Cache

The community-made classic set in the shadow of Chernobyl, back in the Active Duty pool for the first time since 2019. A clean three-lane layout where mid control and disciplined rifling decide everything.

BalancedMid ControlCommunity ClassicActive Duty

Cache — Überblick & Geschichte

Cache was created by community mappers Shawn "FMPONE" Snelling and Sal "Volcano" Garozzo, set in an industrial zone near the Chernobyl exclusion zone in Pripyat, Ukraine. It became a competitive staple from 2014, when it entered CS:GO's Active Duty pool, and held that spot until March 2019, when Valve rotated it out in favour of Vertigo. A 2019 visual remake divided the community, and the map spent years on the sidelines.

Its comeback is one of CS2's biggest map stories: FMPONE revealed a rebuilt Cache in 2025, Valve acquired the map, added it to CS2 in April 2026, and then promoted it to the Active Duty pool in the July 8, 2026 Season 5 update — replacing Overpass and ending a seven-year absence from top-level competition.

The layout is beloved for its clarity: three parallel lanes (A Main, Mid, B Main) with clean connectors — Squeaky and Highway into A, Vents and Checkers into B, and the Boost/Mid complex gluing it together. Sightlines are honest, utility requirements are moderate, and the map has long been considered one of the most balanced in Counter-Strike.

Map-Radar

Jeder offizielle Callout auf Cache, aus den Spieldateien an seiner exakten Position im Spiel eingezeichnet. Fahre über einen Callout, um seine Bedeutung zu sehen — Community-Namen für Stellen innerhalb dieser Bereiche stehen weiter unten.

Cache-Radar mit 48 Callout-Positionen

Fahre über einen Callout oder tippe ihn an, um seine Bedeutung zu sehen. Klicke einen an, um zu seiner Beschreibung zu springen.

CT-SeiteMidT-Seite

Positionen aus den Counter-Strike-2-Spieldateien extrahiert — nicht von Hand gesetzt.

Profi-Wettkampfstatistiken

50.5%CT-Rundensiege
51.6%T-Rundensiege
50.9%Pistolenrunden-Siege
1.2%Pick-Rate
7.7%Ban-Rate
166Team-Map-Ergebnisse (12 Teams)

Die stärkere Seite holt rund 51.6% der Runden, wenn die Seiten nahezu ausgeglichen sind. Alle CS2-Maps im Vergleich ansehen →

Alle Callouts (67 Positionen)

Offizielle Callouts (43)

In den CS2-Map-Dateien definiert — jeder davon ist oben auf dem Radar an seiner exakten Position eingezeichnet.

CT-Seite (19)

A Site

The A bombsite between Quad, Forklift, and the Main entrance — open, with deep box cover.

Quad

The stack of four boxes at the back of A site — the site's main cover and post-plant anchor.

Cubby

The nook below Boost pressing against A Main — a close-range surprise position.

Truck (CT)

The truck between Elektro and CT Halls — cover on the CT approach to A.

Highway

The narrow rise connecting mid to the A site — the CT rotation lane and a strong AWP angle.

B Site

The raised B bombsite, entered from B Main and Checkers with Heaven watching from above.

Headshot

The lower Hell/Heaven-side spot on B giving a head-height angle over the site.

Checkers

The checkered-floor room connecting Vents and B Main — the pivot of every B-side fight.

Heaven

The wooden platform above B site reached from CT Halls — the strongest defensive angle on B.

Rafters

The raised metal walkway that Heaven leads onto, overlooking the site.

CT Spawn

Counter-Terrorist spawn on the east edge behind CT Halls and Connector.

Back Hall

The hall behind the CT side running between Connector and the Heaven approach above B. It is a defensive rotation path, kept out of sight of both bombsites.

Bus Stop

The bus shelter on the road just outside CT spawn at the far edge of the map. It is a spawn-side landmark rather than a contested position, useful for calling early rotations.

CT Lane

The lane running from CT spawn toward Connector and the B half of the map. It is the defence's main artery, so a lurk that cuts it strands whichever site is being hit.

Connector

The game's name for CT Connector, the room linking mid to CT Halls and spawn. It is the defence's central rotation hub — losing it is how CTs end up caught between sites.

