Mirage is the only one of the CS:GO maps to have never left the active duty, competitive rotation. This fan favorite follows the standard conventions for most CS:GO maps. There are three main routes that opposing teams meet at with multiple points of contact within each one.

A site is a fast rollout for both teams, allowing for very quick plays through Ramp or Palace. If the pace is slowed down, Mirage A provides one of the most meticulous full site executes in CS:GO. Grenades can be thrown over the Ramp walls or from within Palace to block off and clear almost every location on site. As such, CT’s must frequently swap up how they play A in fear of getting run over.

B site is a much longer rollout with entrances through Apartments and Catwalk. While T’s can rush through Apts, early Incendiaries and HE Grenades make it difficult. If the T’s manage to split the site through Apartments and Catwalk at the same time, it’s a much easier take. Typically, only one defender needs to be in the B site so the others can play around the much more traveled Mid.

Mid on Mirage is what makes the map so cohesive. Both teams have multiple access points at a variety of angles to the central route. Smokes can be lobbed over T spawn for fast play, while CT’s can also create early cover and one-ways to push up in. Connector and Catwalk connect the A and B sites respectively, while Window provides for early CT presence, or a potential T flank.

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