Counter-Strike: Source Walkthrough

Counter-Strike: Source Walkthrough

Winning in Counter-Strike: Source comes down to map knowledge more than raw aim. Knowing where enemies hide, which angles to hold, and when to rotate separates experienced players from newcomers. This CSS walkthrough covers the most popular competitive maps with callouts, strategies, and positioning tips that apply whether you are playing pickup games or organized matches.

Table of Contents

de_dust2

The most iconic Counter-Strike map ever made. Dust2 is symmetrical, simple to learn, and rewards both aim and strategy. Its open sightlines make rifles and AWPs dominant.

Key Callouts:

CalloutLocation
Long AThe long corridor from T spawn to A site
Short A (Catwalk)The elevated path from mid to A site
Mid DoorsDouble doors connecting T spawn to mid
B Tunnels (Upper/Lower)The path from T spawn to B site
CT SpawnThe area between both bombsites
PitThe sunken area at the end of Long A
GooseThe corner behind A site near the wall

T Side Strategy: The classic Dust2 split sends three players Long A while two go Short A through mid. The Long A players smoke off CT spawn to block rotations, flash over the wall at A site, and push together. Timing is everything — if Short A arrives late, CTs pick you off one by one.

For a B take, rush through Upper Tunnels with flashbangs and a smoke for the window in CT spawn. B site is small, so overwhelming it with five players works even against strong defenders. The risk is getting caught in the narrow tunnel entrance.

CT Side Strategy: One player holds Long A from Pit or on the platform. One holds Short A from the top of the stairs or behind the boxes on site. One AWPer watches mid doors — this single position controls the entire middle of the map. Two players hold B, one in the back of site and one watching tunnels.

The mid AWPer is the most important CT position on Dust2. If the T side controls mid, they split A site for free. Never leave mid uncontested. For weapon choices on these positions, see our builds guide.

de_inferno

Inferno is a tight, corridor-heavy map that rewards grenade usage and close-quarters combat. Both bombsites have multiple entry points but are relatively small.

Key Callouts:

CalloutLocation
BananaThe curved path from T spawn to B site
Apartments (Aps)The building complex leading to A site
MidThe central area connecting Banana to A and CT spawn
ArchThe archway connecting CT spawn to A site
PitThe sunken area below A site
SpoolsThe wooden spools on B site
Dark (Oranges)The dark corner near B site entrance

T Side Strategy: Taking B site requires controlling Banana. Smoke off the CT side of Banana to block the AWPer who typically watches from the car or back of site. Flash over the wall and push together. Inferno B takes live or die based on your grenade usage, so coordinate utility with your team.

A site requires going through Apartments. Smoke mid to prevent flanks, flash out of the stairway, and clear Pit and Arch. A site on Inferno is harder to take than B because CTs have more angles to play from.

CT Side Strategy: Inferno is CT-favored because of its narrow chokepoints. One player plays Banana aggressively with an AWP or holds passively with a rifle behind the car. One plays Arch side of A, one plays Pit side. Two players can hold mid and rotate based on information.

The key to CT Inferno is early utility. A well-placed HE grenade and a Molotov in Banana can deal 40-80 damage to rushing Terrorists before the fight even starts.

de_nuke

Nuke is unique because it has vertically stacked bombsites. A site sits on the upper floor, B site directly below it. This vertical layout creates complex rotations and sound-based information gathering.

Key Callouts:

CalloutLocation
Outside (Yard)The open area outside the main building
RampThe path from T side into the lower floor
VentsThe ventilation shaft connecting upper and lower areas
HeavenThe elevated catwalk overlooking A site
HellThe area below Heaven, near A site
HutThe small building on A site
SecretThe hidden path from outside to B site

T Side Strategy: Nuke is historically the most CT-sided map in Counter-Strike. T side struggles because every entry point is a narrow chokepoint. The best approach is to take Outside control with smokes and flashes, then decide between pushing through Secret to B or rotating to A through the upper corridors.

Faking one site and hitting the other works well on Nuke because CT rotations through the building take time. Send one player to make noise at A while four quietly take B through Secret.

CT Side Strategy: Place one player in Heaven watching A site from above. One holds Ramp with a rifle. One watches Outside from the rooftop or warehouse window. Two players float between A and B, using the vertical shortcuts through Vents to rotate quickly.

Sound is critical on Nuke. You can hear footsteps through the floor between A and B. Experienced CTs listen for movement above or below to predict which site the Terrorists target.

de_train

Train features an open A site surrounded by train cars and a more enclosed B site. The map rewards precise angle clearing because enemies hide behind and between the many train cars.

Key Callouts:

CalloutLocation
IvyThe corridor on the left side leading to A site
Pop DogThe ladder room near A site
ConnectorThe path between A and B areas
Upper B (Heaven)The elevated platform overlooking B site
Lower BThe ground level of B site
Old BombThe train area on A site
ElectricThe small room near B site

T Side Strategy: A site on Train is tricky because of the many angles CTs can play from between the train cars. Smoke off key positions like the far side of A and flash out of Ivy or Pop Dog. Clearing A site requires systematic angle checking — do not rush in or you will get shot from a corner you forgot about.

B site requires pushing through a narrow hallway into a semi-open area. Smoke Upper B to block the player on Heaven, then push onto site together. For more on effective grenade usage, visit our tips page.

CT Side Strategy: A site CTs play between train cars, varying their position each round to stay unpredictable. One player watches Ivy from a headshot angle, another plays on top of a train car for an unexpected angle. B site needs one player on Heaven and one anchoring below.

cs_office

The most popular hostage map in CSS. Office is entirely indoors, with tight hallways and close-range combat. CTs attack and Ts defend, reversing the typical dynamic.

Key Callouts: Main Hallway, Front Entrance, Side Entrance, Paper Room, Projector Room, Kitchen, Hostage Room, Back Hallway, and Garage.

CT Strategy: Push together through either the Front or Side Entrance. Flashbang every doorway before entering. The narrow hallways make shotguns and SMGs viable alternatives to rifles. Coordinate with teammates to avoid crossfire in the tight spaces.

T Strategy: Set up crossfires in the main hallways. AWPing the long Front Entrance hallway is devastating. Stack the hostage room approaches with multiple players. Use sound to track CT movements through the building.

General Map Strategy Principles

Regardless of which map you play, these principles apply to every round.

Trade kills immediately. When a teammate dies, you should already be in position to kill the enemy who got them. This means staying close enough to react but not so close that one grenade kills you both.

Hold crossfires. Two players watching the same angle from different positions create an unwinnable situation for the attacker. Even if they kill one of you, the other gets a free shot.

Rotate on information, not on sound. A single flashbang at B does not mean the enemy is executing B. Wait for confirmed sightings or a bomb plant before pulling players off other sites. Study our beginner's guide for more fundamentals on positioning and communication.