CS2 Mirage Callouts: Complete Map Locations Guide

Mirage stands as one of the most established maps in Counter-Strike 2, with a continuous presence in competitive play since its introduction in 2014. Its long history has shaped a shared understanding of how players communicate positions and movements.

You benefit from learning Mirage callouts because most players already rely on them during matches. When you use the same language as your teammates, you improve coordination and reduce confusion in fast-paced situations.

Mirage Callouts for CS2

You rely on precise callouts on Mirage because the map rewards timing and positioning. You already recognize most names, but you need to pair each call with the correct visual reference. When you speak clearly and accurately, you help your team react faster and avoid costly misunderstandings.

You should think of Mirage as three connected zones: A SiteMid, and B Site. Each zone contains landmarks that anchor communication. The names rarely change, so consistency matters more than creativity when you call positions.

Complete Mirage Location Calls (2026)

The list below organizes Mirage callouts by map control areas. Use these names exactly as you see them in play so your teammates know where to aim, rotate, or hold.


Spawn and Rotation Areas

Callout What You See Why It Matters
T Spawn Terrorist starting area Sets defaults and late-round fallbacks
CT Spawn Counter-Terrorist starting area Key for retakes and rotations
CT Ramp leading from A toward T Spawn Common AWP and rifle angle
Ticket Booth on the right side of CT Frequent sniper position
Trash Trash can near CT Tight cover during A holds
Vent Breakable vent near Window Fast CT rotation option

You often reference these spots during retakes or late-round decisions. Accuracy here helps your team judge rotation speed and pressure.


A Site and A Main Control

Callout Visual Identifier
A Site Bomb plant zone
Triple Three stacked boxes
Default Boxes near Ramp plant
Ninja (A) Tight cubby beside site
Firebox Back-site boxes
Stairs Steps in front of Connector
Sandwich Gap between Stairs and Tetris
Tetris Block-shaped cover near Ramp
Ramp Main entry from T side
T Roof Elevated platform near Ramp
Balcony Scaffolding outside Palace
Palace Enclosed path into A

When you defend or execute A, these callouts shape every trade. Calling “Default” or “Triple” instead of “on site” gives your teammates a clear pre-aim target.


Mid Control and Connectors

Mid decides the pace of Mirage, so you need sharp detail when you communicate here.

Callout Description
Mid Central lower area
Top Mid Ramp leading into Mid
Mid Boxes Tall boxes at T-side Mid
Window Open window overlooking Mid
Connector Passage linking Mid and A
Jungle Open space near Connector
Ladder Room Room between Window and Short
Chair Cubby with a visible chair
Crane Vertical pillar near Chair
Underpass Tunnel between Mid and B Apps

If you say “one Chair” or “pushing Connector,” you give exact context. Vague Mid calls usually cause missed trades.


B Apartments and B Site

Callout Visual Identifier
B Apartments (Apps) Main hallway to B
Balcony Exit ledge from Apps
Van Van under Balcony
Bench Back-site cover
Arches Stone arches near Short
B Site Bomb plant area
Ninja (B) Boosted hiding box
Market Room connecting CT to B
Door Tight doorway from Market
B Window Window from Market to site
Alley Path near B Stairs
Under Stairs Space beneath stairs
Kitchen Room past Alley

On B, short and direct calls matter most. Saying “Van and Bench” immediately tells your team where to clear before planting or retaking.


You improve team coordination when you match each callout to what you actually see. Mirage rewards clarity, and these names give you a shared language that keeps rounds structured and controlled.

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