Why Map Callouts Matter in CS2

In Counter-Strike 2, communication can be the difference between winning and losing. Even the most skilled players can't succeed consistently without clear, efficient team communication. Map callouts are the foundation of this communication system—standardized names for specific locations that allow players to quickly share vital information.

With CS2's transition to the Source 2 engine, some maps have undergone significant visual and layout changes. While many classic callouts remain the same, there are new areas to name and some adjusted terminology to learn. This comprehensive guide will cover the essential callouts for all active duty maps in CS2, with a focus on practical communication that will immediately improve your team play.

Dust2 Callouts

Dust2 remains one of CS2's most iconic maps, and while its layout is largely unchanged, some subtle modifications have influenced callout usage:

T-Side Areas

  • T Spawn: The Terrorist starting area
  • Lower Tunnels/T Tunnels: The tunnels connecting T spawn to B site
  • Upper Tunnels/Upper B: The tunnel section closest to B site
  • Suicide/Mid Doors: The open area connecting T spawn to mid
  • Long Doors/Long A: The pathway leading from T spawn toward A site
  • Outside Long/Long Corner: The area just outside Long Doors

Mid Areas

  • Mid: The central area of the map
  • Catwalk/Short: The elevated pathway connecting mid to A site
  • CT Mid: The area of mid closest to CT spawn
  • Xbox: The box in mid that players use to jump up to Catwalk
  • Lower Mid: The area below Catwalk

A Site Areas

  • A Site: The primary bombsite area
  • Goose: The corner of A site near the boxes (the name originates from a goose graffiti that was once there)
  • A Ramp/Short A: The ramp leading from Catwalk into A site
  • A Long/Pit: The long corridor leading to A site and the lowered area at its end
  • Car: The area with the abandoned car near A site
  • Site Boxes: The stack of boxes on A site
  • Cross: The exposed crossing from CT spawn to A site

B Site Areas

  • B Site: The secondary bombsite area
  • B Doors: The doors leading from mid to B site
  • Window: The window opening in B site
  • B Plat/Platform: The elevated area on B site
  • Back B/Dark: The dark corner behind B site
  • Car: The area near the destroyed car on B site

CT Areas

  • CT Spawn: The Counter-Terrorist starting area
  • B Tunnel: The tunnel connecting CT spawn to B site
  • Mid to B: The pathway from mid to B site

Pro Tip:

On Dust2, specifying "watching long" isn't specific enough. Add detail by saying "watching long from car" or "watching long from site" to give teammates precise information about angles being held.

Mirage Callouts

Mirage has received visual updates in CS2 but maintains its familiar layout. Here are the essential callouts:

T-Side Areas

  • T Spawn: The Terrorist starting area
  • T Ramp: The ramp leading from T spawn toward A site
  • Palace: The interior area with balcony overlooking A site
  • Apartments/Apps: The building complex leading to B site
  • Underpass: The underground passage connecting mid to B apartments

Mid Areas

  • Mid: The central area of the map
  • Top Mid: The area of mid closest to T spawn
  • Catwalk/Short: The elevated path connecting mid to A site
  • Window/Sniper's Nest: The elevated window position overlooking mid
  • Connector: The passage connecting mid to A site
  • Ladder Room: The room with a ladder leading to window

A Site Areas

  • A Site: The primary bombsite area
  • Tetris: The tetris-shaped blocks near T ramp
  • Sandwich: The narrow gap between boxes on A site
  • Stairs: The stairs leading from A site to palace
  • Jungle: The area connecting CT spawn to A site
  • CT: The area near the path from CT spawn
  • Ticket Booth: The small booth structure on A site
  • Default Plant: The common bomb planting spot on A site
  • Firebox: The corner position near stairs on A site

B Site Areas

  • B Site: The secondary bombsite area
  • Market/Kitchen: The room connecting CT spawn to B site
  • Apartments: The building complex with access to B site
  • Van: The van near B site
  • Bench: The bench area in B site
  • Car: The car position on B site
  • Short B: The pathway from apartments to B site

CT Areas

  • CT Spawn: The Counter-Terrorist starting area
  • CT Mid: The area of mid closest to CT spawn
  • Arches: The arched area connecting CT spawn to mid

Pro Tip:

On Mirage, when an enemy is spotted at "Connector," specify if they're "Bottom Connector" (near A site) or "Top Connector" (near mid) for more precise information.

Inferno Callouts

Inferno has undergone some of the most significant visual enhancements in CS2, though its layout remains familiar:

T-Side Areas

  • T Spawn: The Terrorist starting area
  • T Ramp: The ramp leading from T spawn
  • Alt Mid/Second Mid: The alternative mid route
  • Banana: The curved pathway leading to B site

Mid Areas

  • Mid: The central area of the map
  • Top Mid: The area of mid closest to T spawn
  • Apartments/Apps: The building complex overlooking A site
  • Boiler: The room connecting apartments to mid
  • Porch: The area outside apartments

A Site Areas

  • A Site: The primary bombsite area
  • Balcony: The balcony overlooking A site
  • Pit: The lowered area near A site
  • Graveyard: The area past A site toward CT spawn
  • Library: The room connecting A site to CT spawn
  • Arch/Short A: The arched pathway leading to A site
  • Long A/Truck: The long pathway to A site with a truck
  • Quad: The four boxes on A site

B Site Areas

  • B Site: The secondary bombsite area
  • Spools: The large spools on B site
  • First Oranges/New Box: The first set of boxes on B site
  • Second Oranges/Dark: The second set of boxes in the dark area
  • Coffins: The area with coffin-shaped boxes
  • Fountain: The fountain area near B site
  • Construction: The construction area near banana
  • CT/CT Arch: The arch connecting B site to CT spawn

CT Areas

  • CT Spawn: The Counter-Terrorist starting area
  • CT Mid: The area of mid closest to CT spawn

Pro Tip:

On Inferno, when calling "Apartments," specify "A Apartments" or "B Apartments" (for the area connecting to banana) to avoid confusion.

