Mirage Map Guide
Master the most popular competitive map in CS2
Mirage is consistently the most played map in competitive Counter-Strike, beloved for its balanced design and diverse strategic options. Set in a Middle Eastern location, Mirage features complex utility usage, multiple routes to both bombsites, and crucial mid control that influences the entire map. The map rewards teamwork, communication, and smart utility usage more than raw aim.
Map Overview & Layout
Mirage's three-lane design features two bombsites with multiple approach routes and a central mid area that connects everything. The map's complexity comes from its interconnected pathways and utility-dependent gameplay.
Map Characteristics
- Balance: Balanced (50-50% both sides)
- Playstyle: Utility-heavy, strategic
- Complexity: High (many angles and positions)
- Mid Control: Absolutely critical
- Rotation Time: Medium (10-12 seconds)
Key Areas
- A Site: Open site with multiple angles
- Palace: Upper route to A site
- Mid: Central control area
- Connector: Links mid to A site
- Apartments: Main B approach
Essential Callouts
Mirage has many callouts due to its complex layout. Learn these for effective team communication:
A Site Callouts
- • A Site: Bombsite area
- • Ramp: Entrance from T spawn
- • Palace (A Palace): Upper entrance to A
- • Jungle: Pathway between stairs and A
- • Connector (Stairs): Mid to A route
- • Tetris: Boxes behind stairs
- • Sandwich: Between Tetris and Jungle
- • Ninja: Dark corner under balcony
- • Default: Standard plant position
- • Ticket Booth: Small room near CT
- • CT Spawn: CT starting area
Mid Area Callouts
- • Top Mid: T-side mid entrance
- • Mid Window: Elevated window position
- • Ladder Room: Room with ladder to mid
- • Underpass (Under): Lower mid passage
- • Connector: Path from mid to A
- • Short (Mid to B): Shortcut to B
- • Catwalk: Elevated mid walkway
- • Top Connector: Upper stairs area
B Site Callouts
- • B Apartments (Apps): Main B route
- • T Apartments: T-side apps entrance
- • Underpass: Lower passage to apps
- • Kitchen: Room in apartments
- • Bench: Seating area in apartments
- • B Short: Mid to B connection
- • B Site: Bombsite area
- • Van: Vehicle on B site
- • Market (Wall): Market door to B
- • B Boxes: Stacked boxes on site
- • Back Site: Deep B position
CT Side Strategy
CT side on Mirage requires strong mid control and utility usage to hold both bombsites effectively. Communication and rotations are crucial.
Standard CT Setup (2-1-2 or 1-2-2)
2-1-2 Setup:
- 2 A Site: One plays jungle/stairs area, one ticket/CT. Can play one palace if aggressive
- 1 Mid: Critical position. Controls window/connector, provides information to both sites
- 2 B Site: One holds site from van/boxes, one plays apartments or short. Very utility dependent
Alternative 1-2-2:
- 1 A Site: Plays jungle/stairs or ticket. Relies on connector support
- 2 Mid: One window, one connector. Very strong mid presence
- 2 B Site: Standard B hold with apartments/short control
CT Positioning & Tips
- Mid Window: AWP position. Control mid and spot Palace pushes. Jump-spot or hold aggressively
- Connector: Listen for palace/top mid. Rotate first to A. Use utility to delay
- A Site Defense: Crossfire between jungle/ticket. Use utility for ramp/palace pushes
- B Apartments: Molotov and flash to delay. Don't hold too aggressively alone
- Retakes: Smoke site, clear systematically. B retakes easier than A due to limited plant spots
T Side Strategy
T side success on Mirage heavily depends on mid control and coordinated utility usage. Standard defaults and timed executes are essential.
Default T Setup
- Palace Player: Establishes A presence, applies pressure, can lurk
- Top Mid: Fights for mid control, can go connector or underpass
- Underpass: Supports mid or pushes to B via short
- 2 Apartments: Control apartments, pressure B, ready to execute
T Execute Strategies
A Site Execute (5-Smoke)
The famous Mirage A execute uses 5 coordinated smokes:
- CT Spawn: Blocks CT rotations - thrown from A ramp
- Jungle: Isolates common A anchor position
- Stairs (Connector): Blocks connector pushback
- Ticket: Blocks ticket booth position
- Connector (Optional): Alternative smoke setup
- Add molotovs for Jungle, Tetris, or default positions
- Flash for palace and ramp entries
B Site Execute (Apartments)
B executes focus on clearing apartments and overwhelming the site:
- Smoke bench to block apartments sightline
- Smoke van or back site
- Molotov van or boxes to clear common positions
- Flash through apartments for entries
- Can combine with mid-to-B split for crossfire
Mid Control → A/B Split
Taking mid control enables powerful split attacks:
- Smoke window and take mid control
- Push connector for A split or short for B split
- Coordinate timing with palace/apartments players
- Creates crossfire and divides CT attention
- Most effective strategy on Mirage when executed properly
Essential Smokes
Mirage is the most smoke-dependent map in CS2. These smokes are absolutely essential:
A Site Smokes
- • CT Spawn: From ramp - blocks rotations (essential)
- • Jungle: From ramp/stairs - isolates anchor (essential)
- • Stairs: From ramp - blocks connector (essential)
- • Ticket: From ramp - blocks ticket position
- • Palace: From A site - blocks palace for after-plant
Mid & B Smokes
- • Window: From top mid/T spawn - crucial for mid control
- • Connector: From top mid - blocks connector sight
- • Bench: From apartments - blocks B sightline
- • Van: From apps/short - clears anchor position
- • Market: From CT/short - blocks CT entrance
Advanced Tips & Tricks
Mid Control Priority
Mid control is the most important aspect of Mirage. Controlling mid allows:
- Access to both bombsites via connector or short
- Information on enemy positions and rotations
- Ability to cut off CT rotations
- Map control that forces CTs to play passively
- Tip: The window smoke is the single most important utility on Mirage
Crucial Molotovs
These molotov positions win rounds:
- Jungle (T-side): Forces A anchor out of position during executes
- Apartment Stairs (CT-side): Delays/damages B rushes
- Van (T-side): Clears common B site position
- Top Mid (CT-side): Delays mid takes and forces Ts to wait
- After-plant spots: Defuse positions from palace, bench, or CT
Pop-Flash Spots
Essential pop-flashes for entries:
- A Ramp: Flash over ramp for A site entry
- Palace: Flash yourself or teammate into palace
- Apartments: Multiple flashpoints for apartment control
- Connector: Flash from top mid for connector push
- B Site: Flash over wall from apartments for site entry
Off-Angles & Positions
Catch enemies off-guard with these positions:
- Ninja (A Site): Dark corner under balcony - catches players post-plant
- Sandwich: Between Tetris and Jungle - unexpected CT position
- Kitchen: Deep apartments spot - catches rushes
- Under Palace: Below palace balcony - surprise angle
- Top Ladder: Elevated mid position - uncommon angle
Pro Tip: Default Strategy
Mirage defaults are about map presence and information gathering. The standard default includes:
- 1 Palace for A presence and potential lurk
- 2 Mid fighting for control (smoke window, push connector/underpass)
- 2 Apartments for B pressure
- Wait for CT mistakes or gaps in defense before executing
- Default setups work better on Mirage than rushed executes
Common Mistakes
- Ignoring Mid: You cannot win Mirage without mid control
- No Utility: Mirage requires full utility usage - don't eco on grenades
- Poor Smoke Timing: Coordinate smokes for A execute - throwing one at a time fails
- Static CT Positions: Don't hold same spots every round - vary your positions
- Pushing Alone: Don't solo-push apartments or palace without team support