Mirage 概览与历史
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.
地图雷达
Mirage 上的每一个官方 callout,都依据游戏文件标注在其精确位置上。将鼠标悬停在 callout 上即可查看含义——这些区域内各点位的社区叫法列在下方。

将鼠标悬停或点触某个 callout 即可查看含义。点击可跳转到它的描述。
位置数据提取自 Counter-Strike 2 游戏文件,并非人工摆放。
职业竞技数据
当 CT 占据优势时,优势方大约能赢下 54.3% 的回合。 查看全部 CS2 地图对比 →
全部 callouts(52 个位置)
官方 callouts(23)
这些名称定义在 CS2 的地图文件中——每一个都按其精确坐标标注在上方雷达图上。
CT 方(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.
T 方(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.
Mid 控制(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.
社区 callouts(29)
玩家在日常交流中对上述区域内各个点位的习惯叫法。游戏没有为它们定义坐标,因此我们只做列举,而不在地图上凭猜测标注。
CT 方(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.
T 方(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.
Mid 控制(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.
Mirage T 方打法
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.
Mirage CT 方打法
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.
关键对枪与角度
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.
战术技巧
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.
常见战术
T 方进攻
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.
CT 方防守
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.
职业比赛中的 Mirage
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.
常见问题
- Mirage 上有哪些关键 callouts?
- Mirage 共有 52 个主要 callout 位置,分布在 CT 方、T 方和 mid 区域。掌握这些 callouts 对竞技比赛中的团队沟通至关重要。
- CT 应该如何防守 Mirage?
- 在 Mirage 上,CT 防守应侧重于卡小角度、用 utility 尽早获取信息,并根据 T 方的 executes 进行换防。交叉火力(crossfire)布置和有节制的进攻有助于保持对 site 的控制。
- Mirage 的最佳 T 方战术是什么?
- 最佳的 T 方打法取决于你的 utility 和团队配合。在确定进攻某个 site 之前先收集信息的 default 布置通常最为稳妥。当你拥有完整 utility 时,快速 executes 效果最好。
- mid 控制在 Mirage 上有多重要?
- 在 Mirage 上 mid 控制至关重要,因为它能为双方提供换防选择和地图控制。掌控 mid 的队伍在回合规划中会获得显著的战术优势。
- 在 Mirage 上我应该优先使用哪些 utility?
- 优先在关键 choke points 使用 smokes,用 flashes 支援突破,用 molotovs 清理常见站位。在 Mirage 上,完整的 utility 通常每名玩家约需 1000-1500 美元。