Want to dominate in Counter-Strike 2 and reach the highest ranks? Then knowing the correct callouts for each map is crucial. In this guide, we’ll cover all the essential callouts for every map and how to effectively use them to secure a win. Don’t underestimate the power of proper callouts, it could make all the difference in your gameplay. Be sure to share this knowledge with your teammates for maximum success.
Dust 2
Most of the smaller callouts are based on an item on the map. The area named “car” close to long A is named car because of the car that is placed there. Others have a historic origin. The area behind A is called goose, in honor of one of the creators of the first Counter-Strike mods. Minh “gooseman” Le helped develop the original Counter-Strike mod for Half-Life. Valve has added graffiti of a goose on the wall next to the spot in honor of his work.
Some of the callouts are based on the experience of players. Suicide, the alley between mid and T-spawn, is so named because of how likely you are to be sniped should you decide to go there at the start of the round.
How to use callouts on Dust2
If you call out an enemy in a specific spot, it is important to be certain about the information you give to your teammates. An incorrect callout can confuse them, making them focus on the wrong area of the map. If you hear someone at B but you’re not sure if he’s car or doors, simply saying that you hear someone B is the safest option.
Some of the callouts on Dust 2 have the same name. Both sites have a position called car. If you spot someone in one of these places, be sure to tell your team which one you’re talking about. The difference between A car and B car can win you a round.
Take a closer look at an area like the tunnels at B. Most people call this entire area tunnels, but this isn’t enough. Try to find out if your enemy is in the upper or lower tunnels. The same goes for A short. There’s a big difference between being told someone is short or cat.
If you and your teammates know how to use these callouts on Dust 2, you will be able to better communicate where your opponents are. And that’s an advantage that could win you many rounds.
Mirage
Because of that, anyone who queues for a load of defusal maps has a pretty darn good chance of winding up landing on Mirage. That means that it’s always a good idea to brush up on the map’s proper callouts.
Mirage is one of the most straightforward maps in CSGO. It has large bombsite areas with relatively few props or tight choke points that the T side is forced to break through in order to penetrate the CT defense. Offsetting that is the middle area of the map, which gives the T side a path towards both sites.
The CT side has the opportunity to defend both sites and mid from afar. On the A side are long sight lines that give CTs the choice of either sniping incoming enemies from afar or getting up in their face in short-range combat. On the B side are a pair of narrow hallways that terrorists will need to push through.
Because of the relatively limited number of props, players mostly just need to familiarize themselves with locations on the map. Most of these are standardized names that can be found on other CSGO maps including catwalk, apartments, and connector. Many of the unique areas are fairly straightforward for callouts as well, with pillars and market having those names for obvious reasons.
That isn’t to say there aren’t any weird or unintuitive calls. The entire A site is something of a mess in this regard, with the different sets of boxes being referred to as firebox, triple, and stack. Opposite from those boxes are Tetris, sandwich, and jungle.
The B site’s most important callouts are all easy. Bench, van, and market are all simple, while “empty” is so named because it’s the only empty corner in the B bomb site. The trickiest callouts are around the exits from the catwalk, with E box being to the left and GeT_RiGhT to the right.
Inferno
The classic map has an abundance of nooks and crannies that all have different names, and even the larger areas of the map have callouts that have little explanation. For the record, here are the proper callouts for CS2’s Inferno.
Inferno is unique when it comes to CSGO maps, particularly among those who have been in the game for a long while. Inferno stands out because of the fact it has two separate “mid” areas between the T spawn and A bombsite which are only connected by a tiny passage that players need to crawl through called Mexico. If terrorists can make it through one of the mid lanes, they end up in a circular area surrounding the A bombsite that also has access to the CT spawn. This sets up pincer attacks for both the A and B bombsites.
The other major alleyway on the map is banana, which is named due to its shape. Banana is the go-to pathway between the T spawn and B bombsite, which has corners to hide behind for terrorists on one end and props for cover on the counter-terrorist side. Both sides need to effectively use utility in order to control the area, or they risk being overrun.
The Inferno bombsites are a bit different from other maps as they feature abundant coverage from all angles and a large number of props in and around the actual planting sites. The A site is covered in boxes to hide behind and work around during firefights, with the elevated graveyard area on one side and an entrenched pit on another. The B site has a huge fountain in the middle as well as tall stacks of boxes all around it.
Why is it called boiler in CSGO’s Inferno?
The area between mid and apartments on Inferno is called “boiler” because of a prop that was in that location in older versions of the map. There’s a long list of callouts in CSGO that are actually references to props that have been removed from the game over time.
