Mirage
Voir aussi: Outils, Joueurs pro, Guides, Armes, Skins, Caisses, Autocollants, Rangs.
The most played map in competitive Counter-Strike. A Moroccan-themed three-lane layout where mid control decides rounds, with two bombsites that reward coordinated utility and disciplined trades.
Mirage — présentation et histoire
Mirage began life as de_cpl_strike, a community map created by Michael "BubkeZ" Hüll, before Valve rebuilt it as an official map for CS:GO in 2013. It has stayed in the competitive rotation ever since — through every pool shake-up of the CS:GO era and into CS2, where it remains part of the Active Duty pool after the July 2026 Season 5 update. That longevity makes Mirage the shared language of Counter-Strike: it is the map most players know best at every level, from matchmaking to Majors.
Structurally, Mirage is the textbook three-lane map. A Ramp and Palace feed A site on one flank, B Apartments feeds B on the other, and a long central mid corridor connects everything through Underpass, Catwalk, and Connector. The CT who holds Window (the sniper's nest) sees the whole middle of the map, which is why the opening mid duel shapes almost every round.
Mirage rewards utility knowledge more than raw aim. A handful of set smokes — Window, Connector, Stairs, CT — turn a coin-flip A execute into a controlled site take, and the same is true for apartment flashes into B. If you learn one map's grenades deeply, most players should start here.
Radar de la carte
Chaque callout officiel de Mirage, 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 54.3% des rounds lorsque les CT ont l’avantage. Voir toutes les cartes CS2 comparées →
Tous les callouts (52 positions)
Callouts officiels (23)
Définis dans les fichiers de la carte CS2 — chacun est placé sur le radar ci-dessus à sa position exacte.
Côté CT (9)
A Site●
The A bombsite plaza, reached from A Ramp, Palace, Connector/Jungle, and CT. Plants usually go Default or behind Triple Box.
Stairs●
The staircase at the back of A site leading up toward the Palace drop — a strong CT hold covering Ramp and Palace.
Jungle●
The shaded room between Connector and A site. Controls the Connector exit and forms a crossfire with Stairs.
Window (Sniper's Nest)●
The elevated CT window room overlooking all of mid — the most important AWP position on the map.
CT Spawn●
Counter-Terrorist spawn, sitting between A (via CT) and B (via Market/Kitchen) for quick rotations.
B Site●
The enclosed B bombsite behind Apartments, defended from Van, Bench, Market, and Short.
Scaffolding●
The scaffolded structure on the Ramp/Palace edge of A site, between the ramp mouth and the ground beneath Palace. Anything entering A from Ramp passes it, so CTs holding Stairs and Triple Box clear it on entries and retakes alike.
Shop●
The game's name for the shop building beside B site that players call Market. It sits between B and the Kitchen/Window side of the map, which makes it the CT room every B hit has to answer for.
Truck●
The truck parked at the back corner of B site, past the plant zone against the wall. It is hard cover for a B anchor and one of the last angles Ts have to clear before they can plant safely.
Côté T (8)
T Spawn●
Terrorist spawn, with routes to A Ramp/Palace on the left, mid ahead, and B Apartments on the right.
Side Alley●
The narrow alley branching off Apartments toward Underpass — used to fake B then hit mid.
Apartments●
The game's zone covering the whole apartment block on the T route to B, entered up Apps Ramp and exiting toward Market and the site. Everything the community calls B Apartments sits inside it, which makes it the loudest and most utility-heavy corridor on the map.
Back Alley●
The passage running behind the apartment block between House and Apartments. It sits deep on the T side, so it is staging ground rather than a fight — the last quiet stretch before a B execute commits into Apartments.
House●
The small building on the T route toward B, between Side Alley and Back Alley. Ts pass through it on the way from spawn into the apartment block, so it is a checkpoint on the B approach rather than a position either side holds.
Palace Alley●
The open alley climbing from T spawn up toward Palace. Ts hitting A through Palace pass along it before reaching the interior, so it is the point at which a Palace hit is committed.
Palace Interior●
The inside of the Palace building above A site, between Palace Alley and the drops onto the site. It is the elevated half of an A execute — players who take it look down on Pillars, Ticket Booth and the default plant spot.
T Ramp●
The game's name for A Ramp, the arched corridor from T spawn down onto A site beside Tetris. It is the primary T entrance to A and the half of an execute that arrives at ground level while Palace comes in above.
Contrôle du mid (6)
Connector●
The corridor linking mid to Jungle and A site. Whoever holds Connector can rotate or split faster than the enemy.
Mid●
The central corridor between Top Mid and Window. Controlling it unlocks Connector (toward A) and Catwalk (toward B).