Corner

The corner pocket on A site between the Squeaky door and Quad, the spot the community calls NBK. It is a close-range hold that only opens up once a player is already on site.

Electrical Box

The game's name for Elektro, the ground between Truck, Highway and A site on the CT side. It is the CT approach to A and the ground a retake has to cross.

Fork Lift

The forklift parked on A site, the game's spelling of the Forklift callout. It is front-site cover — the first solid object an entry from Main can use.

Tree Room

The room with the large tree at the back of Hell on the CT side above B. It is deep defensive ground — a fallback and a retake launching point rather than an early hold.

T-Seite (17)

T Spawn

Terrorist spawn on the west edge, with routes to A Long, Garage/Mid, and B Halls.

T Truck

The truck between T spawn and A Long — an early-round reference point and boost spot.

Garage

The large building between T spawn and mid — the T-side key to mid control.

A Long

The lane from T spawn/Garage toward Squeaky and A Main.

A Main

The wide main entrance into A site from the T side of the map.

Lockers

The locker section of A Main visible from the site — cleared before every Main push.

Squeaky

The room with the blue squeaky door opening onto A site — the second A entrance; its sound telegraphs entries.

B Main

The area between B Halls, Checkers, and the site — the primary B entrance.

B Halls

The interior corridor between T spawn, Dumpster, and B Main — the T staging area for B.

Sun Room

The room with the sun mural off B Halls, with a window used for utility onto B site.

Toxic

The yellow barrel corner at the back of Sun Room.

A Boost

The boost position at the mouth of A between Squeaky and A Main, on the boxes the community named after Shroud. A boosted player sees over the site's cover, which is why it shows up both in full executes and in save rounds.

A Halls

The halls on the T side of A feeding Squeaky and the A Main entrance. They are the interior staging space for an A hit — where a team lines up before the two entrances open together.

Outside A

The open T-side ground outside A, between T Truck and the A Main approach. It is exposed, so Ts cross it early or under smoke rather than late in a round.

Outside B

The open T-side ground outside B, on the way from T spawn into B Halls. Every B hit passes through it, which makes it the first place a CT lurk looks for information.

Red

The red shipping container inside Garage on the T side, the same one the community calls T Red. Players climb it for angles into mid, and it is the reference point for Garage fights.

T Yard

The yard just out of T spawn where the routes toward A and toward B separate. It is where a round's default is set, before the CTs have anything to read.

Mid-Kontrolle (7)

Mid

The central lane connecting Garage, Connector, and Highway — the axis the whole map turns on.

Mid Roof

The rooftop between Vents and Sandbags overlooking the mid lane.

Boost

The T-side rooftop reachable only via teammate boost — the famous pick spot over mid.

Vents

The vent system connecting mid to Checkers — the split route into B once mid is controlled.

A Stairs

The staircase climbing out of mid toward A Main. It is the link that turns mid control into pressure on A, and the route CTs have to respect once Ts own the middle of the map.

Middle

The central ground between Cubby, Boost and the A Stairs climb, the section mid opens into on the way toward A. It is the pivot of the map: the team holding it can choose either site.

Sandbags

The sandbag stack between Connector and Mid Roof, the game's spelling of the Sand Bags callout. It is the CT-side cover in the mid fight and the anchor of any mid hold.

Community-Callouts (24)

Von Spielern im Alltag verwendete Namen für Stellen innerhalb der oben genannten Bereiche. Das Spiel legt dafür keine Position fest, deshalb listen wir sie auf, statt sie auf die Map zu raten.

CT-Seite (17)

NBK

The corner pocket between the Squeaky door and Quad, another pro-named hiding spot.

A Default

The standard A plant location, protected by the site boxes and visible from Main post-plants.

Forklift

The forklift on the A site — front-site cover during entries and retakes.

Balcony

The raised metal platform above Forklift overlooking the site.

Elektro

The area between Truck, A site, and Highway on the CT side of A.

CT Connector

The room linking mid to CT Halls and CT spawn — the defence's central rotation hub.

B Ramp

The ramp climbing onto the B plant platform.

