Inferno Callouts & Map Guide

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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.

Utility HeavyChoke PointsTrade KillsActive Duty

Inferno Overview & History

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.

Inferno Callouts Map

Every official callout on Inferno, plotted from the game files at its exact in-game position. Hover a callout to see what it means — community names for spots inside these areas are listed below.

Inferno radar with 23 callout positions

Hover or tap a callout to see what it means. Click one to jump to its description.

CT sideMidT side

Positions extracted from the Counter-Strike 2 game files — not hand-placed.

Map data freshness. The Inferno callout positions come straight from the map's own game files. 2 tracked CS2 updates have shipped since the content was last reviewed on 4 July 2026 (most recently 4 August 2026) — including a content update. See what changed → We track Valve’s game files daily, but map geometry is not part of that extraction, so this is a staleness signal rather than a claim that the layout is unchanged.

Pro Competitive Stats

On Inferno, CTs win 53% of roundsa balanced map at the pro level. Aggregated from 1436 team map results across 8 tracked teams (a game between two tracked teams counts once per team).

53%CT Round Win
52.1%T Round Win
52.6%Pistol Win
9.3%Pick Rate
39.3%Ban Rate
1436Team Map Results (8 teams)

The stronger side takes roughly 53% of rounds when sides are near-even. See all CS2 maps compared →

Best Teams on Inferno

Win rate over each team's own tracked Inferno games (minimum 5), from the same sample as the stats above.

TeamMapsWin rate
Vitality25765.4%
G232362.2%
FURIA25356.5%
MOUZ29156%
Aurora Gaming12955%

Inferno in Recent Tournaments

120 decided Inferno games across 8 tracked events. Share is that map's portion of the event's decided games.

EventGamesShare
Champion Of Champions Tour Challengers 2 2026 — Playoffs1117.5%
CCT Europe Series 7 2026 — Group Stage1012.3%
CCT Europe Challengers Series 5 2026 — Playoffs1015.4%
CCT Europe Contenders 8 2026 — Playoffs712.1%
Esports World Cup 2026 — Group D630%
Moscow Cyber Games Asian Qualifier 2026 — Group B535.7%
European Pro League Regular 6 2026 — Playoffs519.2%
Moscow Cyber Games Asian Qualifier 2026 — Group A430.8%

From our tournament archive, captured 2026-08-27. Compare every map's professional meta →

Inferno at a Glance

The most utility-dependent map in the pool — banana and apartments are won with grenades, not aim.

Utility dependenceVery High
ChokepointsVery High
Mid importanceModerate
Rotation speedHigh
VerticalityLow
Callouts documented59
Bombsite levelsSingle level
Playable inPremier · Competitive
Active Duty spells6 of 6 tracked rotations

The five traits are our editorial read of long-established map characteristics, on a four-point scale — not measurements, and not blended into a single score. Callout count and level count come from the map data itself.

What Decides Rounds on Inferno

A callout list tells you what a place is called. This is which places are worth fighting for, and what taking one gives you access to — our read of the map, not a statistic.

Banana

Critical

The single most contested lane in the game. Banana control is the B round, and it dictates whether the CTs can afford to stack A.

OpensB SitePitCT (B)

Top Mid

Secondary

Mid opens the apartments approach and lets the T-side threaten A without committing to the long walk.

OpensT ApartmentsSecond Mid

T Apartments

Chokepoint

The balcony entry into A. Tight, loud, and the reason the balcony flash exists.

OpensA SiteBalcony

Arch

Rotation hub

The CT rotation lane between the sites. Smoking it is what turns an A execute into a temporary numbers advantage.

OpensA SiteCT Spawn

Pit

Secondary

The deepest B angle. A player here sees the whole site and survives most first contacts.

OpensB Site

Where the Bomb Goes on Inferno

Common plant spots and the positions they are held from after the plant. Common, not the only ones — the right plant depends on who is still alive and where.

A site

Pit plantat Pit

The bomb sits below the level of the rest of the site, so a retaking CT cannot see it from the usual angles and must drop into the pit to touch it.

Held fromGraveyardBalconyLibrary

Graveyard plantat Graveyard

Puts the bomb on the far side of the site from the CT rotation, using the graveyard cover so the defuse cannot be done from the library or arch entrances.

Held fromPitBalconyA Short

B site

Defaultat New Box

The standard B plant. It stays in view of the players still holding banana, so the post-plant is a trading problem for the CTs rather than a straight defuse.

