
CS2 Map Callouts: Mirage Callouts
Mirage is, for lack of a better comparison, pretty much the LeBron James of Counter-Strike maps. Since the days of CS:GO, Mirage is the only map to have been taken out of the Active Duty Map Pool just once. Along with that, it is the only map that has been featured at every single Counter-Strike Major since the first one in 2013. Mirage is a classic and is heavily played in both casual/online matchmaking and professional play. How well-loved it is nowadays is certainly up for debate, but one thing’s for sure: Mirage is forever—which makes knowing CS2 Mirage callouts even more essential if you want to find success in competitive CS2.
Here’s what’s in this Overpass Callout guide:
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Mirage Location Callouts
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Images and Map Locations for Each Callout
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Explanations of Each Callout and Their Importance
All Mirage Map Callouts in CS2
Mid: As the name suggests, this is found in the middle of the map. It’s a highly contested spot with lots of access to and from both bombsites and also T Spawn and CT Spawn. Snipers usually take early positions on opposing ends of Mid, with an early kill usually setting the pace for the rest of the round. There are a lot of Mid callouts other than simply “Mid” such as Sniper’s Nest, Chair, and Catwalk.

A Site: The bombsite on Mirage that is found closer to both T Side and CT Side spawn areas. Refers to the central area where the bomb can be planted, but typically used to refer to the entire site in general.

B Site: The square, middle section of B where the bomb can be planted on. Farther from both spawn areas from A Site.

T Spawn: The starting point at the bottom of the map where Terrorist players initially appear. Found right next to A Ramp and Palace where a number of popular smoke lineups can quickly be performed.

T Roof: The elevated position before reaching A Ramp, often serving as a staging ground for set plays and executes. There are multiple utility strategies that the Terrorist team can execute from here to easily take control of A Site and its surrounding areas.

A Ramp: One of two entrances into A Site from T Spawn apart from Palace.

Palace: A large building positioned adjacent to A Site, providing an alternate route for Terrorists to take control of the bombsite. Also a common spot for Counter-Terrorists to throw utility at in hopes of delaying an advance. AWPers usually position themselves here for high ground advantage while covering multiple angles around A Site.

Pillars: The structural columns inside the main room of Palace that allow for varied cover and attack angles.

Balcony: A wooden ledge just outside Palace where players can stand. In some cases, it may also be called “Heaven.”

Shadows: The area directly beneath Balcony on A Site. Molotov cocktails are usually thrown to this spot from T Side players taking A through A Ramp to clear out potential defenders hiding in the corners. This spot is sometimes labeled as “Hell” or “Under Palace.”

Tetris: A stack of boxes just outside A Ramp. Resembles a shape found in the Tetris video game.

Sandwich: The narrow space between Tetris and Stairs. A common hiding spot that, when unchecked, can cause a lot of problems.

Stairs: A staircase positioned at the edge of A Site next to Jungle and Connector. Providing access to high ground and vision over most of A Site, especially when trying to contest critical areas like Palace or Balcony.

Firebox: A stack of boxes near Shadows/Under Palace and Default. Called Firebox because Molotovs and Incendiary Grenades are usually thrown in that spot to force out CTs or Ts in post plant situations to move away and relocate.

Ninja: A tight corner near Firebox and the standard A Site plant spot where a Counter-Terrorist can conceal themselves for surprise eliminations. This area is often overlooked.

CT: A general reference to the Counter-Terrorist spawn direction, but more commonly used for the space near Ticket Booth leading into A Site.

Jungle: The section between Stairs and Sniper’s Nest. Called Jungle due to how it looked in previous installments of the Counter-Strike franchise.

Connector: This pathway literally connects Mid with A Site and other detailed callouts around the area such as Stairs and Jungle.

Vent: A destructible metal vent often broken by CTs at the start of a round to allow quick access to Window/Sniper’s Nest. Usually only takes one hit from a bullet or knife to completely remove the blockage.

Sniper’s Nest: One of the main vantage points for CT snipers looking to secure their team’s position. Gives a perfect view of Mid, but is usually smoked off early in the round by the attacking team. Also called Window.

Ladder Room: A small room adjacent to Sniper’s Nest and Short, featuring a ladder leading into Sniper’s Nest.

Another metal vent must be broken to get into Sniper's Nest, however, starting in CS2, bullets can now pass through the open gaps in said metal blockage.
CS2 Writer
Underpass: An underground tunnel which connects the lower part of Mid to B Apartments/TV Room.

Boost: A spot in Lower Mid where players can be assisted to jump into Sniper’s Nest.

Chair: A single chair located at Mid, providing visibility toward Short.

Top Mid: The section of Mid directly across from Sniper’s Nest, featuring boxes that Terrorists can use for cover.

Mid Boxes: The crates in Top Mid that shield approaching Ts from defenders controlling Mid.

Default: The primary stack of boxes on A Site marked with a red “A” spray paint.

Triple Box: A set of three stacked crates adjacent to Default, frequently used as cover by defenders.

Catwalk: A pathway extending through Mid and leading toward Short.

B Short: The corridor connecting Mid to B Site via Catwalk.

Short Corner: A tight angle next to Apartments after coming from B Short, known for being difficult to clear.

Market: The enclosed structure linking CT Spawn to B Site.

Window: A Market exit leading to B Site. Like Vent, this area features a destructible panel blocking direct access.

Door: The primary entrance from Market into B Site.

Bench: A bench positioned beside the default plant area and near Van.

Van: A vehicle located outside B Apartments, commonly used by CTs to hold angles toward entry points.

B Apartments: A key route toward B Site, often used in fast rush strategies from T Spawn.

Kitchen: The starting section of B Apartments. The wooden portion here can be wallbanged from outside.

B Plat: The raised platform outside B Apartments, situated near Van.

Side Alley: A passageway between Mid and T Spawn.

TV/TV Room: A small area with a television, serving as an entry point to B Apartments.

Apps Ramp: The inclined path linking T Spawn to B Apartments.

Arches: Two curved structures marking the entrance from B Short to B Site. These are sometimes referred to as “Get Right” or “Get Left,” referencing the legendary player GeT_RiGhT.

Sneaky: A ledge in Market next to the fridge where players can jump up for an off-angle that is rarely checked.

E Box: A small enclosure on B Site, positioned beside Window.

Boost Boxes: Crates on B Site’s plant area that players can boost onto for a creative off-angle.

House: The first structure leading toward either B Apartments or Underpass, also where TV Room is located.

Back Alley: The section between B Apartments and House.

Conclusion
Mirage is a staple map in the world of Counter-Strike. Probably second only to Dust 2, it is one of the most played and most iconic maps that have ever been put in the game. There are a good number of Mirage callouts, but for a map that for sure will come up on a regular basis, mastering them is definitely a must when trying to get better at the game as a whole. Love it or hate it, Mirage is simply unavoidable.
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