Underpass●
The tunnel running from the B Apartments side beneath mid, emerging at bottom mid under Window — the sneaky route between B and mid.
Cat (B Short)●
The catwalk climbing from mid toward B site — the "short" route to B, guarded by CTs from Window and Site.
Ladder●
The ladder itself inside the Ladder Room, linking the Underpass level to the Cat/B Short side of mid. It is a flank and rotation route rather than a fighting position, and the noise of the climb is usually what gives it away.
Top of Mid●
The T-side mouth of the mid corridor, the same ground the community calls Top Mid. Mid control is won or lost here, because everything that steps out of it is visible from Window.
Callouts de la communauté (29)
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 (16)
A Default
The standard A plant spot beside the default boxes at the front of the site, plantable from cover.
Tetris
The stack of stepped boxes on the site edge nearest Ramp — a common close-range hold and post-plant hide.
Sandwich
The gap between the Default boxes and Firebox, "sandwiched" between the two — a sneaky off-angle for both sides.
Firebox
The lone box between Sandwich and Stairs, named for the fire graffiti — often molotoved by Ts before entry.
Ninja
The hidden cubby beneath/behind the Ticket Booth area on A — a classic spot for ninja defuses and sneaky saves.
Ticket Booth
The booth structure on A site near CT; players hide behind or on top of it to surprise site takers.
Triple Box
The stack of three boxes toward the back of A site, a favourite AWP perch covering Ramp and Palace exits.
CT
The passage connecting CT spawn to A site past Ticket Booth — the standard CT rotation route, smoked off in almost every A execute.
Chair
The corner with the chair at the mid end of Connector — a cheeky close hold against Ts pushing from mid.
Kitchen
The room behind Window connecting toward B Market — the fast CT rotation path between mid and B.
Market
The shop interior beside B site with a door onto the site and a window facing Apartments — key CT holding room.
Market Window
The single window in Market overlooking the B site and the Apartments exit — usually smoked or molotoved during B hits.
Market Door
The doorway from Market onto B site — CTs peek it late in executes; Ts must clear it before planting.
Bench
The bench along the back wall of B site — a common post-plant and retake-delay position.
Van
The van parked on B site facing the Apartments exit — the classic close-range B anchor spot.
B Plat
The raised platform on B site near Short where the bomb is often planted for Cat post-plants.
Côté T (7)
T Roof
The rooftop above T spawn — a boost position for early picks toward Top Mid.
A Ramp
The main T entrance to A site from T spawn — an arched ramp corridor that empties onto the site beside Tetris.
Shadows
The dark corner at the bottom of A Ramp beside the site — a favourite lurk and post-plant spot.
Palace
The elevated interior above A site reached from T spawn — Ts drop from its two exits onto the site during A hits.
Pillars
The columned area beneath the Palace exit on A site — checked constantly during site takes and retakes.
B Apartments
The long apartment corridor from T spawn to B site — the primary T route into B.
Apps Ramp
The ramp inside B Apartments climbing from T spawn up to the apartment interior.
Contrôle du mid (6)
Top Mid
The T-side mouth of mid, exposed to Window — where Ts smoke and fight for map control each round.
Boxes
The stack of boxes in Top Mid that Ts hide behind to play the Window duel or boost for picks.
Short Corner
The tight corner at the top of Cat before it opens onto B Plat — always cleared before a Short push continues.
Ladder Room
The small room with a ladder connecting mid toward the B half of the map — an alternative flank route.
Vent
The vent passage linking Ladder Room and the B Short area — noisy, but useful for late-round flanks.
Boost
The boost spot at Top Mid where a teammate lifts a player to see over the mid boxes toward Window.
Comment jouer Mirage côté T
T-side Mirage starts with mid. A standard default puts two players top mid, one lurking Palace or A Ramp, and two in B Apartments. From there the round is about information: if the mid pair can smoke Window and touch Short, CTs must commit their Connector player, and the map opens up for a split toward either site.
The classic A execute needs three smokes — Window (from T spawn), CT (blocking the path from CT spawn), and Stairs or Jungle — plus Palace and Ramp flashes thrown together. Entry from Palace and Ramp simultaneously stretches the two A defenders in opposite directions. Against retakes, the strongest post-plant setups put one player Palace or Shadows, one Sandwich or Default, and a Ramp anchor watching CT.
B executes are cheaper: an apartment flash, a Short smoke to cut off Cat, and a Market smoke or molotov to deal with the Window-room player. Because B site is close to apartments, contact plays — walking apartments quietly then hitting the site without utility warning — work well against passive B anchors. Practice the standard throws on our lineups page before queueing.
