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All callouts on the map Cache in CS2

All callouts on the map Cache in CS2

Cache is officially back in the Active Duty map pool, taking Overpass's spot in competitive rotation. XSE Pro League 2026, running July 1–12, is the first CS2 tournament to feature the map under this update. FACEIT added Cache today, July 6, and Premier mode will swap Overpass for Cache later tonight. In this article, we'll break down every position on Cache in CS2.

Spawns and Routes

All callouts on the map Cache in CS2

Every round on Cache begins with these routes, and knowing them cold is the first step to reading the map like a pro.

  • T Spawn – Terrorists' spawn point
  • CT Spawn – Counter-Terrorists' spawn point
  • CT Halls – A long corridor leading from CT Spawn toward Mid/B
  • Truck (T Side) – A truck near the T spawn on the way to A
  • T Boxes – An open area behind the T spawn on the way to B

These early paths set the pace for the rest of the map, feeding directly into the Mid control battle that decides most rounds.

Mid (center of the map)

Mid is the heart of the Cache map: the team that controls this area dictates the pace of the round and opens up access to both sites.

  • Mid – the central zone, key to controlling the map
  • Garage – a large structure connecting the T-side to Mid
  • Red/ T Red – a red container in the Garage
  • Boost/ Mid Boost – a boost spot for an early push on Mid
  • Cat/ Cubby – a tight corner near the exit to A, used for ambushes
  • White Box – a large white box at the end of Highway
  • Sand Bags – sandbags under the roof (Roof)
  • Roof/ Mid Roof – the roof of the building near the Sand Bags, a vertical control point
  • Ledge – a ledge above the garage; you can jump onto it from the White Box
  • Highway – a ramp/corridor leading from the mid to A
  • Z/ Connector – the CT connector, linking the CT Halls to the mid

It is precisely these positions that most often decide the battle for map control, and losing mid almost always means losing the tempo on both sites.

Cache A Site

Cache A Site CS2

The site is characterized by a large number of corners and boost positions, so knowing every spot here is critical for successful retakes.

  • A Site – the plant site on A
  • A Main – the terrorists’ main entrance to A
  • Quad – a large cluster of crates deep inside A
  • Default (A) – the central crates on A, the standard plant site
  • Lamp – a lamp near the wall at A; you can blind a player here
  • New Box/ Ebox – the green and electric crates parallel to each other, leading to A from the CT spawn
  • Ladder – a ladder on the Balcony from the Highway
  • Truck (CT Side) – a truck with a direct line of sight to A Main
  • Squeaky – a passage/area near A, one of the fastest call-outs (famous for the distinctive sound of the doors)
  • Shroud Boost – a CT position on the A Site, named after Michael “shroud” Grzesiek, providing an unexpected angle on A Main
  • Forklift/ NBK – additional landmarks on the A Site

Because of this density of positions, even experienced players regularly get eliminated at unexpected corners, so clearly calling out the colauts here saves rounds.

Cache B Site

Cache CS2 B Site

The B site is more compact than A, but there are just as many dangerous blind spots here, so precise callouts like “Heaven” or “Headshot” often determine the outcome of a retake.

  • B Site – the planting site at B
  • B Main – the terrorists’ main entrance to B
  • Checkers – the area in front of the B Site, crucial for retakes and holds
  • Close Checkers/ Back Checkers – the near and far sections of Checkers
  • Heaven – an elevated position above the B/CT Halls, one of the strongest retake spots
  • Vents – the ventilation shaft connecting Mid to Checkers and B, important for timing
  • Default Plant (B) – the standard planting spot behind the double stack of crates
  • Headshot – a narrow angle on B where only the head is visible
  • Back Site – the rear part of the B site near the wall/barrels
  • Dumpster – the room opposite Red in the Garage, leading to B
  • B Halls – the room in front of the Dumpster
  • Sun Room – the room with a painted sun, connecting to B Halls
  • Flash Window – a window for throwing grenades into B from the Sun Room
  • Hell – open area from CT Spawn to B
  • Tree – large tree in the corner of Hell
  • Wood – wooden crates in the corner of Hell
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Knowing these positions allows teams to set up effective post-plant formations and quickly respond to CT retake attempts.

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