balanced and deep. Jungle, Connector, Palace, Window and Apartments are the names you hear in every round, and they separate organized teams from random ones.
Mirage gives a lot of ways to attack and defend, so fast and exact calls are what let a team coordinate utility and punish mistakes.
T Start
Side Alley
House
Palace Alley
Palace Interior
Scaffolding
T Ramp
Stairs
Jungle
Connector
Middle
Top of Mid
Catwalk
Ladder
Sniper'sNest Underpass Back Alley Apartments Truck Shop CT Start
- T Start
- T spawn.
- Side Alley
- Path from T Start toward Mid.
- House
- Building near T Start with some cover.
- Palace Alley
- Route toward Palace and A site.
- Palace Interior
- Inside of Palace, gives height over A.
- Scaffolding
- Structure near A site for cover and movement.
- T Ramp
- Common T entrance toward A site (A Ramp).
- Stairs
- Position near A with a height advantage.
- Jungle
- Connects A site with Mid.
- Connector
- Key passage between Mid and A.
- Middle
- Central area that decides rotations between sites.
- Top of Mid
- T entry into Mid.
- Catwalk
- Ledge from Mid toward B Short.
- Ladder
- Small room that links Mid, Sniper's Nest and B Short.
- Sniper's Nest
- Key CT spot over Mid (Window).
- Underpass
- Underground passage from Mid toward B Apartments.
- Back Alley
- Path behind Apartments for flanks or holding angles.
- Apartments
- Upper T route to B site, used for most B plays.
- Truck
- Common defensive spot near B.
- Shop
- Market building near B that gives CTs cover.
- CT Start
- CT spawn.
CS2 Nuke Callouts
Status: Active Duty
Nuke is the most complex map in CS2, because the sites sit on top of each other. Heaven, Ramp, Secret and Control Room only make sense if everyone knows which level the fight is on.
Rotations on Nuke are fast and confusing. Clear calls are what keep a team from getting caught out of position on split hits and retakes.
T Start
CT Start
Outside
Silo
Garage
Mini
Secret
HutRoof Squeaky Rafters Crane Heaven Hell Locker
Room Observation Decon Control
Room Tunnels Ramp Trophy Vending Admin Roof Lobby
- T Start
- T spawn.
- CT Start
- CT spawn.
- Outside
- Big open area from T Start toward Garage, Secret and Mini.
- Silo
- Tall round structure, Ts climb it to boost and peek Outside.
- Garage
- CT side building at Outside for holding angles against T control.
- Mini
- Small room near Outside.
- Secret
- Underground route from Outside to B site.
- Hut Roof
- Roof above Hut, the small entrance into A site.
- Squeaky
- Small door from Lobby into A site, named after its loud hinge.
- Rafters
- High walkways above A site.
- Crane
- Structure inside A site, used for cover.
- Heaven
- High position overlooking A site.
- Hell
- Area under Heaven, toward B and CT Start.
- Locker Room
- Room near CT spawn that connects to Heaven.
- Observation
- CT side room near Heaven and Hell.
- Decon
- Decontamination room on the lower level.
- Control Room
- Room between Ramp and Admin, often used by defenders.
- Tunnels
- Passages to and from B site.
- Ramp
- Sloped path from Lobby down to B site.
- Trophy
- Room near Ramp where Ts can wait before pushing.
- Vending
- Spot near Trophy with extra cover.
- Admin
- Hallway near CT spawn toward Ramp.
- Roof
- Roof above Lobby and Hut, Ts climb up to it over Silo.
- Lobby
- T side room in front of A, leads to Squeaky, Hut and Ramp.
CS2 Train Callouts
Status: Reserve (left Active Duty on January 21, 2026)
Train is a legendary map with narrow lanes, long sightlines and trains in the middle of both sites. Ivy, T Main, Connector and Longdog keep a team oriented in a layout that can feel like a maze.
It left Active Duty in January 2026 when Anubis came back. It's no longer in Premier, but the map is still in the game.
T Start
Dumpster
T Stairs
T Main
T SideUpper Longdog Ivy Tunnels Alley Connector Back of B Entrance Entrance CT Start
- T Start
- T spawn.
- Dumpster
- Small area near T Start used for cover.