Car on Inferno is a similar story. Though the modern version of Inferno has a series of barrels and plywood at the CT end of banana, the callout for that area is “car” because previous versions of the map had a car there instead.
Ancient
Ancient is the latest addition to CSGO’s competitive map pool. Despite its similar appearance to older map Aztec, players find it hard to settle into the new location. So if you want to rise through the ranks quicker, you may wish to learn the proper callouts for Ancient.
Ancient is a relatively enclosed map as compared to other CSGO locales. The route to A is called Split, and is the longest and most extensive area, similar to Inferno’s banana. Entering the B site is much more difficult due to it tighter chokepoints. Ramp, dig, cat, and ruins make it easy for counter-terrorists to defend the site.
As compared to other CSGO maps, Ancient’s middle is hard to tackle. The mid area features a restrained top-mid, cubby, and a sniper’s nest, which heavily favours the CTs. The bomb sites have the same old callouts for large boxes, triple boxes, trees, and more.
The map also has a unique area that leads to A. Older players like to call the square location “tomb,” but CSGO’s official handle has clarified that it’s actually a “donut.” The page released the official callout on its 22nd anniversary.
The map’s proper callouts have still not been established in the community, so don’t be surprised if you hear different commands during your ranked games. Valve doesn’t typically make official the callouts for its maps, but you can learn names for locations written on top of your radar in-game. Even so, the CSGO community rarely follows the in-game names for locations, as players like to create their own over time.
Many players are still using the Aztec callouts for common spots, so expect anything. Textbook callouts aside, if you’re having a tough time learning locations, make sure you call out exactly what you see to your teammates.
Vertigo
The skyscraper is no longer the newest map in the competitive CSGO map pool, but it’s still not especially popular. A big part of that is the shifting nature of the map and Valve’s difficulties in balancing it.
From unstoppable pushes up the A ramp, to the ever-changing stairs spiraling upwards, to the wallbang elevators, CSGO players haven’t really had the chance to find their full footing on the map. Thankfully, things have lately settled down to the point where it’s finally worth learning all of Vertigo’s callouts.
Unlike Cache, which has a large number of props dotted across a handful of expansive areas, Vertigo is defined by its winding paths and corridors. The map has two levels to it, much like Nuke, but with both bomb sites on the upper level. This puts a greater emphasis on skirmishes where the Ts are trying to work their way out of the lower area while the CTs are trying to hold them down.
As with most CSGO maps, there’s a shared “mid” area on Vertigo where both sides have a chance to take control. If controlled by the Ts, it offers extra paths to the bombsites with elevators leading to A and B and connector leading to B.
The key difference between Vertigo’s mid and the mid space on maps such as Dust 2 and Mirage is that Vertigo’s mid is effectively shaped like the letter S. CTs have the chance to control the northern section called top mid, Ts can quickly take over the area called T mid, with the area in between referred to as “mid.”
The other most important area when it comes to Vertigo callouts is the area surrounding the A-side ramp. Once the T side advances to ramp, players have a number of different ways to approach taking the site itself. They can head directly up the ramp, enter the scaffolding and wrap around the site via sidewalk, or can get elevation over the ramp by moving up to fence.
The most important part of Vertigo callouts is helping teammates distinguish between the two vertical levels of the map. As with Nuke, it’s difficult to distinguish between the two levels of the map through map indicators, making communication important as players can’t rely on their minimaps for information.
Being able to make accurate calls regarding enemy locations, particularly around the middle areas of the map, is important for success on Vertigo even on a casual level. Once players reach a higher level, it’s all about being able to track the action around the A ramp.
Because players can take over A ramp and then attack from three different angles, it’s important to know what those areas are called and to effectively communicate around each of them. Knowing how many are coming up ramp, how many have moved up to fence, and how many are trying to flank from sidewalk is integral to making holds on the A site.
Overpass
Here is the list of all Overpass callouts:
A Long – this is a long way for terrorists to reach A Site. They should pass Upper Tunnels and Fountain if moving from T Spawn
Upper Tunnels – after spawning, terrorists can turn left and enter this area. It leads to Fountain (another turn left) or through Ladder to Lower Tunnels and Connector.
Lower Tunnels – to move to Connector and Mid from Upper Tunnels. Players enter this area with Ladder.
Connector – it connects Lower Tunnels and Mid.
Party – it seems like someone prepared celebration here, right before the Bomb Defusal scenario began.
Mid – a big area on the way from Fountain to Toilets and A Site
Fountain – it’s located between Mid, A Long, and Upper Tunnels.
Playground – an area behind Fountain. It’s possible to enter it from the side of Upper Tunnels and closer to A Long.
Park Conn – an alternative way to A Long, through Mid and Toilets.
