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de_train - radar callouts and map notes

de_train in CS2 - the rail-yard map. Ivy, Z-Hall, Pop Dog, Lower B, Olof, Connector. Callouts and AWP-line reads on the longest-sightline map in the pool.

Last updated: 2026-06-02

de_train is the rail-yard map Valve brought back into active duty after a Source 2 rework - boxy geometry, train cars on both sites, and the longest pure-AWP sightlines in the rotation. Line-of-sight management is the entire game; the radar's value is in telling you where the AWPs are looking before you cross.

Key callouts

  • Ivy / Pop Dog / Z Connector - the T-side mid lanes.
  • Z Hall / Connector / Inner - the mid-to-sites connectors.
  • A Site / Ivy / Olof / Z - A site geometry.
  • B Site / Lower B / Ladder / B Default - B site geometry, multiple levels.
  • Upper / Lower - the elevation split that defines B.
  • CT Spawn / Headshot Alley - rotation and AWP duel lanes.

What to watch on the radar

  • AWPer positions. Train rounds are decided by which AWP holds which sightline. The radar tells you which lane the CT AWP is currently in - the difference between crossing Ivy unscathed and getting one-shot.
  • Upper vs Lower B. B site is split between elevations. Knowing whether the defender is on Upper, Lower, or Ladder changes the execute entirely.
  • Pop Dog timing. Pop Dog is the mid-control choke. T-side that wins Pop Dog gets connector access to both sites; CT-side that holds it shuts the round down.

Sightlines that punish

Train's punishers are long and AWP-defined: Ivy lane top to bottom, Headshot Alley, Z Connector to T spawn, Lower B from defaults. The map rewards pre-aimed AWP holds; a radar plus ESP lets you decide which lanes to commit to instead of crossing blind.

How Favade handles de_train

Full top-down geometry for both sites with upper/lower B overlay, accurate Ivy / Pop Dog / Z Hall callouts, and the per-player HUD fields. See the radar HUD reference for the field list.

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