You know Dust2. You can handle Inferno. But then someone votes for Nuke and you’re completely lost. Or you’re dominating on T side Train, then the half switches and you get destroyed 13-2 on CT. Understanding one map isn’t enough – you need a strategic framework that works across ALL CS 1.6 maps. After 15 years of playing every competitive map hundreds of times, I’ve learned that great players don’t memorize positions – they understand underlying principles. They know why certain strategies work, not just what works. They can adapt to any map because they understand map control, timing, angles, and rotations at a fundamental level. Today I’m teaching you advanced map strategies that work on EVERY CS 1.6 map – from Dust2 to Aztec, from Inferno to Prodigy.
Table of Contents:
Universal Strategic Principles
The Framework That Works Everywhere
๐ฏ The Five Pillars of Map Strategy
1. Map Control = Information = Advantages
Controlling areas of the map gives you information about enemy positions. Information lets you make better decisions. Every map has “key control points” – control these and you control the round.
2. Timing Windows
Every map has predictable timing. How long does it take to rush B? When do rotations arrive? Understanding timing lets you execute before enemies can react.
3. Crossfire Positions
Two players holding angles that cross = enemy can’t peek both simultaneously. This principle works on every single map.
4. Default Setups
Every map has “standard” positions for CT defense and T default spreads. Learn these first, then adapt.
5. Utility Usage
Smokes, flashes, HE nades – using them correctly can take/retake any site on any map. Knowing WHERE to throw is map-specific, but the CONCEPTS are universal.
๐ก Strategic Mindset
Think like this:
- As T: “What information do I need? What map control should I fight for? Where are the weak points?”
- As CT: “What information am I denying? Where can I delay the push? When should I rotate?”
Bad players: Run to random spots, hope for kills
Good players: Play positions purposefully, gather info, make decisions
My 2010 revelation: I stopped asking “where should I go?” and started asking “what information does my team need?” Win rate jumped 15%.
Map Control & Territory
Understanding the Chess Board
๐บ๏ธ Every Map Has Three Zones
Zone 1: Safe Zones (Spawns)
- T spawn, CT spawn
- Completely safe at round start
- No information value
Zone 2: Contested Zones (Middle/Connectors)
- Middle on Dust2, Banana on Inferno, Yard on Nuke
- Both teams can access early
- Highest information value
- Fighting for these determines round flow
Zone 3: Objectives (Bombsites)
- A site, B site
- Final destinations
- CT must defend, T must take
Winning strategy: Control Zone 2 (contested areas), which gives you info to attack Zone 3 (sites) effectively.
Key Areas on Every Map
๐ฏ Universal Key Locations
Every competitive CS 1.6 map has:
1. A “Middle” Area
- Connects multiple parts of the map
- Controlling mid = controlling rotation paths
- Examples: Mid on Dust2, Upper/Lower on Nuke, Connector on Mirage
2. Choke Points
- Narrow passages T’s must push through
- Easy to hold, hard to push
- Examples: Banana (Inferno), B tunnels (Dust2), Squeaky (Nuke)
3. Rotation Paths
- How CT’s move between sites
- Understanding these lets you time fakes/splits
- Fast rotations (Mid) vs slow rotations (around edges)
4. Power Positions
- Spots that are hard to clear
- Good angles, multiple escape routes
- Examples: Pit (Dust2 A), Headshot box (Dust2 A), Tetris (Mirage)
Dust2: Advanced Strategies
Beyond the Basics
Note: For complete Dust2 guide, see our Mastering Dust2 article. This section covers advanced team tactics.
๐ฏ T Side Advanced Tactics
The “Mid-to-B Split”
- 2 players control Mid (kill CT Mid)
- Smoke CT spawn from Mid
- 2 players push B tunnels
- On execute: Mid players window drop to B, tunnels players push
- CT’s in panic – B player watching tunnels gets shot from window
Why it works: CT B can’t watch two angles at once. Split attacks are devastating.
The “Long Fake, Cat Execute”
- 3 players go Long A, make noise (shoot, flash, footsteps)
- 2 players quietly control Cat
- CT rotates 2 players to A from B (hears Long pressure)
- 5 T’s execute A from Cat/Short
- Only 1-2 CT’s on A now
Timing: Execute when you hear CT footsteps rotating (30-40 seconds into round).
