CS2 Map Callouts Complete Guide 2026: Every Active Duty Map, Every Position (With Abbreviations People Actually Use)

2026-06-26·Walkthrough

I called "Generator Room" on Nuke for six months before someone finally told me everyone just says "Gen." I'd been giving callouts like I was reading a map legend while my teammates were using three-letter abbreviations and wondering why the new guy talked like a GPS navigation system. This guide is the real callouts — the ones that come out of your mouth when you have 0.3 seconds to tell your teammate where the enemy is.

How callouts work in real games (not in YouTube tutorials)

A good callout has exactly three pieces of information: how many, where, and how hurt. "Two B, one lit 80" tells your rotator everything they need to know. Two enemies confirmed on B site, one of them is nearly dead. The rotator can decide whether to save or retake based on those seven syllables.

A bad callout: "He's over there! I hit him! Behind the thing!" Don't do this. I did this for my first 200 hours and I'm still embarrassed about it.

The format: [number] [location] [damage if known]. "Three A main, one tagged" — perfect. "One mid, dinked" — perfect. "All B" — short, clear, actionable.

After-death callouts: the most important ones

When you die, you get to spectate your killer for about two seconds before the camera switches to a teammate. Those two seconds are the most valuable callout window in the game. You can see exactly where the enemy is going and sometimes what utility they have out.

What to say: "Killer rotating to B through CT, one, full HP." Then SHUT UP. Your teammate who's still alive needs to hear footsteps, not your analysis of what went wrong in the round. Save the post-round discussion for the buy phase.

Mirage callouts

The most played map in CS2 and the one where callouts matter most because it's small and fast.

A Site: Default (the box plant spot), Triple (triple stack of boxes), Firebox (the box next to the fire), Ninja (the corner behind the stairs), Palace (the balcony overlooking A), Tetris (the stacked boxes near CT spawn), CT (the CT spawn entrance to A), Stairs/Underpalace (the stairs under Palace), Ramp (A ramp from T spawn)

Mid: Window (the CT sniper window), Connector/Con (the hallway from mid to A site), Cat/Catwalk (the walkway above mid), Ladder Room/Ladder (the room with the ladder below window), Underpass/Under (the underground tunnel), Chair (the corner in underpass), Short (the path from mid to B)

B Site: Default (behind the van), Bench (the bench at the back of B), Van (the van in the middle of B), Market/Market Window (the market area and its window), Arches (the archway from B to market), Apps/Apartments (the T-side building approaching B), Kitchen (the kitchen in apps), Balcony (the balcony overlooking B from apps)

T Spawn / Other: T Spawn, T Ramp (the ramp from T spawn to A), B Halls (the hallway to B apps), Jungle (the CT-side area between A and mid)

Inferno callouts

The most claustrophobic map. Callouts need to be fast because engagements happen in hallways where there's no time for multi-word descriptions.

A Site: Default (behind the double box), Pit (the pit at the back of A), Balcony/Balcony Railing, Arch (the archway from mid to A), Library/Lib (the library next to A), Graveyard (behind the gravestones on A), Truck/Short Truck (the truck on A), Moto (the motorcycle next to A site)

Mid: Top Mid (the T-side entrance to mid), Mid (the actual middle area), Second Mid/2nd Mid (the path from mid to A), Boiler/Boiler Room (the room next to mid), Bridge (the bridge above mid), Underpass (the tunnel under mid)

B Site: Default (behind the fountain), Coils (the coils at the back of B), Dark (the dark corner on B), New Box (the box added in CS2's Inferno rework), CT Spawn (CT entrance to B), Construction/CT Con (the construction area near CT spawn to B), Church (the corner near CT spawn)

Banana: Banana (the curved path from T to B), Top Banana/Top Bana (the T-side entrance to Banana), Bottom Banana/Bottom Bana (the B-site end of Banana), Car (the car at the bottom of Banana), Sandbags/Sand (the sandbags at top banana), Logs (the log pile at the bottom of Banana)

T Side / Other: T Ramp (T entrance to Banana/A), Alt Mid (the alternate mid path from T spawn), Second Mid Doors (the doors connecting 2nd mid)

Dust II callouts

The simplest map layout which means callouts are mostly angles and boxes.