Close Left (Long) – a nice corner for hiding on A Site, waiting for opponents entering this area from A Long.
Van – it’s located at the back of A Site.
Default (A) – a place to plant the bomb on A Site. It’s marked with a big letter A.
Restroom – it is located on the way from Mid to A Site, a kind of alternative to A Short.
A Short – this area connects Mid and A Site.
CT – on Overpass, counter-terrorists spawn on A Site, so this map callout refers to that area and especially its backside.
Monster – terrorists use this tunnel to enter B Site directly from their spawn area.
Pipe – a connector between Tracks and Water.
Water – or Construction, an area with water, on the way from Short Tunnels to Short B.
Squeaky – a door between Water and Connector.
B Short – a way to B Site from Water.
Sandbags – some bags with sand that lay on B Short.
Pillar – it’s located on B Site and can be used as protection.
Toxic Barrels – hide behind these barrels to have a nice view at opponents that enter B Site from Monster and Sewers.
Pit – this is an area with water at the back of B Site. Players jump into it from Heaven.
Heaven – a platform above B Site, opposite to Sewers.
Cafe – a sign on the wall, near Long Toilets.
Bench – it stays opposite the Cafe sign.
Storage – a room behind Bank.
Bridge – it’s located very close to B Site, connecting Sandbags on B Short and Walkway.
Boost – players can observe B Site from this place on Water.
Signpost – it’s located on A Site between entrances to A Short and A Long.
Nuke
Here is the list of all Nuke callouts:
T Spawn – terrorists start rounds on the opposite side to the counter-terrorists spawn.
CT Spawn – an area for counter-terrorists to start rounds on Nuke.
Outside – this outdoor space connects Silo, Garage, Main, and Secret.
A Site – here, terrorists can plant the bomb.
B Site – the lower Bombsite of Nuke.
Garage – a building with exits to Outside towards CT Spawn and Main. Counter-terrorists can wait for opponents here, while they approach from T Spawn.
Ramp – from this area players can go down to B Site or take a sidewalk to other parts of Nuke.
T Roof – terrorists often go up to the roof through the ladder, close to T Spawn. It’s possible to move to Silo from here.
Fork – the first room on the way of terrorists from T Spawn. They can go to Squeaky, Radio, or Sandbags from here.
Trophy – terrorists pass this room on their way from Lobby to Ramp.
Control – one of the Ramp sidewalks leads to this room.
Squeaky – if terrorists decide to move from Lobby to A Site, they pass this room with squeaky doors.
Vent – the vent system of Nuke connects A Site, B Site, and Secret.
Hell – an area under Heaven. Players should use the ladder close to Lockers to reach this place.
Heaven – this platform is accessible through the ladder near Lockers. It gives a nice view of A Site.
Lockers – a room close to CT Spawn. Players can use the window here to observe Garage and CT Red.
Headshot – this box stands at the back of Ramp and it is convenient for snipers to look for their victims from here. Usually, it’s a place for counter-terrorists.
Sandbags – they are located in Lobby, close to Hut.
Hut – a kind of room that connects Lobby and A Site. CT teams often expect to meet their opponents appearing from Hut.
Tetris – containers near Hut.
Rafters – a platform attached to the back wall of A Site. Players can enter it from Heaven, moving to Mustang or Bridge.
Bridge – it connects raised platforms on A Site.
Turn Pike – players pass this room while moving from Hell to Ramp.
Stack – boxes on Ramp, close to Turn Pike.
Boost – boxes on Ramp, close to Control.
Big Box – it’s located on Ramp, above the way to the lower bombsite (B Site).
T Red – this red container stays close to Silo.
CT Red – this red container stays close to Garage.
Main – players pass this room while entering A Site from Outside.
Window – a room close to B Site. The window here can be smashed.
Dark – corner on B Site to hide and ambush those entering this area.
Decon – if terrorists move to B Site from Secret and Tunnels, they pass this room just before entering the bombsite.
Back Vents – part of the way from Secret to B Site.
Tunnels – underground pass from Secret to B Site.
Doors – they separate tunnels from B Site.
Bottom Ramp – a way down from Ramp to B Site.
Silo – it’s located on Outside. Terrorists can access it through T Roof to observe the surrounding area.
Secret – the start of the underground way from Outside to B Site.
Anubis
On May 3, 2021, Anubis was removed from the game. For the 10 year birthday of Counter-Strike: Global Offensive, this map has been re-added on the August 16, 2022 update.
And that wraps up our share on Counter-Strike 2: All the correct CS2 callouts for every map. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by MysticNinja®, who deserves all the credit. Happy gaming!