The “Default Spread for Picks”
- 1 Long, 1 Cat, 2 Mid, 1 B tunnels
- Everyone holds positions, watches for picks
- First pick = execute that site
- No pick by 1:00 = execute weakest site
Why it works: Flexible, reactive, doesn’t commit early.
๐ก๏ธ CT Side Advanced Setups
The “Aggressive B Setup”
- 1 CT pushes through tunnels to T spawn (info)
- 1 CT holds tunnel exit from site
- If push succeeds: Gets info on T positions, delays B rush
- If dies: Teammate knows “B rush coming”
Risk/Reward: High risk, high information gain.
The “Cat Control Defense”
- 1 CT holds Cat from A site (goose/default)
- 1 CT holds Long from A (pit/corner)
- 1 CT plays Mid (watching Cat exit)
- Crossfire on Cat – T can’t push without getting destroyed
Weakness: Vulnerable to Long rushes. Requires good communication.
The “2-1-2 Rotate Ready”
- 2 A, 1 Mid, 2 B
- Mid player has fastest rotation to either site
- On execute, Mid rotates immediately
- Makes retakes 3v4 or 3v5 instead of 2v5
Inferno: Strategic Deep Dive
The Choke Point Map
๐ฅ Understanding Inferno’s Design
Inferno is unique:
- Very CT-sided (narrow chokes favor defenders)
- Limited mid control (no true “middle”)
- Banana is THE key area
- Apartments = slow, methodical clearing
T side is HARD on Inferno. Average T rounds won: 5-6 out of 15. CT side: 9-10.
T Side Inferno
๐ฃ Breaking Inferno as T
Banana Control is Everything
If you don’t control Banana, you can’t take B. Period.
How to take Banana:
- Smoke CT sandbags (blocks AWP)
- Smoke car (blocks site player)
- Flash over wall (blinds defenders)
- 2-3 T’s push together
- Establish control at sandbags/logs
- Hold for 20-30 seconds
Then either:
- Execute B (you control Banana already)
- Fake B, rush A through Apartments (CT’s rotated to B)
The Apartment Execute
- Clear Apartments methodically (don’t rush)
- Smoke balcony (blocks CT porch)
- Flash over balcony onto site
- 2 players balcony, 1 boiler, 1 arch
- Plant safe spot (behind boxes)
Timing: Apartments execute takes 40+ seconds. Start early.
The “Both Sides Pressure”
- 2 Banana, 3 Apartments
- Both groups make noise, throw utility
- CT doesn’t know which is fake
- Execute whichever side gets opening kill
CT Side Inferno
๐ก๏ธ Holding Inferno as CT
Banana Defense
Standard setup:
- 1 AWP at CT sandbags (long range)
- 1 Rifle at car/logs (trade kill)
- Molotov/HE nades to slow push
Key principle: Don’t die early. Delay T’s as long as possible. Your job isn’t to stop them – it’s to slow them and call info.
A Site Defense
- 1 Arch/Graveyard (watching Apartments)
- 1 Balcony/Porch (crossfire with Arch)
- Listen for Apartment footsteps
- Flash/molotov Apartments entrance
Don’t over-rotate on Inferno! T’s can fake easily. Wait for bomb confirmation.
Nuke: Vertical Warfare
The Most Unique Map
โข๏ธ Nuke’s Complexity
What makes Nuke special:
- TWO LEVELS (upper/lower bombsites)
- Sound is confusing (footsteps above/below)
- CT-sided (hardest T side in CS 1.6)
- Yard control = everything
- Long rotation times between sites
Average round wins: CT 11-12, T 3-4. Getting 5 T rounds is amazing.
T Side Nuke
๐ฃ Attacking Nuke (Extremely Hard)
Yard Control = Win Condition
You CANNOT take either site without Yard control. CT’s have silo, heaven, garage – all watching Yard.
Taking Outside/Yard:
- Smoke silo (blocks AWP)
- Smoke heaven (blocks rafters)
- Flash squeaky door area
- 3-4 T’s push together
- Clear garage, secret, hut
- Establish presence
Outside A Execute:
- Control Yard first (above)
- Smoke hell (blocks site defender)
- Flash onto site
- Enter from hut AND heaven (two angles)
- Plant safe (rafters corner or heaven plant)
Lower B Rush (Desperate Strategy):
- 5 man rush squeaky โ down ramp
- Flash multiple times
- Overwhelming numbers
- Plant quick, hold doors
Success rate: ~40%. High risk, but sometimes necessary.
