Maps
Counter-Strike 2 features a variety of maps across different game modes. Maps are the battlegrounds where teams compete, each with unique layouts, callouts, and strategic considerations.
Active Duty Pool
The Active Duty map pool is used in official competitive and Premier matchmaking. These maps are regularly updated and balanced for competitive play.
\! Map \!\! Setting \!\! Bombsites \!\! Game Modes \!\! Notes| Dust II | Middle East | A, B | Competitive, Premier, Casual, Deathmatch | Iconic map, in CS since 2001. Known for long-range duels and fast rotations. |
| Mirage | Morocco | A, B | Competitive, Premier, Casual, Deathmatch | Fan favorite with balanced gameplay. Strong mid control emphasis. |
| Inferno | Italy | A, B | Competitive, Premier, Casual, Deathmatch | Tight corridors and close-quarters combat. Classic banana hold. |
| Nuke | Germany | A, B | Competitive, Premier, Casual, Deathmatch | Unique vertical layout with two stacked bombsites. |
| Overpass | Germany | A, B | Competitive, Premier, Casual, Deathmatch | Complex layout with multiple connector routes and water features. |
| Anubis | Egypt | A, B | Competitive, Premier, Casual, Deathmatch | Added to Active Duty in CS2. Ancient Egyptian theme. |
| Ancient | Central America | A, B | Competitive, Premier, Casual, Deathmatch | Mayan ruins setting with wide open spaces and tight chokes. |
| Vertigo | USA | A, B | Competitive, Premier, Casual, Deathmatch | Set atop a skyscraper under construction. Unique vertical gameplay. |
Reserve Pool
Reserve maps rotate in and out of competitive play and are available in casual game modes.
\! Map \!\! Type \!\! Setting \!\! Notes| Train | Defusal | Russia | Classic map set in a train yard. Removed from Active Duty. |
| Office | Hostage | USA | Classic hostage rescue map set in an office building. |
Map Elements
All competitive maps share common elements:
- Bombsites — Designated areas (A and B) where Terrorists plant the C4 explosive
- Spawn Points — CT and T starting positions at opposite ends of the map
- Mid — Central area connecting both sides of the map, often a key control point
- Connectors — Pathways linking major areas of the map
- Choke Points — Narrow passages that can be held by defenders or pushed by attackers
- Callouts — Community-established names for specific locations used for team communication
Related Articles
- Competitive Mode — Standard 5v5 defusal format
- Premier Mode — Ranked competitive with map vetoes
- Utility Usage — Smoke, flash, and molotov lineups for map control
- Movement Mechanics — Movement techniques for map navigation