All Inferno callouts

A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.

Bombsite A and around it 10

A Site 

The bombsite itself

ApartmentsApps

The building leading T onto A

Balcony 

The Apartments exit onto the site

Pit 

The sunken area on the right side of the site

Graveyard 

The nook behind the site

Library 

The room by the site on the CT side

ArchArches

The passage linking Second Mid to A

LongA Long

The long approach to the site from Arch

ShortA Short

The short approach from Apartments

Default 

The default plant spot

Mid 3

Mid 

The middle of the map on the T side

Second MidSecond

The far part of mid by the Arch

Top Mid 

The upper stretch of mid

Bombsite B i Banana 12

B Site 

The bombsite itself

Banana 

The main T approach to B

Car 

The vehicle halfway up Banana

Logs 

The log pile on Banana

Sandbags 

The cover at the Banana exit

Coffin 

The crate on the site

New Box 

The crate on the opposite side of the site

Dark 

The shaded corner by the site

Construction 

The scaffolding on the site

CTRuins

The defenders position at the B exit

First Oranges 

The first set of crates on Banana

Second Oranges 

The second set of crates, closer to the site

Spawns 2

T Spawn 

The attackers spawn

CT SpawnCT

The defenders spawn

How to Play Inferno?

Inferno has been one of the most tactical maps for years and is clearly closer to CT. Narrow passages, lots of choke points, and the enormous importance of utility mean that a disciplined defense can completely stop T here.

CT - checking the banana and the midfield is essential

Inferno is divided into two key zones: banana and mid.

Standard:

  • 2 x B (banana control)

  • 1 x arch

  • 1 x short

  • 1 x A site

If you give up the banana without a fight, B becomes a lottery.
If you give up the mid for free, A gets pressure from several sides.

At the beginning of the round:

  • early molotov banana

  • HE against the wall

  • sometimes aggression after utility

CT must show up. Passive play every round doesn't work.


A site - gra na delay i crossfire

And it's difficult to break through if CT plays together.

Arch + site + pit:

  • play for trades

  • don't stick your neck out solo under utility pressure

  • delay the plant as long as possible

Inferno rewards delay. Every 5 seconds is an advantage for the CT side.

B site - grenade management

B without utility is very difficult to maintain.

Key things to do:

  • Don't use all your grenades in the first 20 seconds.

  • Leave Molotov on execute/rotations

  • communicate banana pressure, lol

If T gets a banana and forces you to retreat without losses, you must be ready for a quick split.


T side - no banana, no game

The biggest mistake T makes is ignoring the banana.

You have to:

  • extract utilities

  • force CT to reverse

  • control the pace

Strongest moves:

  • banana control → late B execute

  • mid control → split A

  • slow pace and penalty for CT aggression

Inferno rewards patience on the T side, but CT still dictates the terms.

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