The Secret Crawl:
- 2 T’s go Yard โ Secret
- Quietly drop to lower B
- 3 T’s make noise outside/lobby
- Secret players flank CT’s holding upper
Timing: Mid-round (30 seconds), when CT’s are focused outside.
CT Side Nuke
๐ก๏ธ Defending Nuke (Easier)
Standard 3-2 Setup:
- 3 Outside (1 silo, 1 heaven, 1 yard/garage)
- 2 Inside (1 ramp, 1 B site)
- Rotate from inside when outside is pressured
Outside Hold:
- AWP in silo (long range, safe)
- Rifle heaven (watching yard/hut)
- Rifle garage/secret (aggressive info)
The key: Delay outside as long as possible. Make T’s use all utility. When they finally take Yard, you’ve wasted 60+ seconds.
Lower B Defense:
- 1 player ramp (watching squeaky)
- Listen for footsteps on ramp
- Call immediately – fast rotation needed
- Molotov/nade down ramp delays push
Retaking on Nuke: Very hard. Try to prevent plant. If planted, smoke + flash retake. Lower B retakes are nearly impossible.
Train: Tactical Complexity
The Pro’s Map
๐ Train’s Characteristics
Why Train is special:
- Heavy utility dependence (smokes essential)
- Multiple angles on every site
- Ladder room connects everything
- Trains provide cover AND sightline blockers
- Relatively balanced (6-9 T rounds is good)
Key areas:
- Ladder room (connector between A/B)
- Ivy (A approach)
- T connector/Popdog (B approach)
- Electric (information point)
T Side Train
๐ฃ Taking Train as T
The Ivy A Execute:
- Smoke bomb train (blocks sandwich/site view)
- Smoke electric (blocks rotation)
- Flash over trains onto site
- 3 T’s enter from Ivy
- 1 T watches connector flank
- 1 T enters from ladder room (pinch)
Success factor: Smokes are ESSENTIAL. No smokes = no execute.
The Popdog B Split:
- 2 T’s take ladder room control
- 2 T’s push Popdog
- 1 T watches upper B
- On execute: Popdog + Ladder push together
- CT can’t watch both
The Default Info Gather:
- 1 Ivy (watching A)
- 2 Ladder room (watching connector)
- 1 Popdog (watching B)
- 1 Electric (info/connector)
- Wait for CT mistake or isolated player
- Execute based on opening
CT Side Train
๐ก๏ธ Defending Train
A Site Setup:
- 1 Sandwich/Bomb train (default position)
- 1 Electric/Connector (info + rotation)
- Can fall back to site or rotate to B
B Site Setup:
- 1 Back of site/Upper (watching Popdog)
- 1 Lower B/Ladder (watching connector)
- Crossfire on B approaches
The 2-1-2 Balance:
- 2 A, 1 Mid/Electric, 2 B
- Electric player is pivot
- Can support either site in 5 seconds
Key principle: Don’t over-commit. Train sites are hard to retake. Play trades, stay alive, delay.
Other Competitive Maps
Quick Strategy Guides
Mirage: The Balanced Map
Key feature: True mid control determines everything
T side: Control mid = access to A (connector) and B (underpass). Default is 2 mid, 2 A, 1 B.
CT side: AWP mid, 2 A, 2 B setup. Mid player is most important – controls tempo.
Site takes: Mid โ Connector โ A is standard. B apartments require utility.
Aztec: The CT Paradise
Most CT-sided map in CS 1.6
T side: Bridge control is suicide mission. Water route is safer but slower. Getting 3 T rounds is success.
CT side: Camp bridge, AWP doorways, hold tight angles. T’s have almost no options.
T strategy: Rush one site as 5, plant fast, hold post-plant. Don’t try to be tactical – raw speed is only option.
Prodigy: The Forgotten Map
Indoor map, unique layout
Key areas: Elevator, main hall, double doors
T side: Both sites are close to spawn. Fast rushes work. 5 man A rush through main hall is effective.
