Counter-Strike 2 and its predecessor Counter-Strike: Global Offensive are first-person shooter games developed by Valve Corporation and both are the most recent entries in the Counter-Strike series. The franchise has a very large competitive scene, which has received large media coverage. As a result, the games' multiplayer maps have built longstanding reputations within the series, with some becoming significant to the first person shooter genre as a whole with enduring legacies.

This article serves as a list of maps featured in Counter-Strike: Global Offensive and Counter-Strike 2 that have established notability in the first-person shooter genre and/or in the games' large competitive scene.


Download All Maps For Counter Strike 1.6


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Different game modes have separate competitive map pools. While many popular levels are designed by Valve Corporation, some community-created maps are also rotated in and may become permanent additions to the competitive scene. Among popular Counter-Strike maps are levels listed by Valve as "Active Duty." Such maps are considered the most balanced and competitive by Valve and are used in nearly all competitive Counter-Strike: Global Offensive tournaments.[1]

The map has consistently appeared in competitive tournaments since its introduction and it is among the most played competitive maps alongside Mirage and Inferno.[5] The map is part of the Active Duty map pool.[1]

Cache (de_cache) is a map first made for Counter-Strike: Source in 2004, and was introduced to the Global Offensive's main competitive map pool in "Operation Breakout" in 2014. It, along with Anubis, have been the only community-made maps to be featured in the Active Duty map pool. It was removed from the game in March 2019 and replaced by Vertigo, before being updated as a standalone map outside of competitive play later that year.[12]

According to Rock, Paper, Shotgun, Cache has been compared to Inferno and Dust II, as one of the most well designed maps in the Counter-Strike series.[13] The map was used in a study from Uppsala University for a full analysis on level design in competitive video games.[14] A remake of the original Cache is a very popular demand for Counter-Strike 2's competitive map pool.[15]

Inferno, also known by its filename de_inferno, is a multiplayer map in the Counter-Strike series of first-person shooter video games by Valve Corporation. The map was first created for the original Counter-Strike in a 2001 update and has subsequently appeared in each series entry. While considered a traditional map in the series, its design differs from maps such as Dust II, featuring many hiding spots and branching, narrow paths.

Counter-Strike 1.6 had this, but has since become a lost art. In Counter-Strike: Global Offensive most of the popular maps have 'headshot-only' spots where you are only revealing your head, and the material of the cover is not penetrable by bullets. This raises the skill floor for fighting on the maps (knowledge burden to know the spots + very small targets). It also can be frustrating when people annoyingly duck in and out of cover. Making these covered spots less advantageous appears it is a design tenet in VALORANT maps. I love this change, as it makes it much easier to balance the advantage of defending vs attacking.

This solves the commodity maps problem Counter-Strike has. There are so many maps are created with the same mechanics that it is difficult to know when to care about a new map. This leads to pains where great level designers like FMPONE can work for years on a map like Subzero and ultimately not garner enough playtime to stay in rotation. Unique mechanics per map on VALORANT gives players a unique reason to hate or love it, and allows the map to give it's fresh angle to the game for the test of time like champions in League of Legends do.

Three main things are applied everywhere on the maps: less maximum distance between players, choke point widths are standardized to a fault, and higher density of angles and corners to check. These drastically limit how maps flow and feel. All of these philosophies are very Inferno-like. Let's quickly break these down:

Less Maximum Distance Between Players

The longest sight paths in VALORANT maps, where you fight players far away, are around 2/3rds what you would see in the CS Map Dust2, and around the same as what you would get in the CS Map Inferno.


Choke Point Widths Are Standardized to a Fault

There are standard widths applied everywhere in VALORANT maps. Any choke point is always easily blocked with a single smoke. This is common in Counter-Strike, but not categorically true (and also more difficult to pull off). In Dust 2, attacking Long A regularly warrants using 2 or 3 smokes. To me, this enriches the variety a lot and I do not know why it isn't present in VALORANT, especially when a team of agents have a lot of capacity to block vision with smokes and walls.

As a result, maps are much smaller and their effective sizes are even smaller. Below, we compare Counter-Strike map sizes vs VALORANT's using a standard box for a world-scale rough unit of measurement.

