CS2 map pool meta
Why teams ban Vertigo, why nobody bans Mirage.
Qualitative meta breakdown of all 9 active-duty CS2 maps. CT vs T balance, pick / ban tendencies in pro play, the single fight that decides each map. Read this before your next map veto.
Mirage
The default. Three-bombsite layout, balanced economy, every team has practiced setup.
balanced ▲△△△△Pick: highStrategic notes
Mirage almost always gets picked or left as a pick-of-decider. T-side mid control via window smoke + connector flash is the primary opening. CT-side stack is often A-heavy (3-1-1) with a roamer.
Key fight
A short / connector — opening this corridor decides the round more often than not.
Inferno
CT-favored utility map. Banana battles. Apartments execute. The most-studied corridor in CS.
CT-favored ▲▲▲△△Pick: highStrategic notes
Inferno favors CT-side because of choke geometry: banana, apps, mid all pinch to single chokes. T-side needs perfect util to break a hold. CTs typically run a 2-banana, 1-apps, 1-mid, 1-roam setup.
Key fight
Banana — controls all of B and dictates whether T can fake to A or commit.
Dust 2
Long sightlines, AWP-friendly, rotation-tight. The most iconic map in CS history.
T-favored ▲▲△△△Pick: mediumStrategic notes
Dust 2 is moderately T-favored — the long-A take is hard for CTs without an AWP. Mid control with the boost gives Ts almost too much information. CT-side wins by stacking A and rotating B from car.
Key fight
A long / mid doors — controlling these two angles closes 70% of the T attack vectors.
Nuke
Vertical map with stacked bombsites. Highly territorial. Strongly CT-favored historically.
CT-favored ▲▲▲▲△Pick: mediumStrategic notes
Nuke is the most CT-favored map in the active pool. Vertical control + tight chokes + single-AWP outside = T-side lifts only on perfect coordination. Often picked if your CT-side is mechanically dominant.
Key fight
Outside / heaven — these two angles dictate Nuke utility, plant possibility, retake feasibility.
Ancient
Tropical-temple map with tight chokes and lots of close-quarter engagements.
T-favored ▲▲▲△△Pick: mediumStrategic notes
Ancient leans T-favored due to mid-pillar control — once Ts hold mid, both sites become contested. CT-side response is usually heavy mid-stacking on B-defenders. AWPing role matters less here than rifle work.
Key fight
Mid — controlling the mid pillars locks down B and sets up A-side flanking.
Anubis
Egyptian-themed community-built map. Wide-open spaces and verticality.
balanced ▲△△△△Pick: mediumStrategic notes
Anubis is the most balanced of the new maps. Both sides have viable strats; A take is utility-heavy, B take requires mid control. Pro picks vary — picked when teams want a mechanically-pure map.
Key fight
Connector — splits the map and controls both rotations + a flank route.
Vertigo
Skyscraper construction site. Verticality + edge-falls + tight angles. Often banned.
CT-favored ▲▲▲▲△Pick: lowStrategic notes
Vertigo is one of the most polarising active-duty maps — many teams ban it on sight because the unique geometry doesn't reward generic CS skill. Strong CT bias due to ramp control + close-quarters AWP angles.
Key fight
A ramp — controls the A entrance and dictates the entire site take.
Train
Returned to active duty in 2024 after a 4-year absence. Multi-train layout, tight bombsite plants.
CT-favored ▲▲▲△△Pick: mediumStrategic notes
CT-favored historically and after rework. New CS2 Train has slight T-friendly tweaks but still rewards CT discipline. Pro teams have started picking it after January 2025 as comfort levels return.
Key fight
A site / pop dog — the timing battle here decides post-plant scenarios.
Overpass
Berlin canal map. Verticality + mid tunnels. Strong utility map.
T-favored ▲▲▲△△Pick: mediumStrategic notes
Overpass is moderately T-favored. T-side mid + connector gives broad map control. CT-side relies on quick rotates and the monster anchor. Often picked by util-heavy rosters.
Key fight
Monster — controlling B-monster decides B-take feasibility for both teams.