Held fromCarSandbags (Banana)Coffins

Coffinsat Coffins

Tucks the bomb into the site cover away from the CT entrances, so a retake has to walk into the site proper before anyone can start defusing.

Held fromCarSandbags (Banana)New Box

Positions by Role

Pick your role to see the spots you actually play on Inferno. Coverage is partial on some maps — only roles we can describe confidently appear.

  • CTAWPerBananaThe banana AWP hold. A single opening shot here decides whether the T side gets the lane at all.
  • CTAnchorPitThe A anchor angle: it sees the whole site from below the sightlines everyone else is checking.
  • CTAnchorLibraryThe other A angle, covering short and the apartments exit from the safe side of the site.
  • CTAnchorCoffinsThe B anchor's cover — close enough to contest the banana exit, protected enough to survive the utility that comes with it.
  • CTAnchorNew BoxThe other B site angle, played so the two defenders never hold the same line as each other.
  • CTSupportCT (B)The fall-back and retake position for B, and where the second defender resets to after trading on the site.
  • TEntryBananaThe B entry lane. Taking it is a utility problem before it is an aim problem — molotovs and smokes first, bodies second.
  • TEntryApartmentsThe A entry route: apartments into balcony puts you on the site from an angle the pit player cannot pre-aim forever.
  • TLurkerSecond MidThe classic Inferno lurk — it watches the CT rotation between the sites and can turn a banana hit into a free A.
  • TSupportT RampWhere the banana utility is thrown from, before the team commits to the lane.

Inferno Angles

Common AWP positions

  • CTBananaThe classic banana hold from CT-side — one shot decides whether the T-side gets the lane.
  • CTPitDeep B angle that sees the whole site; the reason the pit smoke exists.
  • CTLibraryCovers A short and the apartments exit from the safe side of the site.
  • TSecond MidT-side angle onto the apartments and short approaches once mid is taken.

Clearing A site

  1. A Short
  2. Pit
  3. Graveyard
  4. Close Left
  5. Back Site (A)
  6. Library

Short and pit are the trade-heavy angles; library last, because it is where the rotation arrives.

Clearing B site

  1. Sandbags (Banana)
  2. Car
  3. New Box
  4. Coffins
  5. Dark
  6. CT (B)

Work up banana, then the site cover in order — dark and CT are the two that punish a rushed plant.

The common sequence, not the only correct one — a teammate's utility or a known setup changes the order. Positions are named with this map's own callouts, so you can find every one of them on the radar above.

Learn Inferno: A Practical Path

  1. Callouts first. Learn the 59 named positions on the radar above, then hit Test your callouts to drill them until calling comes without thinking.
  2. The 6 essential lineups. Not all 14 at once — the ones marked Essential are the utility every standard round uses.
  3. Put them together. The 3 utility sequences show the same grenades in throw order as site executes and retakes.
  4. Drill it in the workshop. One curated workshop item carries Inferno content — see the list below.
  5. Practice offline. Generate a practice config with Inferno preselected — infinite utility, trajectories, and rethrows.
  6. Study the meta. The pro stats above show which side to bet your rounds on; compare every map to know when to pick it.

Workshop maps for Inferno

Curated Steam Workshop items that carry Inferno content — prefire routes, utility lineups, or a performance run set on the map itself. Read the category: it is what tells you whether an item teaches the map or merely runs on it.

Links open the item's Steam Workshop page. We curate what these items contain; we do not monitor whether they still load — a Workshop item can be updated or delisted by its author at any time. Browse all workshop maps →

Learn These Inferno Callouts First

12 of 59 — the positions that turn up in how this map is actually played, rather than every micro-spot at once.

PitCT

The sunken area at the edge of A site below Balcony — the classic CT anchor spot and T post-plant position.

Reached from a key areaKey areaCommon AWP angleCleared on entryBomb plant spotPost-plant position

CoffinsCT

The stone coffins at the back of B site toward CT — deep cover for site anchors and late lurkers.

Cleared on entryPost-plant positionBomb plant spot

GraveyardCT

The fenced area behind A site toward Library — cover for retakes and sneaky saves.

Cleared on entryPost-plant positionBomb plant spot

LibraryCT

The room with bookshelves overlooking A Long and the site — a strong CT crossfire position.

Common AWP angleCleared on entryPost-plant position

New BoxCT

The box position at the front of B site — the standard plant-for and post-plant cover spot.

