All Mirage callouts

A full list of Mirage 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 13

A Site 

The bombsite itself

Palace 

The upper T entrance on the right side of the site

Ticket BoothTicket

The booth at the Palace exit

Balcony 

The ledge above Palace

A RampRamp

The ramp on the T side

Tetris 

The stack of crates by the ramp

Sandwich 

The gap between Tetris and Stairs

TripleTriple Stack

The triple crate stack on site

FireboxHellfire, HF

The crate with visible rockets and the HF marking. In practice it is often confused with Triple or Ninja, so the marking on the crate is the most reliable reference.

Ninja 

The spot between the crates where you defuse without being seen

Default 

The default plant spot

Stairs 

The steps down from the CT side

CT SpawnCT

The defenders spawn

Mid and connectors 8

Top Mid 

The upper part of mid on the T side

Mid BoxesBoxes

The crates in mid. Used interchangeably with Top Mid depending on the situation, for example when someone is standing on the crates themselves.

Mid WindowWindow

The window that controls mid

CatwalkCat

The walkway from mid towards A

ShortA Short

The long approach linking Catwalk to the A site. It is one position, even though its length means people describe it from different ends.

connectorConn

The link between mid and the A site

Jungle 

The CT spot at the Connector exit

Underpass 

The passage under mid towards B

Bombsite B and around it 8

B Site 

The bombsite itself

ApartmentsApps

The main T entrance to B

Kitchen 

The room inside Apartments

Market 

The building at the Underpass exit

Left Arch 

The left archway at the Market exit

Right Arch 

The right archway at the Market exit

Van 

The vehicle on the site itself

Bench 

The spot against the site wall

T side 2

T Spawn 

The attackers spawn

T Ramp 

The ramp leading towards A

How to Play Mirage?

Mirage is one of those maps where good defense makes a huge difference. With sensible positioning and communication, CT has a real advantage. If you play smart, T will have to work really hard to get into the bombsite.

Foundation is MID

Mirage is won by controlling the mid.

Standard:

  • 1 x Window

  • 1 x B Car

  • 1 x short

  • 2 x A (wooden + stairs / ticket)

If you give away the mid for free, T gets split A and B practically on demand.
Therefore:

  • Window cannot disappear without info

  • The connector must respond to pressure

  • Short should look under + boost and wait for the push catwalk.

You don't always have to push. Just don't give away space for free.


Rotations - don't panic

Over-rotate is the most common problem for lower Elo players.

If you play jungle/stairs:

  • Your role is to delay, not to play the hero.

  • Smoke on the ramp + flash above the site buys 5-8 seconds

  • ticket should play for the trade together with stairs, not solo peek palace

Mirage punishes impatience. Stay calm.

T side - how to break CT

Since it's a map for CT, on T you have to:

  • play for utility

  • force rotations

  • finish rounds at a fast pace

Strongest plays:

  • mid control → split A

  • late B after pulling the smoke out of the short

  • fake A + quick underpass split

Don't play a dry exec without mid control. Unless their best players are stationed there.

CT B site - must have timing

If you play:

  • deep apps smoke

  • Molotov cocktail on the rush

  • sometimes aggression after info from mida

Don't stand passively every round. T will read it.
Once play a short push, once apps peek, once retreat under the market.

Diversity = mental advantage and you gain information.

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