A Site: Default (plant by the boxes near CT), Goose (the corner behind the single box), Ninja (the corner by the ramp), Ramp/A Ramp (the ramp from CT to A), Elevator/Elev (the elevated area at A), Short/Short A (the path from mid to A via cat), Cat/Catwalk (the raised walkway), Stairs (the stairs from cat to A)

Mid: Top Mid (T-side entrance), Xbox (the box at the bottom of mid), Mid Doors (the double doors T-side), Lower Tuns/Lower (the lower entrance to tunnels), Suicide (the gap between T spawn and mid doors — you'll die crossing it if there's an AWP mid)

B Site: Default (behind the big box), Back Plat/Plat (the back platform), Window (the window looking into B from tunnels), Car (the car on B), Big Box/Large Box, Closet (the closet/cubby on B)

Tunnels: Upper Tuns/Upper (the upper path from T spawn to B), Lower Tuns/Lower (the lower path to mid), T Spawn

CT Side: CT Spawn, CT Mid (the CT entrance to mid), CT Ramp to B

Long: Long Doors (the T-side entrance to Long A), Long A (the full hallway), Pit (at the far end of Long A), Corner (the corner near pit)

Nuke callouts

Verticality makes Nuke callouts uniquely important — an enemy two feet above you might as well be on a different planet if nobody calls it.

A Site (Upper): Heaven (the upper rafters above A), Hell (the area below Heaven), Hut/Hut Roof (the small building on A), Squeaky Door/Squeaky (the door from hut to A), Default (behind the red container), Tetris (the boxes near the back)

B Site (Lower): Default (behind the box), Ramp/Ramp Room (the room with the ramp down to B), Radio (the radio room between ramp and B), Toxic (the toxic waste corner), Decon (decontamination room), Vents (the vent system), Tunnel/Tuns (the tunnel from T to B)

Outside/Yard: Lobby (T spawn area), Outside/Yard (the outdoor area), Secret/Secret Stairs (the staircase from outside to B), Garage (the garage in yard), Silo (the missile silo), Catwalk (the walkway outside), T Red (the red container T-side), CT Red (the red container CT-side), Blue (the blue container), Big Garage

CT Side: CT Spawn, Locker/Locker Room

Ancient callouts

Newer map but the callout community has settled on a mostly consistent set.

A Site: Default (behind the pillar), Temple (the temple at the back of A), Cubby (the small corner on A), Boxes (the boxes near default), CT Ramp (the ramp from CT to A)

Mid: Top Mid (T-side entrance), Mid (the central area), Donut/Donut Room (the circular room connecting mid to B), Snake (the path from mid to A), Cheetah (the area near Snake), Elbow (the bend in the A path)

B Site: Default (behind the pillar), Cave/Cave Room (the cave entrance to B), Ramp (the ramp from cave to B), Pillar (the central pillar on B), CT Entrance, Lane (the B lane from T spawn)

T Side: T Spawn, House (the building in T spawn), Red Room (the red-lit room), Water (the water path to mid)

Anubis callouts

The newest map in active duty, callout conventions still evolving in parts but the core positions are stable.

A Site: Default (behind the sarcophagus), Temple (the temple entrance), Heaven (the elevated position above A), CT Stairs (the stairs from CT to A), Alley (the side alley to A)

Mid: Top Mid (T entrance), Mid (central area), Canal (the water canal in mid), Bridge (the bridge crossing the canal), Connector/Con (the path from mid to B), Sniper/Sniper Nest (the elevated position in mid)

B Site: Default (behind the pillar), Back Site (the back of B), CT (CT entrance to B), Pillar (the central pillar), Dark (the dark corner)

T Side: T Spawn, A Main (the path to A), Water/B Water (the water path to B)

Train callouts

Just added back to active duty in CS2. Callouts mostly carried over from CS:GO.

A Site: Default (behind the train), Ivy (the ivy-covered wall area), CT (CT entrance to A), Electric/E-box (the electrical box), Pop Dog/Pop (the train car near A main), A Main (the T entrance to A), Olof (the boost spot made famous by olofmeister)

B Site: Default (behind the train), Upper B (the upper level of B), Lower B (the lower level of B), CT (CT entrance to B), Ladder (the ladder between upper and lower), Connector/Con (connecting passage), Alley/Alley Way

Mid/T: T Spawn, T Mid (T entrance to mid), Brown Halls (the brown hallway), Ladder Room

Outside: CT Yard, T Yard, Hell (under the trains), Heaven (on top of trains — rarely used because it's exposed)

How to actually learn these (the method that works)

I tried memorizing callout maps like vocabulary flashcards. Didn't work. Nothing stuck because I wasn't using the names under pressure.

The method that worked: I printed the callout map for whichever map I was playing that session and kept it next to my monitor. When I died, I looked at the map and said the correct callout out loud, even though I was dead and nobody needed the info. After about 10 matches per map, the callouts became automatic.

Start with the 5 most common callouts per map. Mirage for example: A Site, B Site, Mid, Palace, Window. Master those, then add the more specific ones. Nobody expects you to know that the box between CT and A on Inferno is called "Moto" in your first 50 hours.

Also: watch pro matches with the in-game observer. Listen to the casters. They use the same callouts you should be using. It's passive learning while you're entertained.