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Active duty CS2 maps

Every Counter-Strike 2 map currently in the competitive active duty rotation, what's distinctive about each one, and how the radar layer adapts.

Last updated: 2026-05-08

The active duty map pool is the rotation of maps used in official competitive matchmaking and Valve-sanctioned tournaments. Valve rotates maps in and out periodically; this is the current set, with notes on what makes each one specific.

de_dust2

The most recognisable map in the franchise. Two bombsites separated by a long mid corridor. Sightlines reward AWPers; the layout punishes overcommitment. Long A and Catwalk are the classic confrontation points.

de_inferno

Tight, choke-heavy map with two bombsites connected by a winding banana lane. Utility usage - molotovs into pit, smokes onto coffins - defines the round more than aim alone.

de_mirage

Symmetric, mid-focused. The mid lane is the spine of the map; control of mid window and connector dictates whether sites can be defended or executed. Approachable for all skill levels.

de_vertigo

A vertical map set on a high-rise construction site. Two bombsites stacked over each other with ramp connecting them. Ladder rooms and falling-off-the-map mechanics make it feel different from anything else in the pool.

de_nuke

Two bombsites stacked vertically inside a power plant. Outside / Heaven / Vents / Ramp create a maze of approach angles, and the rotation distance for defenders is short, which makes B plays feel especially fast.

de_overpass

Long, sprawling map with the most distinctive A site in the pool - bathrooms, fountain, A long - and a B site under a canal. Heavy on map control and slow reads; punishes lurkers who lose their teammates' rotations.

de_ancient

The newest of the older active duty entries. Mayan ruins, jungle aesthetic. Mid / Donut / B Tunnels / A Main are the key control points. Defaults more often into utility-heavy site takes than gun fights at range.

de_train

A long-time community favourite that Valve rotated back into active duty after a Source 2 rework. A rail yard with two bombsites placed under and behind train cars. Boxy geometry that rewards line-of-sight management and patient AWP play.

How Favade handles maps

Each map ships with accurate top-down geometry and a callout overlay (A Main, Banana, Long A, etc.) so the radar surface mirrors what experienced players already use as vocabulary. Map updates are tracked alongside Valve's changes - when a site gets reworked, the radar's geometry is updated to match.

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