Inferno
A narrow, utility-heavy map where smokes and mollies decide every round.
Overview
Inferno is a tight, corridor-heavy map with two bombsites connected by long, chokepoint-heavy lanes. A site is reached through apartments, short, and long, while B is reached through banana. Inferno is the most utility-dependent map in the pool: a single smoke or molotov can lock down a lane for ten seconds. Rounds are slow, methodical, and decided by who runs out of utility first.
Callouts
The standard names for every area, grouped by bombsite and lane.
Mid and banana
- Mid
- The central area linking T spawn to apartments and arch.
- Banana
- The long curved lane from mid down to B site, the only B approach.
- Car
- The burned car halfway down banana, a key cover and flash spot.
- Logs
- The stacked logs near the top of banana used as cover by CTs.
- Sandbags
- The small wall near B site entrance behind which CTs hold.
A site
- A site
- The bombsite with the archway and gravestones, open to multiple angles.
- Apartments
- The T route through a building overlooking A, the main A entry.
- Balcony
- The overlook from apartments onto A site.
- Short
- The path from mid/arch directly to A site.
- Long (A)
- The long lane from T side toward A, also called arch side.
- Pit
- The sunken area beside A site used for post-plant hides.
- Graveyard
- The area behind A site near CT spawn with gravestones.
- Default plant
- The standard plant spot near the arch, safe from pit.
B site
- B site
- The enclosed bombsite with the pillar and boxes.
- Pillar
- The central pillar on B used as plant cover and a hold angle.
- Dark
- The corner near the B entrance, a common CT hide.
- New box
- The newer stacked boxes on B site used for post-plant.
- CT (B)
- The CT spawn exit directly onto B site, a fast rotation.
- Boiler
- The room T players pass through on the way down banana.
CT spawn and rotations
- CT spawn
- The counter-terrorist spawn between A and B.
- Arch
- The archway from CT toward A short, a key mid-to-A hold.
- Library
- The room near A long used by CTs to flank or hide.
Default tactics
Default T play is slow: take banana control early with a flash, then either hit B with a full smoke and molly execute, or rotate the banana players back to mid for an A split through apartments and short. Utility trades are everything, so avoid early contact that wastes smokes.
Default holds
CTs play three A, two B typically, with heavy utility. A is held from pit, site, and balcony; B from pillar, dark, and CT. Bananas is often conceded with a molly and re-taken. Because lanes are long and narrow, a single molly or smoke can stall a full execute.
Standard utility
The smokes, flashes and molotives that define rounds on Inferno. Descriptions are general references, not pixel-perfect lineups.
Banana smoke
Smoke the top of banana from CT to stall the B push and force Ts to use mollies to clear it.
Logs molly
Molotov logs at the top of banana to deny banana control and damage pushing Ts.
A site coffins smoke
From apartments, smoke coffins/arch to block the CT crossfire before stepping onto A site.
CT smoke (B execute)
On a B execute, smoke CT to block the fast rotation, then molly pillar and dark to clear hides.
Pit molotov
On an A retake, molotov pit to flush a terrorist hiding there for post-plant.
Apartments flash
Pop a flash from apartments over the roof to blind the CT holding short before the A entry.