CS2 Inferno Callouts: Full Map Guide 2026
CS2 Inferno Callouts: Full Map Guide

Inferno is one of those Counter-Strike 2 maps where precise callouts matter especially much. It has plenty of narrow passages, tight corners, and positions located very close to one another. Saying “one on B” tells your team very little, while “one Sandbag, second Coffins” immediately helps everyone understand where the opponents may be holding.
Most Inferno callouts in CS2 have been used since the CS era and are still common today. At the same time, the map has changed over the years, so this guide focuses on the current version of Inferno and the specific minimap layout with labeled positions.
Main Areas of Inferno, Mid Callouts, Second Mid and Apartments, A Site Callouts, Banana: The Key Route to B, B Site Callouts, How to Use Inferno Callouts Properly, How to Learn Inferno Faster
Main Areas of Inferno
The map can be divided into several major areas: A Site, Mid, Second Mid and Apartments, Banana, and B Site.
From the Terrorist side, the route to B almost always goes through Banana. Attacking A offers more options: players can push through Mid and Short, take Long, or set up a split through T Apps, Halls, and Balcony.
Because of this, Inferno depends heavily on map control. Losing Banana or Mid can quickly change the defensive setup, so accurate information about enemy positions helps the team decide when and where to rotate.
Mid Callouts
The central part of the map begins after Ramp, located not far from T Spawn. From there, players move directly into Mid.
Nearby is Underpass, a passage connecting Mid with Second Mid. It is a small route, but it allows players to quickly change the direction of an attack and apply additional pressure to the defense.
Further up, Mid leads Terrorists toward several important positions:
Boiler — a small room near the approach to A
Short — the main short route directly toward A Site
Long — the longer path leading toward Arch and Library
Arch — an important junction between Mid, CT Spawn, and the A side
Cubby is located near Long and can be used by defenders as an unexpected hiding position.
Controlling Mid gives the attacking side the option to choose between Short and Long while also combining the push with players coming from Apartments. That is why information like “one Boiler” or “AWP Long” is much more useful than simply saying “in Mid.”
Second Mid and Apartments
Second Mid runs parallel to the main central street and connects several Terrorist routes.
From T Spawn, players can reach it through Bridge. Nearby are T Apps and Back Alley, which gradually lead toward A.
Inside Apartments, the minimap highlights several separate positions:
T Apps — the starting section of Apartments
Bed Room — a room closer to the middle of the route
Halls — the corridor before the exit toward A
Balcony — the final Apartments exit directly onto the site
Balcony is especially important during an A split. For example, several players may pressure through Short while another pushes through Halls and Balcony. In that situation, the callout “one Halls” gives much more useful information than simply saying “Apps.”
Patio is located near the Apartments exit, while Boiler sits slightly above it. These positions connect Apartments with the main Mid route toward A.
A Site Callouts
A Site has many small defensive positions, which makes precise callouts especially important.
A — the bombsite itself
Pit — a deep position near the edge of the site and one of the strongest defensive spots
Mini Pit — a smaller position near Pit
Balcony — the exit from Halls onto A
Short — the approach from Mid
Patio — the area between Short, Balcony, and the site
Several other important callouts are located on the CT side.
Moto sits near the approach to A from Library. Library is commonly used as a rotation and retake route, while Long connects this part of the map with Arch.
Graveyard is also marked on the minimap. The name is familiar to players from older versions of Inferno, although after map changes this area is no longer used as a full playable position with free movement. Still, the callout may continue to be used as a reference for that part of A.
When attacking, it is better to call positions separately. For example, “one Pit, one Moto” or “AWP Library” is much more useful than simply saying there are two enemies on A.
Banana: The Key Route to B
Banana is the long passage between the T side and B Site and one of the main areas of early-round fighting on Inferno.
The route begins through Ramp, after which players gradually move toward B. Along the way, you will find:
Logs — the lower part of Banana near cover
Sandbag — the side position next to the passage
Long Corner — the corner between Sandbag and the upper part of Banana
Car — the area closer to the entrance to B
Before reaching the site, the selected minimap also marks positions 1st, 2nd, and 3rd. These labels help distinguish between several nearby pieces of cover around the B entrance.
Banana is just as important for CTs as it is for Terrorists. If the defense has full control of this part of the map, one player can gather early information while another rotates toward A more quickly. On the other hand, losing Banana often forces the CT side to keep more players around B.
B Site Callouts
B Site begins immediately after the exit from Banana. This area contains many positions located very close to one another.
B — the bombsite itself
Fountain — the central part of the site
Coffins — one of the main long-range defensive positions
Dark — a deep corner on the left side of B
Pool — the area behind the site closer to Church
Garden — the upper area behind Coffins
Church — the room and route behind B Site
On the CT side, you can also find CT, Boost, and Speedway. Speedway connects the B side with CT Spawn, allowing defenders to rotate quickly between the two bombsites.
When entering B, the callout “one site” is too vague. It is much better to immediately specify Coffins, Fountain, Dark, CT, or Church. Short, accurate callouts like these tell your teammate which angle should be checked first.
How to Use Inferno Callouts Properly
You do not need to memorize every label on the minimap immediately. To start, it is enough to learn the main areas: Mid, Short, Long, Apartments, Balcony, Pit, Banana, Sandbag, Car, Coffins, Fountain, CT, and Library.
A good callout should be short and contain only useful information:
“Two Banana, one Car”
“Bomb Halls”
“AWP Long”
“One Pit, low HP”
“Two Coffins”
If the opponent has already moved, that should also be communicated. For example, “Was Boiler, moving Short” is more useful than continuing to repeat an outdated callout.
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How to Learn Inferno Faster

The easiest way to learn Inferno is not by memorizing dozens of names separately, but by studying routes.
Start with T Spawn → Ramp → Banana → B, then Ramp → Mid → Short → A, and after that Bridge → Second Mid → T Apps → Halls → Balcony.
This way, callouts become connected to real movement around the map instead of remaining a list of isolated words.
Once the main routes feel familiar, you can gradually add more specific positions such as Long Corner, Cubby, Bed Room, Patio, Pool, or Garden. That is already enough to make communication in Premier or FACEIT much faster and clearer.
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