- 23 official callouts
- Mid decides the round
- CT default: 2-1-2
- Last map fix: 23 Sep 2026
Three lanes in, one fight in the middle.
- 23callouts built into the map, plus 29 community names
- 2-1-2the CT default: two A, one Window or Connector, two B
- 3smokes for a full A execute: Window, CT, Stairs or Jungle
- 7maps in the pool — Mirage has survived every swap since April 2024
- Bombsite
- Common plant
- Terrorist routes
- Underpass (below)
Schematic, not to scale. Callout names from the CS2 map files and common player names (csdb.gg, reviewed 4 July 2026). Teal pins: the two mid fights that decide most rounds.
Mirage is the map almost everyone learns first and the one most players keep coming back to. It's compact, the three routes are easy to read, and every round turns on one question: who owns the middle? This guide covers Mirage as it plays in Premier Season 5 in November 2026. You get the callouts on a schematic map, how mid control works, the default A and B executes with every grenade they need, the CT setups, retakes, the smokes worth learning first and the mistakes we see most often in Premier and FACEIT demos. Facts were checked on 8 November 2026 against Valve's release notes up to 5 November 2026.
- Mid is the hinge: whoever controls Top of Mid and Connector decides whether A and B are two sites or one big one.
- Learn three smokes first: Window and Stairs from T Spawn are rated easy, and the CT smoke completes the A wall.
- The A execute costs about $1,700 in grenades — buy as a team, not one player at a time.
- CT Window is the map's most valuable seat: it watches mid and rotates to B through Kitchen.
- Mirage hasn't changed in layout this season; what changed is how Premier picks it (two picks each, one of four drawn).
How Mirage is laid out
Read Mirage from T Spawn on the right of the radar. Three routes leave it. The bottom route splits into A Ramp and Palace, both of which open onto A site from the east and south. The middle route runs through Top of Mid along the long mid corridor towards Window, the CTs' raised sniper's nest. Two doors branch off it: Connector, which drops towards Jungle and A, and Short (the map files call it Cat), which climbs towards B. Under the T side of mid runs Underpass, a lower passage with a ladder up towards Short. The top route is Apartments, a long upstairs corridor that ends above B site by Van and Bench.
CT Spawn sits on the left between the two sites, closer to A. From there the CTs walk into A through the CT lane, reach Jungle and Stairs through Connector, climb into Window, and get to B through Market and Kitchen. That geometry explains most of Mirage's habits. A is reachable from three directions for the Terrorists (Ramp, Palace and Connector), so it's the "execute" site. B is reachable from two (Apartments and Short), and CTs can rotate to it in seconds through Market, so it's the "fast hit" site. The map's history explains why it feels so tidy: it grew out of the community map de_cpl_strike by Michael "BubkeZ" Hüll before Valve released it officially in 2013.
Mirage callouts: the official names and the rest
CS2 shows a location name next to each teammate on the radar. Those names come from the map files, and on Mirage there are 23 of them. Players add far more: the boxes and corners you'll hear in every Premier lobby. Use the official name when you call a rotation ("two Connector"), and the community name when you call a position ("one Firebox, one Sandwich").
Built into the map 23 names · shown on your radar
- A Site
- Stairs
- Jungle
- Window
- CT Spawn
- B Site
- Scaffolding
- Shop
- Truck
- T Spawn
- Side Alley
- Apartments
- Back Alley
- House
- Palace Alley
- Palace Interior
- T Ramp
- Connector
- Mid
- Underpass
- Cat (B Short)
- Ladder
- Top of Mid
Community callouts 29 names players use
- A Default
- Tetris
- Sandwich
- Firebox
- Ninja
- Ticket Booth
- Triple Box
- CT
- Chair
- Kitchen
- Market
- Market Window
- Market Door
- Bench
- Van
- B Plat
- T Roof
- A Ramp
- Shadows
- Palace
- Pillars
- B Apartments
- Apps Ramp
- Top Mid
- Boxes
- Short Corner
- Ladder Room
- Vent
- Boost
A few you need on day one: Firebox and Tetris are the two A-site cover spots Terrorists clear first; Sandwich sits between them; Ticket Booth and Triple Box cover the CT side of A; Van, Bench and B Plat are the B-site positions; Ladder Room is the small room at the top of Short.
Mid control: the fight that decides the round
On most maps you pick a site and go. On Mirage you usually win mid first, because mid control turns the CTs' fast rotations against them: once Terrorists hold Connector, an A hit arrives from three sides and the CT who rotates from B has to walk through a smoke. Once they hold Short, B has an attacker above the site before the execute starts. Here is the ladder BoostPirate's coaches use to explain mid:
Smoke Window, or kill the Window player with a flash and a trade. Until Window is blind, nobody crosses mid.
