de_inferno
Inferno
A sun-soaked Italian village where every alley is a firefight.
OVERVIEW
Inferno drops players into a picturesque Tuscan village where cobblestone streets and terracotta rooftops frame intense close-quarters engagements. The map has existed in Counter-Strike since 2001 and underwent a complete visual rework in 2016, emerging as one of the most iconic maps in competitive history. CS2's sub-tick system has subtly changed how peeks and pre-aims feel on its tight corridors.
The defining feature of Inferno is its asymmetry. The A site is accessed through Banana - a long, narrow corridor - and the Apartments complex above. The B site features a wide open area protected by Arch and Second Mid. Map control in Banana and Apartments during early buy rounds dictates CT rotations for the rest of the half more than almost any other map.
Molotovs are more impactful on Inferno than on almost any other map, especially in Banana, Car, and Pit. Teams that master utility cycling - re-throwing molotovs to deny entry after the first wave - can stall T-side aggression far beyond what rifle duels alone allow. The tight timings between mid and B make instant rotations after a call a survival skill.
Banana is one of the most defensible corridors in CS2; CTs hold multiple angles and have easy retake paths from CT Spawn.
BOMBSITES
Site A
Compact elevated platform surrounded by walls; Pit and Boiler provide strong CT anchor positions after plant.
Site B
Wide open site reachable through Banana or Second Mid; CT often plays tight to Arch for early info.
CALLOUTS 14 positions
KEY UTILITY
two molotovs to clear Car and Top Banana; smoke at top of Banana for safe entry.
smoke CT, smoke Library, smoke Arch; flash into site from Apartments.
smoke Arch, smoke CT, molotov Boiler to clear common lurk positions.
Pit smoke from A Long denies AWP and allows safe Apartments entry.
CT cross flash from Short closes off Banana vision for an extra split second on execute.