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.

Utility HeavyChoke PointsTrade KillsActive Duty

Inferno — visão geral e história

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 do mapa

Cada callout oficial de Inferno, plotado a partir dos arquivos do jogo em sua posição exata. Passe o mouse sobre um callout para ver o que ele significa — os nomes da comunidade para pontos dentro dessas áreas estão listados abaixo.

Radar de Inferno com 23 posições de callout

Passe o mouse ou toque em um callout para ver o que ele significa. Clique em um para ir até a descrição.

Lado CTMidLado T

Posições extraídas dos arquivos do jogo Counter-Strike 2 — não colocadas à mão.

Estatísticas do jogo profissional

53%Rounds vencidos como CT
52.3%Rounds vencidos como T
53.3%Vitórias no pistol
18.4%Taxa de pick
23.4%Taxa de ban
1203Resultados de mapa por time (8 times)

O lado mais forte leva cerca de 53% dos rounds quando os lados estão quase equilibrados. Ver todos os mapas do CS2 comparados →

Todos os callouts (59 posições)

Callouts oficiais (21)

Definidos nos arquivos do mapa do CS2 — cada um está plotado no radar acima em sua posição exata.

Lado 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.

Lado 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.

Controle do 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 da comunidade (38)

Nomes que os jogadores usam no dia a dia para pontos dentro das áreas acima. O jogo não define posição para eles, então nós os listamos em vez de chutar onde ficam no mapa.

Lado 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.

Lado 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.

Controle do 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.

Como jogar Inferno pelo lado 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.

Como jogar Inferno pelo lado 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.

Duelos e ângulos principais

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.

Dicas táticas

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.

Estratégias comuns

Ataque pelo lado 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.

Defesa pelo lado 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 no cenário profissional

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.

Perguntas frequentes

Quais são os callouts principais em Inferno?
Inferno tem 59 posições principais de callout distribuídas pelo lado CT, lado T e a região do mid. Aprender esses callouts é essencial para a comunicação da equipe durante as partidas competitivas.
Como os CTs devem defender Inferno?
A defesa CT em Inferno deve focar em jogar ângulos fechados, coletar informações cedo com utility e rotacionar com base nos executes do lado T. Setups de crossfire e agressão controlada ajudam a manter o controle do site.
Qual é a melhor estratégia de lado T para Inferno?
A melhor abordagem pelo lado T depende do seu utility e da coordenação da equipe. Setups default que coletam informações antes de comprometer com um site costumam ser os mais seguros. Executes rápidos funcionam melhor quando você tem utility completo.
Qual é a importância do controle do mid em Inferno?
O controle do mid é crucial em Inferno, pois oferece opções de rotação e controle do mapa para os dois lados. Times que controlam o mid ganham uma vantagem estratégica significativa no planejamento do round.
Qual utility devo priorizar em Inferno?
Priorize smokes para os choke points principais, flashes para dar suporte na entrada e molotovs para limpar posições comuns. O utility completo em Inferno costuma custar em torno de US$ 1000-1500 por jogador.

Ver os callouts de Inferno em inglês →