Inferno
An Italian village of tight corridors and brutal chokepoints. Inferno is the most utility-dependent map in the pool — Banana control and apartment fights decide almost every round.
Map-Radar
BananaCarLogsB SiteFountainCoffinsConstructionMidSecond MidT ApartmentsBridgeBoilerA SitePitLibraryArchT SpawnCT SpawnProfi-Wettkampfstatistiken
Alle Callouts (55 Positionen)
CT-Seite (36)
B Site
The courtyard bombsite at the end of Banana, ringed by Fountain, Dark, Coffins, and New Box positions.
New Box
The box position at the front of B site — the standard plant-for and post-plant cover spot.
Fountain
The fountain in the middle of B site — low cover that splits the site into near and far halves.
Dark
The shadowed back-left corner of B site — a classic CT hiding spot and T post-plant position.
Coffins
The stone coffins at the back of B site toward CT — deep cover for site anchors and late lurkers.
Quad
The stack of boxes at the back of B site; along with 1st and 2nd it forms the site's box maze.
1st
The first cubby in the B-site box line when entering from Banana — always cleared before a plant.
2nd
The second cubby in the B-site box line, next to Quad — a common off-angle for anchors.
Grill
The metal grill/gate area just outside the B site boundary toward CT — often wallbanged during retakes.
CT (B)
The open approach from CT spawn into B site — the gap Ts must smoke on every B execute.
Tree
The dark corner by the tree opposite Construction — a nasty off-angle covering the site entrance.
Construction
The unfinished building beside B site — a CT holding area and retake staging point.
Garden
The green patch between Construction and the B site — crossed during CT retakes from Speedway.
Speedway
The walkway running from Arch toward B/Construction — the main CT rotation route between sites.
Well
The well area near CT spawn on the way to B — a reference point for rotation calls.
CT Apartments
The CT-side apartment rooms ("Apps") above Second Mid, connecting Window, Boiler, and Stairs.
Window
The large open window in CT Apartments overlooking Second Mid — a strong CT info angle.
Boiler
The doorway room linking CT Apartments to Top Mid — the pivot point of the A-side defence.
Stairs
The staircase in CT Apartments connecting Second Mid up to the apartment level.
Close Apartments
The hallway at the end of CT Apartments opening onto Balcony above Pit.
A Site
The A bombsite plaza beneath Balcony, approached from Apartments, Short/Truck, and Long/Arch.
Pit
The sunken area at the edge of A site below Balcony — the classic CT anchor spot and T post-plant position.
Dosia
The deepest corner of Pit, named after the famous HE grenade thrown to clear it blind.
Cemetery
The walled graveyard patch at the back of Pit facing Balcony.
Graveyard
The fenced area behind A site toward Library — cover for retakes and sneaky saves.
Truck
The truck parked on A Short — used to boost onto Balcony and as entry cover on A hits.
Patio
The porched section of A Short looking onto Top Mid — links the Boiler fight to the A site.
A Short
The route from Top Mid past Truck onto A site — one half of the classic A split.
A Long
The lane from Mid past Arch and Library onto A — the other half of the A split.
Long Corner
The tucked-away corner on A Long opposite Library — cleared before every Long push.
Library
The room with bookshelves overlooking A Long and the site — a strong CT crossfire position.
Kitchen
The room beside Library closer to CT spawn — part of the CT rotation path to A.
Arch
The archway between A Long and Speedway/CT spawn — smoked on nearly every A execute to cut rotations.
Close Left
The box immediately left when entering A from Short/Truck — a common CT off-angle.
Back Site (A)
The far side of the A bombsite toward Graveyard and Library.
CT Spawn
Counter-Terrorist spawn between the two sites — the hub all rotations pass through.
T-Seite (14)
Banana
The curved lane connecting T-side mid to B site — the most contested chokepoint on the map.
Car
The burnt car at the top of Banana. Both sides molotov and hold it to claim the first piece of the lane.
Sandbags (Banana)
The sandbag pile halfway up Banana that CTs hold from and Ts hide behind during slow takes.
Logs
The log stack at the bottom of Banana near T side — cover for Ts building up a Banana push.
T Ramp
The ramp from T spawn up into Mid — the starting point of most A-side defaults.
Ledge
The raised ledge behind T Ramp that Ts use to watch Top Mid at range.
Second Mid
The parallel lane between T Apartments and Mid — the T route toward Apartments and Underpass.
T Apartments
The apartment block along Second Mid that Ts climb through toward Balcony and the A site.
Living Room
The upstairs room in T Apartments between Bridge and Balcony — cleared on every apartment fight.
Bridge
The interior link between Living Room and T Apartments facing the Window gap.
Balcony
The apartment balcony overlooking A site — Ts flash from here and drop onto the site during executes.
Back Alley
The final stretch of the apartment complex connecting toward Stairs and Second Mid.
Second Mid Door
The doorway from T Apartments out into Second Mid — a common flash-and-peek spot.
T Spawn
Terrorist spawn at the bottom of the map, splitting toward T Ramp/Mid and Banana.
Mid-Kontrolle (5)
Mid
The open middle area between T Ramp and Boiler/Top Mid, giving access to the A half of the map.
Top Mid
The CT-facing end of Mid below the Apartments window — held by CTs from Boiler and Window.
Bottom Mid
The T-side end of Mid near the Underpass exit and T Ramp.
Underpass
The small tunnel connecting Mid and Second Mid — a flank route both sides must track mid-round.
Bench
The bench at the side of Mid opposite the Second Mid crossover — a lurk reference point.
Taktische Tipps
Win Banana with utility, not bodies — trade molotovs before trading kills.
Never cross Second Mid dry; the Window angle punishes lazy crossings every time.
Smoke Arch on every A execute — it cuts the fastest CT rotation in half.
Post-plant on B, split between New Box, Dark, and a Banana fallback so one flash cannot clear you.
As CT, budget one molotov for late-round Banana re-pushes — Ts love re-hitting B after a fake.
Gängige Strategien
Angriff auf der T-Seite
Banana Control → B Execute
Take Banana with molotov/smoke trades, then hit B with a CT smoke, Dark and Coffins molotovs, and a flash over Sandbags. Plant for New Box and spread out for the retake.
Apartments A Split
Two players clear Apartments to Balcony while two take Top Mid/Short past Truck. Smoke Arch and Library, molotov Pit, and hit the site from both levels at once.
Slow Default → Late Hit
Hold Banana, Mid, and Apartments presence without committing, forcing CT utility out early. Strike whichever site burned its grenades first, usually in the last 30 seconds.
Fast B Rush
Five players sprint Banana behind a wall of flashes before CT utility is set. Works best on pistol rounds and right after winning a gun round.
Verteidigung auf der CT-Seite
B Utility Stall
The B pair spends molotovs and HEs to hold Banana solo as long as possible, with the Speedway flex rotating early on any A commitment.
Boiler Aggression
The A apartments player pushes Boiler/Window with a flash for early Second Mid info, then falls back to Close Apartments or the site drop before the T wave hits.
Häufig gestellte Fragen
- Was sind die wichtigsten Callouts auf Inferno?
- Inferno hat 55 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 Inferno verteidigen?
- Die CT-Verteidigung auf Inferno 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 Inferno?
- 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 Inferno?
- Die Mid-Kontrolle ist auf Inferno 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 Inferno priorisieren?
- Priorisiere Smokes für wichtige Choke Points, Flashes zur Entry-Unterstützung und Molotovs zum Freiräumen typischer Positionen. Volle Utility auf Inferno kostet in der Regel etwa 1000–1500 $ pro Spieler.
Inferno-Callouts auf Englisch anzeigen →