Comment jouer Mirage côté CT
CT Mirage is usually played 2-1-2: two A (commonly one Stairs/Ticket Booth, one Jungle or CT), one mid anchor in Window, and two B (one apartments-side, one Short or Van). The Window player is the backbone of the defence — an AWP there controls top mid, denies the Short boost, and can rotate through Kitchen to B in seconds.
Early utility matters: a Top Mid molotov delays the mid default, a Palace smoke or molotov stalls A hits, and an apartments flash lets the B pair take a free fight at the entrance. The B duo should trade aggression round to round — sometimes pushing apartments for info, sometimes falling back to crossfire Van and Bench so the site never plays the same way twice.
Retakes on A are among the most practiced situations in Counter-Strike: players come from CT and Connector with a retake smoke on Ramp, using Jungle and Stairs cover to isolate fights. Save your best utility for these moments — a well-placed retake flash from Connector routinely wins 3v3 post-plants.
Duels et angles clés
Window vs Top Mid (AWP duel)
The defining opening fight. The CT AWP in Window holds the top-mid gap; Ts counter with an early smoke, a shoulder-peek to bait the shot, or a double flash-over from T spawn. Winning this duel decides who owns mid for the round.
Palace exit vs Stairs/Ticket Booth
Ts dropping from Palace are exposed to a Stairs player holding the drop-down. A Palace pop-flash flips this fight; without it, the CT usually wins the first pick.
Apartments door vs Van/Bench crossfire
The first T out of B Apartments gets seen by two angles at once. Entry players should flash wide and clear Van first while a teammate trades toward Bench and Market.
Connector vs Underpass
CTs pushing Connector meet Ts coming up from Underpass at close range. Sound cues rule this fight — soft-dropping into Underpass keeps the timing ambiguous.
Jungle vs A Ramp (retake angle)
In post-plant situations the Jungle-to-Ramp sightline is the key retake duel. Ts hide in Shadows or behind Default box; CTs clear layer by layer with a teammate watching Palace.
Conseils tactiques
Control mid early. Winning the Window duel or forcing the AWP back gives T-side the whole map.
Learn the four standard A-execute smokes (Window, CT, Stairs, Jungle) — they turn 50/50 hits into clean site takes.
As CT, vary the B setup between aggressive apartment pushes and passive Van/Bench crossfires.
Use Underpass for timing plays: soft-drop in to keep rotations silent and hit mid from below.
Post-plant on A, split your players between Palace/Shadows and Ramp so one retake flash cannot clear both.
Stratégies courantes
Attaque côté T
Default → Mid Split A
Take mid with a Window smoke, then split A through Connector and Ramp/Palace simultaneously. The Connector pair cuts off Jungle while entry players clear site from Ramp.
Full A Execute
Smoke Window, CT, and Stairs; flash from Palace and Ramp together. Five players hit the site in one wave, then set up post-plant in Shadows, Sandwich, and Ramp.
B Apartments Execute
Flash out of Apartments, smoke Short and Market Window, molotov Van. Plant for B Plat and hold the site from Bench, Apartments, and Short.
B Contact Play
Walk Apartments with no utility warning, then hit the site together the moment the first duel starts. Best against CTs who stack utility elsewhere after seeing a mid default.
Défense côté CT
A Anchor + Connector Control
One player Stairs/Ticket Booth, one Jungle, with Window supporting Connector. Molotov Ramp on hit sounds and hold retake-ready positions rather than overcommitting.
B Apartment Aggression
Two CTs flash into Apartments at round start for info and an early pick, then fall back to Van/Market crossfires before the T wave arrives.
Mirage dans le jeu professionnel
Mirage is historically the most picked map in professional Counter-Strike — the "safe pick" almost every roster keeps in its pool, which is exactly why it is rarely banned and why pro teams treat it as the benchmark of fundamentals. Pro rounds revolve around mid control and fast B rotations through Kitchen, and the window AWP battle has produced some of the game's most famous highlights.
Because everyone plays it, innovation on Mirage is incremental: pros differentiate with utility timings (late window smokes, re-executes after baiting out retake nades) and with apartment lurk timings rather than novel site hits. The live pro stats above track how the map is currently leaning between CT and T sides at the top level.
Foire aux questions
- Quels sont les callouts clés sur Mirage ?
- Mirage compte 52 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 Mirage ?
- La défense CT sur Mirage 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 Mirage ?
- 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 Mirage ?
- Le contrôle du mid est crucial sur Mirage, 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 Mirage ?
- 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 Mirage coûte généralement entre 1000 et 1500 $ par joueur.
Voir les callouts de Mirage en anglais →