CS2 Callouts Guide

SkinKings » CS2 Callouts Guide

If you’ve ever died because your teammate said “he’s by the thing near B” instead of just calling the actual spot – you already know why callouts matter.

SkinKings has collected over 426 callouts spread across 11 CS2 maps, with alternative names and location descriptions that are updated whenever Valve decides to rearrange the furniture.

What Are Callouts and Why Do They Matter?

In CS2, every round is a race against information. The team that shares accurate intel fastest usually wins – and callouts are the shorthand language that makes that possible. A callout is a short, agreed-upon name for a specific spot on the map. Instead of saying “there’s a guy near the big box on the left side of the bomb area,” you say “Back Plat” – two syllables that every player with map knowledge instantly understands.

Callout names are rarely arbitrary. Most originate from something physically present at that location: a painted animal, a piece of furniture, an architectural shape, or the function the spot typically serves. “Goose” on Dust 2 exists because a goose is spray-painted on the wall there. “Banana” on Inferno describes the curved corridor’s shape. Once you learn the origin, the name sticks.

Players who know callouts process incoming information faster, respond to rotations more accurately, and die to preventable mistakes far less often. Doesn’t matter if you’re in Matchmaking, grinding Premier, or playing Faceit – this is one of those fundamentals that quietly separates the players who plateau from the ones who keep climbing.

The Fastest Ways to Learn CS2 Callouts

There is no single right method, but a combination of the following approaches works best for most players:

  • Keep the minimap at max scale and look at it constantly – connecting the 2D position to the in-game location builds spatial memory faster than anything else.
  • Narrate your own movement during solo warmup rounds. Say each callout aloud as you cross through it. The verbal reinforcement dramatically speeds up recall.
  • Break maps down by side. Learn T-side routes first, then CT-side angles, then mid. Trying to absorb an entire map at once causes the names to blur together.
  • Use SkinKings visual maps to study callouts and understand where each position is located. We have worked through them in detail and provided brief explanations for each position.
  • Play deathmatch on a single map for a full session. The repetition of moving through the same positions dozens of times per game locks in names that stick.

Dust 2 Callouts

Dust 2 has been the entry point for learning CS callouts since 2001 – and with good reason. The map’s geometry is clean, positions are distinct, and most names are immediately intuitive. Both bombsites are clearly defined, connector lanes are short, and the callout vocabulary is the most universally known in the game. Learn Dust 2 first and you’ll absorb other maps faster.

Dust 2 Callouts

T-Side Callouts

  • T Spawn – starting area for Terrorists
  • Long / Long Doors – primary approach to A Site from T side
  • Blue – short alcove along Long used as a boost or peek position
  • Pit / Long Pit – low ground in front of A Site along Long
  • Short / Cat (Catwalk) – elevated walkway connecting T spawn to A Short

CT-Side Callouts

  • A Site – the bomb plant zone near Long and Short approaches
  • Goose – far corner of A Site, named for the painted goose on the wall
  • Car – the wrecked vehicle used as hard cover on A Site
  • Elevator – interior room at A Site behind the car

Mid & Other Areas

  • Mid Doors – central doors separating T side mid from CT short
  • Mid – the open area between Mid Doors and Xbox
  • Xbox – the wooden box in the center of Mid used for boosts and cover

Mirage Callouts

Mirage Callouts

Mirage is a Middle Eastern marketplace layout with two compact bombsites and a demanding mid that rewards map control. It is considered slightly CT-sided, and because mid control opens up aggressive plays toward both sites, T-side teams that secure window or connector early have significantly more options.

