Inferno
Voir aussi: Outils, Joueurs pro, Guides, Armes, Skins, Caisses, Autocollants, Rangs.
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.
Inferno — présentation et histoire
Inferno is one of Counter-Strike's oldest battlegrounds, in rotation since the earliest versions of the game. It was rebuilt for Counter-Strike: Source in 2005, carried into CS:GO, and received a full visual and layout overhaul from Valve in 2016 that produced the version CS2 players know today. It has been a near-permanent fixture of the Active Duty pool and remains in it after the July 2026 Season 5 update.
The map funnels both teams into two narrow arteries: Banana, the curved lane leading to B site, and the Apartments/Mid complex feeding A. There is no wide-open middle ground like Dust II's mid — every approach is a chokepoint, which is why Inferno rounds are won with grenades, patience, and instant trade-fragging rather than long-range aim duels.
B site is a fortress reached only through Banana, so control of that lane is the map's defining battle. A site, by contrast, has multiple approach angles (Apartments, Mid, Arch/Long) and rewards splits and slow defaults that pull the CT rotation apart before committing.
Radar de la carte
Chaque callout officiel de Inferno, placé depuis les fichiers du jeu à sa position exacte. Survole un callout pour voir ce qu’il signifie — les noms de la communauté pour les endroits situés dans ces zones sont listés plus bas.

Survole un callout ou touche-le pour voir ce qu’il signifie. Clique dessus pour accéder à sa description.
Positions extraites des fichiers du jeu Counter-Strike 2 — non placées à la main.
Statistiques du jeu professionnel
Le camp le plus fort remporte environ 53.5% des rounds lorsque les deux camps sont quasiment à égalité. Voir toutes les cartes CS2 comparées →
Tous les callouts (59 positions)
Callouts officiels (21)
Définis dans les fichiers de la carte CS2 — chacun est placé sur le radar ci-dessus à sa position exacte.
Côté CT (9)
B Site●
The courtyard bombsite at the end of Banana, ringed by Fountain, Dark, Coffins, and New Box positions.
Quad●
The stack of boxes at the back of B site; along with 1st and 2nd it forms the site's box maze.
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.
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.
CT Spawn●
Counter-Terrorist spawn between the two sites — the hub all rotations pass through.
Ruins●
The ruined stonework at the CT-facing edge of B site, past the site toward the CT rotation into B. Anyone arriving at B from the CT half comes past it, so it is a standard check for Ts holding a post-plant.
Côté T (8)
Banana●
The curved lane connecting T-side mid to B site — the most contested chokepoint on the map.
T Ramp●
The ramp from T spawn up into Mid — the starting point of most A-side defaults.
Second Mid●
The parallel lane between T Apartments and Mid — the T route toward Apartments and Underpass.
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.
T Spawn●
Terrorist spawn at the bottom of the map, splitting toward T Ramp/Mid and Banana.
Apartments●
The game's zone for the apartment building on the A Short route, entered from Second Mid and exiting onto Balcony above the site. It is the interior half of every A split, so control of it decides whether Ts can arrive at A from two directions at once.
Contrôle du mid (4)
Mid●
The open middle area between T Ramp and Boiler/Top Mid, giving access to the A half of the map.
Underpass●
The small tunnel connecting Mid and Second Mid — a flank route both sides must track mid-round.
Lower Mid●
The T-side bottom of the mid corridor, below T Ramp and the buildings beside it. Ts stage here before contesting mid, and it is exactly the ground a CT holding the far end is trying to keep them pinned in.
Top of Mid●
The CT end of the mid corridor toward Arch, the same ground the community calls Top Mid. Whoever holds it owns the mid crossing, which is what makes Second Mid and the A Short route usable at all.
Callouts de la communauté (38)
Noms employés au quotidien par les joueurs pour des endroits situés dans les zones ci-dessus. Le jeu ne leur attribue aucune position, nous les listons donc plutôt que de les placer au jugé sur la carte.
Côté CT (28)
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.
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.
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.
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.
Côté T (7)
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.
Ledge
The raised ledge behind T Ramp that Ts use to watch Top Mid at range.
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.
Second Mid Door
The doorway from T Apartments out into Second Mid — a common flash-and-peek spot.
Contrôle du mid (3)
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.
Bench
The bench at the side of Mid opposite the Second Mid crossover — a lurk reference point.
Comment jouer Inferno côté T
Every T round on Inferno starts with two questions: who controls Banana, and is the Apartments lurk generating pressure? A standard default sends two players to fight for Banana with utility, two through Second Mid toward Apartments, and one holding Mid toward Boiler. From there, the bomb usually ends up wherever the CTs spent their utility first.