Clear Ladder Room and Short Corner. A Terrorist here means every B hit is a two-way fight for the CTs.
Push through with a flash past Jungle. Now A is a three-way hit and the CT rotate route is cut.
With mid held, split A (Ramp + Palace + Connector) or B (Apartments + Short), or fake one and hit the other.
As a CT, flip the ladder. A Molotov at Top of Mid early in the round slows the Terrorists who sprint for it, and a well-timed Window peek gets the first kill. CTs who lose mid early should stop trading for it and play deeper: give up Connector, hold Jungle and Stairs from behind cover, and call the rotation early.
T side: the A execute
The default Terrorist round on Mirage is two players at Top of Mid, one lurking Palace or A Ramp and two in B Apartments — enough presence everywhere that the CTs have to guess. When the call is A, everyone collapses. The execute below is the standard one: three smokes to cut the CTs off from A, two flashes timed together, then entry from Ramp and Palace with a third player through Connector if mid is yours.
- Smoke · Windowfrom T Spawn
- Smoke · CTfrom T Spawn / A Ramp
- Smoke · Stairsfrom T Spawn
- Flash · over Palacefrom Palace
- Flash · over A Rampfrom A Ramp
- Molotov · Firebox or Sandwichfrom A Ramp
- Throw the three smokes together — Window first, then CT and Stairs (or Jungle) — so they bloom at the same moment.
- Flash Palace and Ramp at the same time. The A anchor can't face both entries at once.
- Clear in order: Firebox, Tetris, Sandwich, then Ticket Booth and Triple Box. Burn the Molotov on whichever of Firebox or Sandwich the anchor likes.
- Plant on the default spot or behind Tetris, then spread: one Palace or Shadows, one Sandwich or Default, one on Ramp watching CT.
Two things make this execute fail in Premier. First, smokes that land one at a time: a CT in Jungle walks through the gap before the Stairs smoke blooms. Second, no Connector player — if mid isn't yours, a CT rotating through Connector shoots the Ramp entry in the back. If you can't win Connector, smoke it as well and accept a more expensive hit.
T side: the B execute
B is the fast site. It has fewer angles, and a five-player Apartments rush can plant before the CT rotation from Market arrives. The standard version: flash out of Apartments, smoke Short and the Market Window, Molotov Van, then plant for B Plat. Against a CT who likes to push up Apartments early, make the first flash the one that comes out of the window, not the door.
- Smoke · B Short (Cat)from B Apartments
- Smoke · Market Windowfrom B Apartments
- Molotov · Vanfrom B Apartments
- Flash · out of Apartmentsfrom B Apartments
- Flash · over Benchfrom B Apartments
- Wait on the Apartments stairs until the smokes are in: Short first, then Market Window.
- Molotov Van and flash out of Apartments; the first player clears Bench, the second Van, the third goes deep to B Plat.
- If a teammate holds Short, they peek Kitchen and Market Door as you enter — that's the CT rotation.
- Plant for B Plat and hold from Apartments, Bench and Short; save one flash for the retake.
CT side: the 2-1-2 and when to break it
Most teams start CT halves in a 2-1-2: two on A, one in Window (or Connector), two on B. The Window player is the hinge — they see Top of Mid, can rotate to B through Kitchen and can help A through Connector. The diagrams below are BoostPirate's three starting setups for Premier; switch between them every few rounds so the Terrorists can't plan against one.
2-1-2
Two A (Ticket Booth, Jungle or Stairs), Window, two B (Bench, Van). Safest against a team you don't know.
1-2-1 + mid push
Window and a Connector player fight for Top of Mid with a flash; one anchor B. Wins mid, risks B.
B stack
When Ts rush Apartments every round: three B, Window, one A anchor who plays for time and calls early.
Early utility does as much as positioning. A Molotov at Top of Mid, a smoke or Molotov in Palace and a flash up Apartments slow down the three fastest Terrorist plays. For B, vary between pushing Apartments early (risky, but it breaks rushes) and sitting passive in a Van-Bench crossfire. Whatever you do, the B player who sees a rush calls it the moment they hear it — B falls in seconds, and Window needs the call to rotate.
Key smokes, described in words
You don't need fifty lineups. These are the ones that win rounds, in the order we'd learn them. Valve's own in-game map guides (added 18 March 2026) show lineups too; in Competitive you can open them from the pause menu during the first five rounds of each half.