Cleared on entryBomb plant spotPost-plant position

A ShortCT

The route from Top Mid past Truck onto A site — one half of the classic A split.

Cleared on entryPost-plant position

BalconyT

The apartment balcony overlooking A site — Ts flash from here and drop onto the site during executes.

Reached from a key areaPost-plant position

BananaT

The curved lane connecting T-side mid to B site — the most contested chokepoint on the map.

Decides roundsCommon AWP angle

CarT

The burnt car at the top of Banana. Both sides molotov and hold it to claim the first piece of the lane.

Cleared on entryPost-plant position

CT (B)CT

The open approach from CT spawn into B site — the gap Ts must smoke on every B execute.

Reached from a key areaCleared on entry

Sandbags (Banana)T

The sandbag pile halfway up Banana that CTs hold from and Ts hide behind during slow takes.

Cleared on entryPost-plant position

Second MidT

The parallel lane between T Apartments and Mid — the T route toward Apartments and Underpass.

Reached from a key areaCommon AWP angle

View all 59 Inferno callouts →

All Callouts (59 positions)

Official callouts (21)

Defined in the CS2 map files — each one is plotted on the radar above at its exact position.

CT Side (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.

T Side (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.

Mid Control (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.

Community callouts (38)

Player names in everyday use for spots inside the areas above. The game defines no position for these, so we list them rather than guess them onto the map.

CT Side (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.

T Side (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.

Mid Control (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.

How to Play Inferno T-Side

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.

How to Play Inferno CT-Side

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.

Key Duels & Angles

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.

Common Strategies & Executes

The executes below lean on standard utility — practice the exact throws on our Inferno smoke & flash lineups page.

T-Side Attack

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.

CT-Side Defense

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.

Tactical Tips

1

Win Banana with utility, not bodies — trade molotovs before trading kills.

2

Never cross Second Mid dry; the Window angle punishes lazy crossings every time.

3

Smoke Arch on every A execute — it cuts the fastest CT rotation in half.

4

Post-plant on B, split between New Box, Dark, and a Banana fallback so one flash cannot clear you.

5

As CT, budget one molotov for late-round Banana re-pushes — Ts love re-hitting B after a fake.

Inferno in Pro Play

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.

Frequently Asked Questions

What is Banana on Inferno and why does everyone fight over it?
Banana is the curved lane connecting T-side mid to B site — the only way into B. Whoever controls it dictates the round: Ts with Banana control can hit B at will or force rotations with a fake, while CTs holding it can play the site 1+1 and send the spare player to A. That is why both teams spend most of their utility there.
What utility do I need to take B site on Inferno?
The standard B execute uses a smoke for CT (the gap toward CT spawn), molotovs for Dark and Coffins, and a flash thrown over the Sandbags as the team moves in. Optional extras are an HE for New Box and a second smoke deeper toward Construction to slow retakes.
How should I hold Apartments as a CT?
Rotate between two looks: an aggressive Boiler/Window hold that fights for Second Mid info, and a passive setup conceding Apartments to hold the Balcony drop with a teammate crossfiring from Pit or site. Mixing the two keeps entry Ts from pre-aiming the same angle every round.
What is the Dosia spot on Inferno?
Dosia is the deepest corner of Pit on A site. It is named after a famous professional play in which an HE grenade was thrown into that corner blind to kill a hiding post-plant player — and the name stuck. Clearing or nading that corner is now standard on A retakes.
Why is Inferno considered CT-sided?
Both T approaches are narrow chokepoints (Banana and the Apartments/Mid complex), so a CT team with good utility can stall pushes without taking duels, and short covered rotations make retakes strong. T-sides win by draining CT grenades with fakes and defaults before committing — which takes more coordination than most maps demand.
Where should the bomb be planted on each site?
On B, plant behind New Box at the front of the site so post-plant players in Dark, Quad, or up Banana can all see the defuse. On A, the default is planted for Pit, letting the Pit player and an Apartments/Balcony lurker hold it from safe cover. Open plants in the middle of either site are easily retaken.
Is Inferno CT or T sided?
Across 1436 tracked team map results, CTs win 53% of rounds on Inferno versus 52.1% for Terrorists, making it a balanced map at the professional level.
How often is Inferno picked in pro CS2?
Inferno has an average pick rate of 9.3% and a ban rate of 39.3% across 8 tracked teams. The pistol round is won 52.6% of the time in the map's data sample.

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