The effective map sizes for VALORANT are actually about 25% smaller than these results because the maps have large spawn areas which end up being mostly negated by the Buy Phase. VALORANT maps all feel smaller than Inferno, and no map comes close to the ever popular Dust2 in terms of scale.

Those are great things! The pain is that the present result is an overly homogenized experience. There are great unique mechanics and themes for each map, but without more freedoms in the way maps are fundamentally designed to flow, VALORANT maps do all feel like Inferno. Even though Inferno is my favorite Counter-Strike: Global Offensive competitive map, I still crave more variety in the map setups.

VALORANT's Buy Phase barriers allow teams to position on the key areas of the map before the round starts. It seems like a live-service dream: you can tweak the timings of engagements on maps without having to edit the maps themselves, which is costly. It also lets the team better coordinate since they telegraph where they are going to attack or defend before the round starts. So what's wrong?

Right now in VALORANT you have 4 maps and you can't choose what one you get. This might work for a hero shooter like Overwatch, does not work well for the tactical shooter because the tactics are in the map itself.

One might find no issue with this, because a minority of 5-10 Counter-Strike maps get the most playtime. However they are a by-product of player choice, from a gauntlet of thousands of maps over decades. The small amount of highly played maps is also partially because players want to compete on maps that they know well. You get to pick in Counter-Strike, and there are many more maps, modes, custom servers for the players who want more. It's opt-in player burden.


They state in their Birth of Ascent article that they keep their maps in the Greybox phase (early stage gameplay testing) for several months to several years. I worry about the amazingly high quality bar Riot has set for maps in VALORANT. Not only do they have unique mechanics and a lot of design care put into them, they have to be extensively play tested with many skill levels, and they have a lot of art requirements. These maps are bursting with beautiful art hidden everywhere, even outside of the map!

VALORANT long map pipeline places a harsh burden on managing their release cadence. This could weaken the game's success during live operations if they have not already stockpiled maps and talent on their maps team. I'm painfully ready for more maps!

VALORANT has exceeded my expectations on their approach to cover, how they design bombsites, their philosophy of adding uniqueness to each map, and the incredible distraction-free art that they Tetris-pack the maps with.


My hope is that the future of VALORANT includes:

It was 20 years ago today that version 1.0 of Counter-Strike launched, boasting iconic maps like Dust and Italy. But what about the maps that didn't make it out of beta? CS had over twenty which bounced around betas but were cut by the full release, including all the maps representing one entire mode. I revisited the cut beta maps today and was surprised by quite how many I remembered, a lot of weird fond memories mixed in with a few moments of "Oh yeah obviously I see why this was cut". Come, let's revisit them.

I didn't play CS intently so I have a fair few gaps, but I did enjoy going back and seeing maps from betas I hadn't seen. More maps were removed between v1.0 and 1.6, mind, but these are the babies which never made it past beta. Let's start with the maps most recently removed, and work backwards to Beta 1.0.

Forest was one of the few maps for CS's Assassination mode, where one team must escort a VIP player to an evacuation point. While Half-Life isn't at all suited for natural environments, I am charmed by what Forest does with what it can. Tree trunks join into walls, bits of greenery are scattered about, and the skybox suggests this forest is but a shrubbery in a far larger forest.

Trinity was Counter-Strike's last map for Escape mode, where one unarmed team had to flee to an evac point, maybe scavenging some weapons along the way, while being pursued. I had fully forgotten about this mode. While CS removed all es_ maps, the mode is still in the game, albeit bugged. Mike Rosser later made the map de_vegas.

Haha okay, now we're really back to exposed Half-Life roots. Straight out of Surface Tension, this look. I had thought this terrain style was kinda familiar and, surprise: Timm also made the Action Quake 2 maps Jungle1 and Teamjungle.

I tried to follow the mechanics of Counter Strike by only using hit-scan enemies (except for a certain final boss - guess which! Big surprise :P), and instructing the player to turn on fast monsters, so that you'll have to be quick on the trigger, just like when playing Counter Strike. But if it becomes too hard, it's allowed to be turned off. Yeah, wolfenstein enemies are used too... I know some people always have a complaint if you use the wolfenstein soldier in non-wolfenstein themed maps, but honestly, Doom only has 4 types of hit-scan soldiers, so I wanted to have the biggest variety possible of hitscanners to resemble the variety of weapons you can encounter in Counter Strike... So... Deal with it :P 2351a5e196

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