Pit

The dip beside the ramp on B site — low cover for anchors and post-plants.

B Default

The standard B plant spot behind the front boxes, coverable from B Main.

New Boxes

The tall grey boxes on the B Halls side of the site.

Spray (Back Site)

The area behind the boxes at the back of B site.

Close Left

The tight left corner entering B from Hell — checked on every retake.

Back Checkers

The space behind the boxes at the rear of Checkers.

Blue

The area under Rafters by the blue wall on B site.

Hell

The ground-level area beneath Heaven — the lower half of the CT retake pincer onto B.

Tree

The platform by the large tree at the back of Hell.

CT Halls

The large connector between Truck and Hell — the CT superhighway between A, mid, and B.

T-Seite (5)

T Boxes

The box cluster between T spawn and B Halls.

T Red

The red shipping container inside Garage, climbable for angles into mid.

Shroud (Boost Boxes)

The corner boxes between Squeaky and A Main, named after the famous player — a sneaky T hold on site hits.

B Main Boxes

The boxes near the Checkers entrance where CTs hide to surprise B pushes.

Dumpster

The room connecting Garage to B Halls — the link between the mid and B lanes.

Mid-Kontrolle (2)

White Box

The white crate on the Highway side of mid — the classic CT AWP position.

Sand Bags

The sandbags between Connector and Mid Roof — CT-side cover in the mid fight.

Cache auf der T-Seite spielen

T-side Cache runs through mid. A standard default sends two players toward Garage/Mid, one to A Main via Squeaky's exterior, and two to B Halls. Garage control is the round's first prize: it grants smoke-and-peek access to White Box and Boost, threatens Vents, and forces the CT mid player to burn utility every round.

A hits pair the Main entrance with Squeaky: smoke Highway and Truck/CT, molotov Quad and the Squeaky exit, and enter both doors at once. Post-plant, Ts hold from Quad, the Boost boxes, and one player back in Main — the site's deep box cover makes retakes expensive for CTs coming off Highway and Heaven.

B hits climb through B Halls into the site via B Main, with Vents as the split route once mid is controlled. Smoke Heaven and CT/Hell, flash over the entrance, and clear Checkers-side angles first. The vent squeeze — dropping players through Vents into Checkers during a B Main hit — is Cache's signature pincer and still wins rounds exactly as it did in the CS:GO era.

Cache auf der CT-Seite spielen

The standard CT setup is 2-1-2: two A (one Squeaky/Quad side, one Truck/Highway at range), one mid, and two B (one site, one Checkers/Vents side). The mid player usually holds from White Box or Sandbags with an AWP — Cache's mid is one of the game's classic sniper lanes, and controlling it delays every T plan at once.

A defenders play the two-door problem: Main and Squeaky open onto the site from different angles, so crossfires matter more than heroics. A molotov on the Squeaky exit and a smoke deep in Main buy long seconds. The Highway player doubles as first rotator, sliding to mid or B through CT Halls the moment A pressure proves fake.

On B, the anchor plays off the site boxes while the second CT works Checkers and the Vents — listening for the drop is half the job. Retakes come layered from Heaven and Hell: Heaven gives the elevated angle over the whole site, and a flash down from it is the standard retake opener. Keep Heaven control at all costs; a B site without Heaven support falls to any organised hit.

Wichtige Duelle & Winkel

Mid AWP lane (White Box vs Garage)

The defining Cache duel: the CT AWP holding mid from White Box or Sandbags against Ts peeking from Garage. Ts smoke or flash before showing; CTs re-position after every shot to stay unpredictable.

Squeaky door vs Quad

The A anchor holds the Squeaky exit from Quad or the site boxes. Ts must molotov or flash the door — walking through dry into a pre-aimed rifle is a free kill for the defence.

B Main entrance vs site crossfire

Ts entering B fight the anchor on the site boxes and the Checkers player simultaneously. Entry flashes over the door and instant trading decide it; solo entries get picked apart.

Vents drop vs Checkers listener

The vent route into Checkers is a sound game: a CT camping the drop kills the first T through, but a coordinated drop behind a B Main engagement lands clean. Fake vent-opens are part of the mind war.

