de_train
Train
A Russian rail yard where outside control decides every half.
OVERVIEW
Train is set in a Russian freight rail yard and has been part of Counter-Strike since 2000. The map features a large outdoor area with decommissioned train cars as cover, flanked by two bombsites: A site, an open platform between train cars, and B site, a tighter indoor area. Train was removed from Active Duty in 2021 when Ancient replaced it but was reworked for a CS2-era return.
The hallmark of Train is the outside - a long exposed corridor running from T spawn past the train cars toward A site. CT-side positions at Ivy, Z Connector, and A Upper platform provide sweeping sightlines across the entire outside lane. Controlling outside early is mandatory for T-side; without it, T is reduced to slow B Halls approaches that are predictable and trivial to hold.
Train has historically been the most CT-dominant map in the pool, with T-side win rates dropping to around 40% at the highest levels of play. The reworked CS2 version adjusted several angles and sightlines to rebalance the experience, but the core identity endures: teams that execute fast outside rushes and use the train cars as cover earn the map; teams that cannot are ground down systematically.
Outside is one of the longest and most exposed approaches in CS2; CTs hold multiple stacked angles on every T route.
BOMBSITES
Site A
Open platform between train cars; Upper and Lower positions give CTs layered site defense.
Site B
Indoor site accessible via B Halls; single choke-point entry makes it a natural CT stronghold.
CALLOUTS 14 positions
KEY UTILITY
smoke Ivy, smoke Z Connector to cross outside without dying to CT AWP.
smoke A Upper, smoke CT Spawn, flash players into site from outside.
smoke Tunnel exit, smoke CT, molotov Round House to clear B anchor.
Z Connector smoke cuts off rotating CTs when splitting to both sites simultaneously.
smoke platform above A site to deny CT height advantage on execute.