T-Side Callouts

  • T Spawn – Terrorist starting zone
  • A Ramp – the main T-side ramp approach into A Site
  • A Palace – large building on T side offering a second A approach

CT-Side Callouts

  • A Site – bomb zone flanked by Ramp and Palace approaches
  • Triple Boxes – stack of three crates CT-side on A, common defensive spot
  • Default Plant – standard bomb position in the center of A Site
  • Firebox – small box adjacent to A Site used for one-way smoke spots

Mid & Other Areas

  • Mid – the central open area between T spawn and CT side
  • Top Mid – T-side position at the top of the Mid lane
  • Underpass – the tunnel running beneath Mid connecting T to CT side

Inferno Callouts

Inferno Callouts

Set in an Italian village, Inferno is one of the oldest competitive maps in CS history – and one of the most CT-favored. Terrorists face tight chokepoints on both approaches: the long, curved Banana leading to B and the narrow apartments and arch path to A. Its callout vocabulary is arguably the richest in the game, with iconic names like Banana, Pit, and Library recognized by players across every skill bracket.

T-Side Callouts

  • T Spawn – Terrorist starting position
  • Apartments – building on T side providing access to A via Arch
  • Arch – narrow archway marking the final T push into A from Apartments

CT-Side Callouts

  • A Site – bomb zone accessible via Apartments/Arch approach
  • Short – quick CT-side path into A Site used for aggressive holds
  • Library – the bookshelf room on A Site offering deep hiding positions
  • Pit – the sunken area below A Site, one of the most common CT holds
  • Default Plant – standard bomb placement in center A

Mid & Other Areas

  • Mid – the open area connecting T apartments to CT side
  • Top Mid – the elevated T-side position at mid entrance

Nuke Callouts

Nuke Callouts

Nuke is structurally unlike every other map in the pool. A site sits above B site – stacked vertically inside a nuclear facility. Transitions between levels happen through vents, a ramp room, and squeaky. The CT advantage here is extreme; holding both levels from CT spawn and heaven covers nearly all T entry points. Understanding the vertical dimension of callouts (Upper vs Lower, Heaven vs Hell) is the foundation of learning Nuke.

T-Side Callouts

  • T Spawn – Terrorist starting zone outside the facility
  • Outside – the large open area in front of the main building
  • Ramp – the ramp leading from Outside down toward Upper A Site
  • Garage – covered structure adjacent to Outside used for gathering

CT-Side Callouts

  • A Site (Upper) – primary bomb zone on the upper level of the facility
  • Hut – the small structure adjacent to Upper A used for sneaky holds
  • Rafters – the elevated walkway above A Site offering height advantage
  • Trophy – the shelf-lined wall area on A used as a plant reference

Mid & Other Areas

  • Outside (Shared) – the exterior area accessed by both teams
  • Vents – the duct system connecting Upper to Lower levels
  • Heaven – elevated CT walkway above Upper A Site

Overpass Callouts

Overpass Callouts

Overpass is set in a German urban park built around a canal. The map rewards mechanical skill at multi-level angles and is widely considered slightly CT-sided. Its central canal and sewer system create a verticality rarely seen on other maps, and control of Connector and the short approach to A is often the deciding factor in how rounds develop.

T-Side Callouts

  • T Spawn – Terrorist starting zone
  • Long – the extended T-side path toward A Site
  • Playground – the park area along the Long approach
  • Monster – the short cutting path behind the playground used for aggressive plays

CT-Side Callouts

  • A Site – bomb zone at the top of the Long and Short approaches
  • Pillar – the large concrete column on A Site used for cover
  • Toilets – the restroom building adjacent to A used for close-range duels
  • Party – the small elevated area behind A Site

Mid & Other Areas

  • Mid – the central area between the two bombsite approaches
  • Connector – the pathway linking Mid to A Short
  • Sandbags – fortified position in Mid used for cover
  • Water – the open canal area in the center of the map

Ancient Callouts

Ancient Callouts

Ancient places the action inside a Mesoamerican jungle temple, one of the newer maps in the Active Duty pool. Its two bombsites are connected by a central path running through dense foliage and stone ruins. The layout rewards teams that maintain mid control while applying split pressure. Ancient is considered slightly CT-sided and has built a dedicated competitive following.