- T Stairs
- Stairs from T Start toward T Main.
- T Main
- Main T entrance toward A site.
- T Side Upper
- High position near T spawn for controlling the way toward B.
- Longdog
- Corridor toward B, used for rotations.
- Ivy
- Long narrow path to A, for flanks and split hits.
- Tunnels
- Passages that connect parts of the map, good for sneaky plays.
- Alley
- Side route near Ivy to reposition.
- Connector
- Key rotation point between A and B.
- Back of B
- Area behind B site for holding angles.
- Entrance
- Doorways near CT spawn for rotations to the sites.
- CT Start
- CT spawn.
CS2 Overpass Callouts
Status: Reserve (left Active Duty on July 8, 2026)
Overpass is a city park map where controlling space sets the pace. Toilets (Restroom on the radar), Connector, Monster and Heaven decide how fast a team can rotate and hit a site.
It left Active Duty in July 2026 for Cache. It's no longer in Premier, but the map is still in the game.
T Start
Alley
T Stairs
Side Alley
Tunnels
Connector
Walkway
Under A
Stairs
Back of A
Lobby
StorageRoom Bridge Water Pipe Construction Canal Fountain Playground Upper
Park Restroom Lower
Park
- T Start
- T spawn.
- Alley
- Path from T Start toward the main part of the map.
- T Stairs
- Stairs from the lower area near T Start toward the middle.
- Side Alley
- Second route near the canal toward B.
- Tunnels
- Underground passage from near T Stairs to the middle of the map.
- Connector
- Key link between areas, toward Lower Park and Walkway.
- Walkway
- Path that leads toward A or toward B.
- Under A
- Lower area under A site.
- Stairs
- Stairs from the lower part of the map up to A site.
- Back of A
- Area behind A site, mostly for defense.
- Lobby
- Room near A, next to Storage Room.
- Storage Room
- Small room near Lobby for defensive spots.
- Bridge
- Bridge that connects B site with the rest of the map.
- Water
- Lower area near B site.
- Pipe
- Path toward B site.
- Construction
- Area at B where defenders often set up.
- Canal
- Lower path toward B (Monster).
- Fountain
- Area in the park near Playground.
- Playground
- Far left part of the map where Ts can push through.
- Upper Park
- Higher part of the park.
- Restroom
- Small hallway from the park toward A, players call it Toilets.
- Lower Park
- Low ground near Restroom.
CS2 Vertigo Callouts
Status: Reserve (left Active Duty on January 28, 2025)
Vertigo is set on a skyscraper under construction, with ramps, scaffolding and two levels. (L) on the map means the lower level, the rest is on the top floor.
Fights start fast and rotations are short, so calls have to be quick. It left Active Duty in January 2025 and is no longer in Premier, but the map is still in the game.
CT Start
T Start (L)
Middle
Topof
Mid Connector (L) Back
Door Elevator A Ramp A Platform Side Bridge (L) Back of A B Platform Back of B Pit (L) Tunnels (L) Scaffolding Ladder
Upper/Lower T Corridor Up
- CT Start
- CT spawn.
- T Start (L)
- T spawn on the lower level.
- Middle
- Central area that connects parts of the map.
- Top of Mid
- Key point toward A and B.
- Connector (L)
- Lower passage between Mid and other areas.
- Back Door
- Second route toward A site.
- Elevator
- Common CT spot near A.
- A Ramp
- Main T route for attacking A.
- A Platform
- Raised area near the bombsite.
- Side
- Small connecting space toward A.
- Bridge (L)
- Lower level path toward A.
- Back of A
- Defensive spot at A for CTs.
- B Platform
- Raised area where CTs often hold B.
- Back of B
- Defensive spot behind B site.
- Pit (L)
- Lower area near B.
- Tunnels (L)
- Lower level path to B.
- Scaffolding
- Structure near A Ramp for positioning.
- Ladder Upper/Lower
- Ladder between the two levels.
- T Corridor Up
- Passage from the lower level up to the top floor.
CS2 Office Callouts
Status: Hostage Rescue, Casual
Office is the classic hostage rescue map: tight angles, narrow hallways and nonstop close fights. Front Courtyard, Main Hall and the rescue routes are what you need to call fast.
