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A / B sitesReleased 2014-12 · Reviewed June 22, 2026

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.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteApartmentsBalconyShortLong (A)Mid and bananaMidBananaCarLogsSandbagsBB siteB sitePillarDarkNew boxCT (B)CT spawn / Arch / Library

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.
T side

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.

CT side

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.

SmokeCT

Banana smoke

Smoke the top of banana from CT to stall the B push and force Ts to use mollies to clear it.

MolotovCT

Logs molly

Molotov logs at the top of banana to deny banana control and damage pushing Ts.

SmokeT

A site coffins smoke

From apartments, smoke coffins/arch to block the CT crossfire before stepping onto A site.

SmokeT

CT smoke (B execute)

On a B execute, smoke CT to block the fast rotation, then molly pillar and dark to clear hides.

MolotovCT

Pit molotov

On an A retake, molotov pit to flush a terrorist hiding there for post-plant.

FlashT

Apartments flash

Pop a flash from apartments over the roof to blind the CT holding short before the A entry.

Back to all mapsMap guide reviewed June 22, 2026