Nuke Callouts

Nuke's unique vertical layout makes precise callouts especially important:

Outside Areas

  • T Spawn: The Terrorist starting area
  • Outside: The exterior area of the facility
  • Yard: The open area outside the facility
  • Red Container/Red: The red shipping container outside
  • Blue Container/Blue: The blue shipping container outside
  • Secret: The hidden passage from outside to lower site
  • Garage: The garage area near outside
  • Silo: The large silo structure outside
  • Twinkie: The yellow container outside

Upper Areas (A Site)

  • Upper/A Site: The upper bombsite area
  • Hut/Lobby: The room with access to A site
  • Squeaky/Squeaky Door: The noisy door leading to A site
  • Heaven: The elevated position overlooking A site
  • Rafters: The beams above A site
  • Trophy/Trophy Room: The room with trophies near A site
  • Mini: The small room connecting outside to upper
  • Catwalk: The elevated walkway on upper

Lower Areas (B Site)

  • Lower/B Site: The lower bombsite area
  • Vent: The vent connecting upper to lower
  • Ramp: The ramp leading to lower
  • Decon/Decontamination: The decontamination room near B site
  • Secret: The pathway from outside to lower
  • Control Room: The room with control panels on lower

Pro Tip:

On Nuke, always specify "upper" or "lower" when making calls about opponent positions, as vertical audio cues can be misleading.

Overpass Callouts

Overpass features distinct elevation changes and multiple pathways:

T-Side Areas

  • T Spawn: The Terrorist starting area
  • T Bridge: The bridge near T spawn
  • Playground: The playground area near T spawn
  • Party: The area with balloons near playground
  • Monster: The large tunnel entrance to B site
  • Water: The water-filled area near B site

Mid Areas

  • Long A: The long pathway leading to A site
  • Connector: The passage connecting lower to A site
  • Toilets/Bathrooms: The bathroom area near A site
  • Short A: The shorter pathway to A site

A Site Areas

  • A Site: The primary bombsite area
  • Bank: The building area on A site
  • Truck: The truck position on A site
  • Dumpster: The dumpster area near A site
  • Stairs: The stairs leading to A site
  • Heaven: The elevated position overlooking A site

B Site Areas

  • B Site: The secondary bombsite area
  • Monster: The large tunnel entrance to B site
  • Graffiti: The area with graffiti near B site
  • Pillar: The pillar on B site
  • Toxic: The toxic barrel area on B site
  • Construction: The construction area near B site
  • Short B/Water: The water-filled pathway to B site

CT Areas

  • CT Spawn: The Counter-Terrorist starting area
  • CT Bridge: The bridge near CT spawn
  • Fountain: The fountain area near CT spawn

Pro Tip:

On Overpass, a proper callout for "Connector" should specify direction, such as "They're pushing Connector from Water" or "Watching Connector from Heaven."

Communication Best Practices

Knowing the callouts is only the first step. Here are some tips for effective communication in CS2:

Keep It Concise

When making callouts, focus on three key pieces of information:

  1. Where the enemy is (the callout)
  2. How many enemies (if known)
  3. What they're doing (pushing, holding, falling back)

Example: "Two A long, pushing site" or "One connector, falling back to B"

Use Directional Callouts

When an area is large, add directional context:

  • "Back of site" vs. "Front of site"
  • "Deep in Apartments" vs. "Apartments entrance"
  • "Far Pit" vs. "Near Pit"

Call Damage Done

After engagements, communicate damage information:

  • "AWPer mid, hit 85"
  • "Two B, one lit for 42"

Clear Comms During Clutches

When a teammate is in a clutch situation (last alive), minimize communication to help them focus. Only provide essential information they might have missed.

Call Utility Usage

Communicate when you're using utility so teammates can coordinate:

  • "Smoking CT"
  • "Flashing into B"
  • "Molly Sandwich"

CS2-Specific Communication Changes

The transition to CS2 has introduced some new considerations for communication:

Sub-Tick Damage System

CS2's new damage system means calling exact damage is more important than ever. Instead of "lit" or "tagged," try to communicate specific numbers when possible.

Enhanced Smoke Mechanics

With CS2's volumetric smokes, callouts about enemies "in smoke" or "edge of smoke" have new importance, as partial visibility is more common.

Sound Propagation

CS2's improved sound system can help locate enemies more precisely. When making sound-based callouts, be as specific as possible about direction and distance.

Conclusion

Mastering map callouts is an essential skill for any serious CS2 player. While it may seem overwhelming at first, consistent practice and usage will make these terms second nature. Start with the most common areas on your favorite maps, and gradually expand your vocabulary as you become more comfortable.

Remember that communication is a team skill—the more consistently you and your teammates use standardized callouts, the more effective your coordination will be. In competitive CS2, this shared language can make the difference between defeat and victory.