Window
- From
- T Spawn — rated easy
- Blocks
- The CT sniper's view of Top of Mid
- Use
- Every mid take and every A execute
Stairs
- From
- T Spawn — rated easy
- Blocks
- CTs coming from Connector onto A
- Use
- A execute; swap for Jungle if mid is yours
CT
- From
- T Spawn or A Ramp
- Blocks
- The CT Spawn lane into A
- Use
- Completes the A wall; also for post-plants
Jungle
- From
- A Ramp
- Blocks
- Jungle and the Connector exit
- Use
- When you don't hold Connector
B Short and Market Window
- From
- B Apartments
- Blocks
- Short and the CT rotation from Market
- Use
- Every B execute
Connector or Top of Mid
- From
- Window or CT side
- Blocks
- The Terrorists' mid push
- Use
- Delay a mid take; cover a retake
Lineup names and difficulty from csdb.gg's Mirage lineups (reviewed 4 July 2026). Since 1 October 2026 the grenade crosshair also shows in freeze time, so you can set up an insta-smoke before the round starts.
Retakes and post-plants
On A, CTs retake from two sides: CT Spawn and Connector/Jungle. Throw a smoke onto Ramp so the Terrorists holding it can't see the site, flash over Stairs and enter together — two players arriving one second apart are two separate 1v1s. As Terrorists after an A plant, spread out: Palace or Shadows, Sandwich or Default, and one player on Ramp. Don't stack three players on the site itself; one utility wave clears them.
On B, the retake comes through Market, Kitchen and Short. Keep a flash for Market Door and clear Van and Bench before you defuse. Terrorists who planted for B Plat can hold it from Apartments and Short without standing on the site. Want the full retake playbook? Read the retakes and post-plant guide.
Common Mirage mistakes
- Crossing mid without a Window smoke. The CT sniper only needs one shot.
- Five players in Apartments every round. CTs hear it, stack B and Molotov the stairs.
- Smokes thrown one by one. A late Stairs smoke lets the Jungle CT walk out.
- Forgetting Connector on A. The rotating CT shoots your Ramp entry in the back.
- CT Window peeking without a reason. It's the seat your team can't afford to lose early.
- Buy the execute as a team. Agree who carries which smoke before the round starts.
- Show presence everywhere, then commit. The 2-1-2 T default forces the CTs to guess.
- Hold Short for B. One Terrorist above the site doubles the CTs' problems.
- As CT, call every rush instantly. Window needs the call to rotate through Kitchen.
- Mix your CT setups. Three looks, rotated every few rounds, stop teams from planning.
Mirage this season: changes and the Premier draw
Mirage's layout is stable. Valve's last line about it in the release notes is a small one:
Reinforced scaffolding by balcony in A site.
- No Mirage changes in the updates since — the newest one (Retakes) didn't touch the map.
What did change is how Premier chooses the map. Since the 22 September 2026 update, Team 1 picks one map, Team 2 picks two maps, Team 1 picks a final map, and one of the four maps is drawn at random. Mirage is often one of the four picks, but you only play it when the draw lands on it — so learn it well and learn three other maps too (see the CS2 map pool guide). In Competitive, every map has its own Skill Group that shows after 2 wins on it, which makes Mirage the obvious first map to rank up — see Competitive ranks explained.
A practice plan for Mirage
- Walk the map with the radar open.
Run every route once on a private server and say the official names out loud — the practice commands set it up.
- Learn Window, Stairs and CT.
Three smokes, ten throws each, until you can do them without thinking. Then add Jungle and the two B smokes.
- Drill one execute with friends.
Throw the A execute five times in a row and time how long it takes from first smoke to plant.
- Review one demo per week.
Look only at mid: who won it, and what happened next. Our demo guide shows the controls.
Then branch out: the Inferno guide, the Dust II guide and the smokes guide are the natural next steps, and the economy guide explains when your team can afford the full execute.
- Valve — CS2 release notes (Mirage, 23 Sep 2026; Premier map pick, 23 Sep 2026; grenade crosshair in freeze time, 1 Oct 2026; newest read 5 November 2026) · CS2 news on Steam · "Rush Hour" (22 Sep 2026) · "Season 5, Armory, and More" (8 Jul 2026, the Active Duty pool) · "Guns, Guides, and Games" (18 Mar 2026, map guides)
- Release-note text as dated by notes.thourcs2.com (read 8 November 2026)
- csdb.gg — Mirage callouts and strategy (official vs community names, executes, CT setup; reviewed 4 July 2026) · Mirage lineups
- Wikipedia — List of competitive Counter-Strike maps (Mirage's origin). Grenade prices: Valve's buy menu as listed in our weapon prices guide. Setups and practice plan: BoostPirate's advice.
All free tools: calculators, percentiles & season countdowns →
Common questions
Is Mirage in the CS2 map pool right now?
What are the main callouts on Mirage?
What smokes do you need for a Mirage A execute?
How do CTs usually set up on Mirage?
Did Valve change Mirage recently?
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