T-Side Callouts

  • T Spawn – Terrorist starting zone
  • Ruins – the crumbled stone area on the T-side approach to A
  • Main – the main T-side corridor leading toward A

CT-Side Callouts

  • A Site – bomb zone set within the temple structure
  • Temple – the main structure forming the backdrop of A Site
  • Column – the large stone pillar on A used as primary CT cover
  • Elbow – the angled wall on A Site creating a common close-range hold spot
  • CT Spawn – Counter-Terrorist starting area

Mid & Other Areas

  • Mid – the central stone corridor connecting both bombsites
  • Middle – the wider open section in the center of mid

Anubis Callouts

Anubis Callouts

Anubis draws from ancient Egyptian mythology: narrow stone streets, temple facades, and a central waterway define its layout. Added to the Active Duty pool in CS2, it quickly established itself as one of the more balanced maps. Its two sides are separated by a river and a bridge in the middle, and usually the teams that win the battle in the middle of the map gain an advantage.

T-Side Callouts

  • T Spawn – Terrorist starting area
  • Palace – the T-side temple structure providing cover on the A approach
  • Canal – the waterway route leading toward A Site

CT-Side Callouts

  • A Site – bomb zone backed by a large stone wall and temple
  • Statue – the stone statue used as a reference point on A Site
  • Pillar – the large column on A used for CT-side defensive holds

Mid & Other Areas

  • Mid – central area separating the two bombsite approaches
  • Water – the river running through the center of the map
  • Bridge – the stone bridge over the river connecting mid areas

Vertigo Callouts

Vertigo sits high above a city skyline on a skyscraper under construction. Compact, chaotic, and loud – it plays unlike any other map in the pool. There are no long corridors, no traditional AWP angles, and rotations happen through tight scaffolding. Vertigo is considered T-sided at high levels because the CT side has limited room for error. Precise callouts are particularly vital here because ambiguous information leads to head-on collisions in the worst possible spots.

Vertigo Callouts

T-Side Callouts

  • T Spawn – Terrorist starting zone at ground-level entrance to the building
  • Ramp – the main ramp from T Spawn leading up to the action
  • Mid Ramp – the secondary ramp connecting T side to Mid

CT-Side Callouts

  • A Site – bomb zone on the upper floor of the building
  • Sandbags – the fortified sandbag wall at A used as primary CT cover
  • Default Plant – standard bomb position on A Site
  • Back Site – the rear portion of A Site behind the sandbags

Mid & Other Areas

  • Mid – the central area connecting A and B approaches
  • Top Mid – the highest point of Mid on the upper floor

Train Callouts

Train Callouts

Train was reworked and reintroduced in CS2 after being absent from the Active Duty pool. Set in an industrial rail yard, large train cars define the sightlines and cover throughout the map. A Site is considered one of the strongest CT positions in competitive CS history – flanked by ladder room, multiple train cars, and a tight entrance from T Main. The ability to react quickly on Train is especially important because many key angles share close physical proximity.

T-Side Callouts

  • T Spawn – Terrorist starting zone outside the rail yard entrance
  • T Main – the primary T-side approach corridor into the map
  • Ivy – the vine-covered wall on the left side of T Main approach
  • Popdog – the underground passage connecting T side to Upper Bombsite

CT-Side Callouts

  • A Site – bomb zone among the train cars on the upper level
  • Ladder Room – the room with a ladder connecting A Site to Lower
  • CT – the CT side entrance to A Site from spawn
  • Heaven – elevated walkway above A Site used for CT-side sniping

Mid & Other Areas

  • Mid Upper – the upper-level mid lane with open sightlines across the rail yard
  • Mid Lower – the lower-level passage running beneath the upper mid area
  • Outside – the exterior area along the outside edge of the map used for flank routes

Cache Callouts

Cache Callouts

Cache is set in the Chernobyl Exclusion Zone – desolate, industrial, and atmospheric. Though currently outside the official Active Duty pool, it remains one of the most-played community maps on Faceit and third-party platforms. The layout separates two bombsites with a central mid that heavily influences how each round develops. Cache is considered slightly CT-sided at high levels.