With so little space a late call costs the round, so knowing these names helps with faster rescues and tighter defense.
T Start
CT Start
Main Hall
Bathroom
StorageRoom Conference
Room Kitchen Office Front Courtyard Back
Courtyard Side
Yard Side
Hall Back
Way Sniper's
Nest Stairwell Garage
- T Start
- T spawn, where the Terrorists start the round.
- CT Start
- CT spawn.
- Main Hall
- Central corridor that links rooms and paths toward the hostages.
- Bathroom
- Small room next to Main Hall with cover for defense.
- Storage Room
- Room near T Start, Ts regroup or keep a hostage here.
- Conference Room
- Larger room near T Start with several entrances.
- Kitchen
- Small area between Storage Room and Main Hall, for flanks.
- Office
- Big open room with cover, fought over in many rounds.
- Front Courtyard
- Wide outdoor area near the building.
- Back Courtyard
- Outdoor area behind the building, another way in.
- Side Yard
- Smaller outdoor space, used as a flank route.
- Side Hall
- Narrow hallway from T Start to Main Hall.
- Back Way
- Quiet route between parts of the map, good for rotations.
- Sniper's Nest
- High spot at Front Courtyard with long sightlines for AWPs.
- Stairwell
- Stairs between levels, used for rotations.
- Garage
- Big room near CT spawn with ambush spots.
CS2 Italy Callouts
Status: Hostage Rescue, Casual
Italy is a hostage rescue map with narrow streets, tight corners and constant close fights. Market, Apartment, Wine Cellar and Long Hall keep a team together when it gets hectic.
Fast pushes and sudden rotations can turn a round in seconds, and clear calls are what let you cover flanks in time.
T Start
CT Start
Stairs
WineCellar Connector Middle Apartment Left Alley Right Alley Market Long
Hall Upstairs Front
Door Window Balcony
- T Start
- T spawn.
- CT Start
- CT spawn.
- Stairs
- Stairway from T spawn toward the center of the map.
- Wine Cellar
- Small enclosed room, used for cover and holding.
- Connector
- Path between areas, an important rotation point.
- Middle
- Center of the map with access to many areas.
- Apartment
- Building with balconies and windows that give vantage points.
- Left Alley
- Passage from CT spawn toward the key areas.
- Right Alley
- Passage from CT spawn toward Market and Apartment.
- Market
- Open area with long sightlines where many fights happen.
- Long Hall
- Long corridor toward the hostages and key chokepoints.
- Upstairs
- Upper floor with a view over lower areas.
- Front Door
- Door into the building on the T side.
- Window
- Spot with a view into another part of the map.
- Balcony
- High spot for spotting and holding angles.
Conclusion
Knowing the callouts makes communication faster, cleaner and actually useful in a real match. The better you know the names on each map, the easier it is to give exact info, react to enemy moves and help your team.
Learn the names here, check them on the radar while you play, and open the full guide of each map when you want to go deeper.
CS2 Callouts FAQ
What are callouts in CS2?
Standard names for spots on a map, like Long A, Banana or Connector. Your team uses them to say where enemies are quickly and exactly.
Which maps are in the CS2 Active Duty pool?
Ancient, Anubis, Cache, Dust2, Inferno, Mirage and Nuke. Train, Overpass and Vertigo are still in the game but not in Active Duty.
Where can I see callouts in the game?
On the radar and in team chat: CS2 shows the place name next to each teammate. Watch it while you play and the names stick fast.
Are radar names and community callouts the same?
Mostly. Some community names don't match the radar, for example Window on Mirage (Sniper's Nest on the radar), Toilets on Overpass (Restroom) or Donut and Cave on Ancient.
What does (L) mean on Vertigo?
Lower level. Vertigo has two floors, and the spots marked (L) are on the lower one.
Did the Anubis callouts change after the 2026 rework?
The names stayed, but some spots changed: Mid Doors were reversed, the Bridge drop moved near Mid Doors, a hole was added between E-box and Back of B, and the A crates moved onto Walkway.
What is the fastest way to learn callouts?
Load the map offline, walk it and say every name out loud, then play and watch the radar. One map at a time, start with the ones you play most.