CT side: Hold tight angles, use sound to hear pushes. Retakes are difficult – prevent plant.
Cobblestone: Long Rotations
Large map, slow gameplay
T side: Fakes work extremely well – CT rotations take 20+ seconds. Default spread, fake one site, execute other.
CT side: Don’t over-rotate. Wait for bomb confirmation. Sites are far apart.
Tip: Mid control (dropdown) gives info on both sites.
Overpass: Vertical Chaos
Upper/lower sections, confusing sound
T side: Connector control is key. Can access A (bathroom) or B (monster). Split attacks very effective.
CT side: 3-2 setup, heavy B defense. A is hard to retake, B is easier. Park area provides rotation path.
How to Learn Any New Map Fast
The Universal Learning Framework
๐ 5-Step Map Learning Process
Step 1: Walk the Map Empty (10 minutes)
- Create offline server
- Walk from T spawn to both sites
- Walk from CT spawn to both sites
- Identify: Where’s mid? What are choke points? Where are power positions?
Step 2: Learn Callouts (5 minutes)
- Google “[map name] callouts cs 1.6”
- Learn 10-15 essential callouts
- You can’t communicate without knowing names
Step 3: Watch One Pro Demo (15 minutes)
- Download pro demo of this map
- Watch T side: Where do they go? What’s their default?
- Watch CT side: Where do they hold? How do they rotate?
- Copy their basic positions
Step 4: Play Deathmatch (20 minutes)
- Join DM server on this map
- Learn angles by dying to them
- Every death = “oh, someone can stand THERE”
- Build muscle memory for common spots
Step 5: Play Real Matches (2-3 games)
- Apply what you learned
- Make mistakes, learn from them
- After 3 games, you’ll understand 70% of the map
Total time to competency: ~1 hour of focused learning + 2-3 real games.
Universal Questions to Ask
โ The Strategic Checklist
For ANY new map, answer these:
As T:
- Where’s middle? Can I control it?
- What are the main choke points to each site?
- Which site is easier to take?
- Where can I default/gather info safely?
- What utility (smokes/flashes) is essential?
As CT:
- Where do I spawn relative to sites?
- Which site am I responsible for?
- Where can I hold with cover/escape route?
- When do I rotate? (bomb seen? bomb sound? teammate dies?)
- Where’s the retake position if site is taken?
Answer these 10 questions and you understand the map strategically.
My Map Learning Journey
15 Years of Strategic Evolution
2005-2006: One-Map Wonder
I only played Dust2. If server changed map, I left. Thought learning new maps was too hard. My map pool: 1.
2007: The Forced Expansion
Joined a team. They scrimmed Inferno, Train, Nuke. I was lost. Got destroyed. Realized: I can’t be a one-map player.
2008-2009: Learning the Framework
Started applying universal principles. “Every map has choke points. Every map has mid control. Every map has power positions.” Suddenly new maps weren’t scary – they were just variations of the same concepts.
2010: Comfortable on All Maps
Could play Dust2, Inferno, Nuke, Train, Mirage competently. Wasn’t pro-level, but understood strategy. Map pool: 5.
2011-2015: Teaching Others
Became IGL (in-game leader) for my team. Had to teach strategy to new players. Developed the learning framework in this guide. Realized: Strategic understanding > mechanical skill on most maps.
2016-Present: Framework Mastery
Can learn new map in < 1 hour now. Drop me on any CS 1.6 map, I'll figure out the strategy quickly because the underlying principles are always the same.
Key lesson: Maps aren’t unique puzzles. They’re variations of the same game. Learn the framework, and every map becomes easy.
Related Guides
๐ฏ Gameplay Improvement
๐ฅ Setup & Resources
Final Strategy: Advanced map play isn’t about memorizing a thousand positions – it’s about understanding universal principles that apply everywhere. Every competitive CS 1.6 map has key control areas (usually mid), choke points, power positions, and rotation paths. Master these concepts on one map and you can apply them to all maps. I went from a one-map Dust2 player to comfortable on every competitive map by learning this framework. You don’t need to memorize every smoke or flash – you need to understand WHY certain strategies work, then adapt them to new situations. Map control = information = better decisions = round wins. Now go apply this framework and dominate any map that comes up in rotation.