T-Side Callouts

  • T Spawn – Terrorist starting position
  • Main – the main T-side approach into A Site
  • Checkers – the checkered flooring area on the A approach used as a positional reference
  • Quad – the four-box structure on A Site approach used for cover

CT-Side Callouts

  • A Site – bomb zone set inside the industrial complex
  • Default Plant – standard bomb position on A
  • Forklift – the industrial forklift on A Site used as cover
  • Heaven – elevated CT position above A Site

Mid & Other Areas

  • Mid – central area between both bombsites, key for map control
  • Sunroom – the glass-walled room in mid used for CT-side presence
  • Vent – the ventilation duct connecting mid to A
  • Checkers (Mid) – the shared name for the checkered floor sections in mid

Cobblestone Callouts

Cobblestone Callouts

Cobblestone is the most atmospheric map in Counter-Strike – a medieval European castle complete with stone walls, a courtyard, and a sweeping open bombsite at A. Removed and subsequently reworked for CS2, it retains its iconic feel and remains active on community servers. The A Site push is one of the most demanding in the game for Terrorists, requiring coordinated drops, flashes, and utility. On the Cobblestone map, teams that use callouts to CS2 to accurately convey complex geometry have an advantage.

T-Side Callouts

  • T Spawn – Terrorist starting area
  • Long – the extended T-side corridor approaching A Site
  • Catwalk – the elevated walkway running parallel to Long
  • Drop – the drop point from Catwalk down into A Site

CT-Side Callouts

  • A Site – the open cobblestone bomb zone flanked by castle architecture
  • Patio – the stone patio area on CT side of A used for defensive holds

Mid & Other Areas

  • Mid – the central courtyard connecting both bombsite paths
  • Courtyard – the open cobblestone area in the center of the map
  • Connector – the passage linking mid to B
  • Split – the branching path in mid offering multiple approach options

CS2 Callouts – Navigation Table

MapCallouts
Dust II🔗 Dust II Callouts
Mirage🔗 Mirage Callouts
Inferno🔗 Inferno Callouts
Nuke🔗 Nuke Callouts
Overpass🔗 Overpass Callouts
Ancient🔗 Ancient Callouts
Anubis🔗 Anubis Callouts
Vertigo🔗 Vertigo Callouts
Cache🔗 Cache Callouts
Cobblestone🔗 Cobblestone Callouts
Office🔗 Office Callouts

FAQ – CS2 Callouts

Are CS2 callouts the same as CS:GO callouts?

Mostly, yes. The core vocabulary carried over from CS:GO to CS2 without change on the majority of maps. A handful of positions were renamed or added following map reworks – Cobblestone being the clearest example. SkinKings keeps this guide updated as map changes roll out, so you always have the current version.

Does Valve publish official callout names?

Valve includes location labels on the minimap, but these are not always detailed or comprehensive. The callout vocabulary the community uses evolved organically over many years of competitive play and has become the accepted standard regardless of what the minimap says. In cases where community names and minimap labels differ, community names win in practice.

What language should I use for callouts?

English is the universal standard for CS2 callouts in almost every region. Even teams who communicate in other languages default to English callout names because they are shorter, globally recognized, and consistent across international servers. If a teammate uses a regional variant for a position, the most reliable approach is to say both: “Goose / Big Wall” until everyone is aligned.

My teammates use different names for some positions – what should I do?

This is common, particularly on maps with multiple regional naming conventions. Stick to the widely accepted callout whenever possible. If there is genuine ambiguity, use a dual callout and agree on one name at the start of the session. SkinKings lists alternative names for every position precisely because this situation comes up regularly.

Which callouts should I prioritize learning first?

Start with bombsites (A and B), mid, the main connector routes, and the most common CT defensive positions on each map. These positions come up in almost every round and knowing them immediately gives you a working vocabulary for most in-game situations. From there, expand into the detailed angles and niche positions as you play more on each map.

How often does SkinKings update this callout database?

SkinKings reviews the callout database after every Valve map update. When a new version of a map ships – renamed positions, added geometry, or structural changes – we update descriptions and names to reflect what players will find in-game. All 426 callout entries are maintained across all 11 maps.

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