Heaven vs post-plant Quad

On B retakes the Heaven player duels post-plant Ts hiding at Quad and the back boxes. The flash-down from Heaven flips the angle; without it, height alone rarely beats a set post-plant.

Taktische Tipps

1

Mid is the map: win Garage vs White Box and every route opens.

2

Never open Squeaky dry — the door's sound plus a pre-aimed Quad rifle is a free CT kill.

3

Use the Vents squeeze behind a B Main hit; the two-direction entry breaks anchors.

4

As CT, protect Heaven — B site without Heaven support falls to any organised execute.

5

Post-plant on A, spread between Quad, Shroud boxes, and Main so one flash cannot clear you.

Gängige Strategien

Angriff auf der T-Seite

Garage Take → Mid Split

Smoke White Box and flash from Garage to claim mid, then split toward A via Highway/Connector or B via Vents depending on the CT response.

Full A Execute

Smoke Highway and Truck, molotov Squeaky's exit and Quad, then enter Main and Squeaky together. Plant Default and hold from Quad, Shroud boxes, and Main.

B Main + Vents Squeeze

Three players hit B Main behind Heaven/CT smokes while two drop Vents into Checkers. The pincer forces the anchor to fight two directions at once.

Fast B Rush

Straight through B Halls with a flash wave over the entrance and a Heaven smoke. Beats slow setups before Checkers and Heaven positions are set.

Verteidigung auf der CT-Seite

Mid AWP Lock

The AWP holds mid from White Box with a Connector support; Garage aggression is answered with utility, freeing the rest to play standard site holds.

Heaven-Hell Retake

Concede the B plant when outnumbered, then retake in a layered wave — flash down from Heaven, swing Hell and Checkers simultaneously, and clear Quad/back boxes in sequence.

Cache im Profi-Spiel

Cache was one of the most played and most loved pro maps of the CS:GO era — the stage for some of the game's most famous highlights and a byword for straightforward, skill-forward Counter-Strike. Its 2019 removal was mourned loudly, and its 2026 return to Active Duty was greeted as a homecoming; teams began rebuilding Cache playbooks the moment Season 5 was announced.

Historically the map played close to balanced, with mid control and AWP form the biggest single factors. Its CS2 competitive meta is still young — the first tier-one results on the new pool are only now arriving, and the tracked pro stats above will fill in as matches accumulate.

Häufig gestellte Fragen

Was sind die wichtigsten Callouts auf Cache?
Cache hat 67 wichtige Callout-Positionen, verteilt über CT-Seite, T-Seite und den Mid-Bereich. Das Erlernen dieser Callouts ist für die Team-Kommunikation während Wettkampfspielen unerlässlich.
Wie sollten CTs Cache verteidigen?
Die CT-Verteidigung auf Cache sollte sich darauf konzentrieren, enge Winkel zu spielen, mit Utility frühzeitig Informationen zu sammeln und je nach T-Side-Executes zu rotieren. Crossfire-Setups und kontrollierte Aggression helfen dabei, die Site-Kontrolle zu behalten.
Was ist die beste T-Side-Strategie für Cache?
Der beste T-Side-Ansatz hängt von deiner Utility und der Team-Koordination ab. Default-Setups, die Informationen sammeln, bevor man sich auf eine Site festlegt, sind in der Regel am sichersten. Schnelle Executes funktionieren am besten, wenn du volle Utility hast.
Wie wichtig ist die Mid-Kontrolle auf Cache?
Die Mid-Kontrolle ist auf Cache entscheidend, da sie beiden Seiten Rotationsoptionen und Map-Kontrolle bietet. Teams, die die Mid kontrollieren, verschaffen sich bei der Rundenplanung einen erheblichen strategischen Vorteil.
Welche Utility sollte ich auf Cache priorisieren?
Priorisiere Smokes für wichtige Choke Points, Flashes zur Entry-Unterstützung und Molotovs zum Freiräumen typischer Positionen. Volle Utility auf Cache kostet in der Regel etwa 1000–1500 $ pro Spieler.

Cache-Callouts auf Englisch anzeigen →