A executes revolve around the Apartments/Mid split: smokes for Arch and Library cut off the Long rotation, a molotov clears Pit, and flashes from Balcony let entries drop onto the site while teammates push up Short past Truck. Post-plant, playing Pit plus one Apartments player covering the site is the classic setup.
B executes are utility checklists: smoke CT (the gap toward CT spawn), molotov Dark and Coffins, flash over the sandbags, and walk in together. Because retakes come from two or three directions, post-plant positions matter — one player New Box/Quad, one deep Dark or Coffins, one falling back up Banana to catch the re-push. Practice the standard Banana and B-site lineups before playing this map seriously.
Comment jouer Inferno côté CT
CT Inferno is typically 2-2-1: two B (one site, one supporting Banana), two A (Pit/site plus Apartments or Boiler), and one flex in Arch/Library. The B pair's job is to make Banana miserable — an early molotov at the car or logs, a smoke to split the push, and falling back only when the utility runs out.
On the A side, the Apartments player decides the round tempo. Playing Boiler or close Apartments generates early info and picks, but dying there gives Ts a free site. Passive setups concede Apartments and hold the drop instead, with Library and Arch players ready to cross fire anyone coming through the choke.
Retakes favour the CTs more than on most maps because rotation paths are short and covered: Arch to B via CT, or Library/Arch onto A. Keep one smoke and one flash for the retake, hit the site from two directions at once, and remember the bomb is usually planted for Pit (A) or New Box (B) — pre-aim accordingly.
Duels et angles clés
Banana car vs sandbags
The opening fight of most rounds. CTs holding from Sandbags or Car meet Ts pushing up from Logs. Both sides use molotovs to claim the space first — whoever wins the utility exchange usually wins the lane.
Apartments window vs Second Mid
The CT in Window or Boiler watches Ts crossing Second Mid at long range. Ts answer with a Window smoke or a Bridge flash before crossing — dry-crossing this gap is a common beginner mistake.
Pit vs Balcony drop
On A hits, the Pit player fights Ts appearing on Balcony above. Pit wins with a pre-aimed headshot angle but loses to a well-timed flash — which is why Ts should never drop dry.
Arch side vs A Long
The Arch/Library defender holds the Long approach to A. Ts smoke Arch to isolate the site fight; if that smoke is missing, a single CT can hold Long alone for most of the round.
Quad/New Box vs Banana retake
In B post-plants, the T hiding at Quad or Dark fights CTs re-entering from CT and Construction. Sound discipline decides it — the T who repositions between kills is far harder to clear.
Conseils tactiques
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.
Stratégies courantes
Attaque côté T
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.
Défense côté CT
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.
Inferno dans le jeu professionnel
Inferno is a perennial pro favourite because it rewards exactly what professional teams practice: utility coordination, set executes, and disciplined trading. At the top level the map is known for slow, information-driven T-sides that mine Banana control round after round, then punish over-rotations with fast A splits.
Pro CT-sides are defined by utility economy on B — how many rounds the site pair can stall Banana without help decides the half. The map has historically leaned CT-sided at the professional level, and the tracked pro stats above show how that balance currently sits in CS2.
Foire aux questions
- Quels sont les callouts clés sur Inferno ?
- Inferno compte 59 positions de callout majeures réparties entre le côté CT, le côté T et la zone du mid. Apprendre ces callouts est essentiel pour la communication d’équipe pendant les matchs compétitifs.
- Comment les CT devraient-ils défendre Inferno ?
- La défense CT sur Inferno devrait se concentrer sur le jeu d’angles serrés, la collecte d’informations précoce avec l’utility et les rotations en fonction des executes du côté T. Les setups de crossfire et une agressivité maîtrisée aident à garder le contrôle du site.
- Quelle est la meilleure stratégie côté T pour Inferno ?
- La meilleure approche côté T dépend de ton utility et de la coordination de l’équipe. Les setups default qui recueillent des informations avant de s’engager sur un site sont généralement les plus sûrs. Les executes rapides fonctionnent mieux quand tu as l’utility complète.
- Quelle est l’importance du contrôle du mid sur Inferno ?
- Le contrôle du mid est crucial sur Inferno, car il offre des options de rotation et le contrôle de la carte pour les deux camps. Les équipes qui contrôlent le mid obtiennent un avantage stratégique considérable dans la planification des rounds.
- Quelle utility devrais-je privilégier sur Inferno ?
- Privilégie les smokes pour les choke points clés, les flashes pour soutenir l’entrée et les molotovs pour nettoyer les positions courantes. L’utility complète sur Inferno coûte généralement entre 1000 et 1500 $ par joueur.
Voir les callouts de Inferno en anglais →