CS2 Mirage Callouts: Full Map Guide

CS2 Mirage callouts for A, Mid, B and rotations

CS2 Mirage Callouts: Full Map Guide

CS2 Mirage callouts for A, Mid, B and rotations

Mirage remains one of the most popular maps in Counter-Strike 2, both in competitive modes and at professional tournaments. It is regularly picked by casual players and top teams, so knowing the main positions is useful for almost everyone - regardless of rank or role.

Callouts are short names for areas of the map that help you quickly share information with teammates. Instead of saying, “The enemy is behind the boxes near the ramp exit,” you can simply say: “one Tetris.” The more precise the callout, the faster your team can pre-aim, prepare a grenade, or start rotating.

Some names depend on the region or team. For example, the route from Mid to B is often called Short or Catwalk, while the room behind B site can be called Market or Kitchen. Before a match, it is important to make sure your teammates understand the main terms in the same way.

In this guide, we will break down the most important Mirage callouts in CS2 for A site, Mid, B site, and the main rotation routes.

A Site Callouts, Mirage Mid Callouts, B Site Callouts, Rotations and Additional Positions, How to Use Callouts Correctly

A Site Callouts

Terrorists can attack A through two main routes. A Ramp is the wide passage from T Spawn, while Palace is the closed room that leads to the balcony above the site.

Players coming from Ramp usually take Tetris - the group of boxes in front of the site. Between Tetris and the stairs is a narrow position called Sandwich. Under the Palace balcony is Shadow, where a defender can hide from players coming out above.

Near the site are Stairs and Jungle. Stairs is the staircase near Connector, while Jungle connects A site with Window and the CT side of the map. These positions should be called separately: “one Jungle” is much more precise than a general “one near Connector.”

On the site itself, there are several common defender positions:

  • Triple — the large group of boxes

  • Firebox — the closed corner at the back of the site

  • Ninja — the hidden position behind the boxes

  • Default — the standard bomb plant spot

The entrance from the CT side is called CT, while the area near the tall booth is called Ticket or Ticket Booth. Try not to use only the general callout “CT”: when possible, clarify whether the enemy is near Ticket, behind Triple, or directly in the passage.

A good example of information during an A execute: “two Ramp, one Palace, AWP Ticket.”

Mirage Mid Callouts

Controlling Mid gives Terrorists routes to both bombsites. The starting area from the T side is called Top Mid, while the boxes near the exit are Mid Boxes. The small position near the wall is often called Chair.

Window is one of the key CT positions in the middle of the map. From here, an AWPer can control Top Mid, Underpass, and part of Connector. From Window, players can move into Ladder Room and then toward the route to B.

Connector links Mid with A site. If enemies are on different levels of the passage, you can use more specific callouts such as Top Connector and Bottom Connector.

To the left of Mid is Underpass — the lower tunnel leading to Apartments. The upper route from Mid to B is called Short or Catwalk. In some teams, Catwalk refers to the entire passage, while Short means the section closer to B.

Mid control allows Terrorists to attack A through Connector, split B through Short, and cut off CT rotations. That is why calls like “two Top Mid,” “AWP Window,” or “one came out Connector to A” can shape the entire round.

B Site Callouts

The main T route to B goes through B Apartments, often shortened to Apps. The exit from Apartments onto the site is called Balcony.

Near the exit is Van, a car behind which defenders often play. The angle near Apartments is usually called Corner. These positions should be checked separately, because a player behind Van may not be visible immediately when entering the site.

On the site itself, it is important to distinguish between:

  • Default — the standard bomb plant spot

  • Bench — the bench at the back of the site

  • Back Site — the area behind the bombsite

  • Short — the entrance from Mid

Between Short and Window is Ladder Room. Defenders can also fall back from the site into Market — the room connected to CT Spawn.

Market has two main exits: Market Window and Market Door. A general “Market” callout does not always give enough information, so it is better to specify the enemy’s position: “one Market Window” or “one Door.”

An example of useful information during a B attack: “two Apps, one with bomb, defender Van and AWP Market Window.”

Rotations and Additional Positions

Counter-Terrorists most often rotate between sites through CT Spawn, Jungle, Window, and Market. A fast rotation from A to B usually goes through CT and Market. Another option is through Jungle, Window, and Short.

Terrorists change the direction of an attack through T Spawn, Mid, and Underpass. A player from Apartments can go back, drop into Underpass, and join an A split through Connector.

When giving information, call not only the position, but also the direction of movement. The phrase “one Connector” only gives a location, while “one came out of Connector to A” immediately tells teammates where the enemy is moving.

If an enemy has already left a position, do not present old information as current. It is better to say: “was Palace, could drop Shadow” or “AWP Window, fell back.”

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How to Use Callouts Correctly

Mirage map

A good callout should be short, precise, and up to date. Ideally, it includes:

  • number of enemies

  • position

  • direction of movement

  • whether the bomb is there

  • weapon, especially an AWP

  • approximate HP

For example, “two Apps, one with bomb” is more useful than just “Apps.” The phrase “one Bench, low HP” helps a teammate decide whether to take a more aggressive peek. “AWP Window, fell back” warns the team that the position may now be open.

Do not overload voice chat with long explanations during a fight. Give the main information first, then add extra details after contact.

The easiest way to learn Mirage is to divide the map into three zones: A, Mid, and B. Start by memorizing the main entrances, defender positions, and rotation routes, then move on to less common names.

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