Cache is one of the most iconic maps in counter-strikes, known for its clean layout and balanced design.
Whether you survive as CT or push as T, knowing that every corner, corner, and name of each location is very important for effective communication and tactical gameplay.
This guide breaks all cache calls on CS2, complete with an explanation of how they match the strategy and position.
Cache calls


Below is the most important cache call. The higher your CS2 rank, the more of them you should know.
Catwalk (cat)
This high path connects the middle to the site, allows fast rotation and aggressive games.
- CTS might hold a paint to control mid or surprise the main impulse.
- Pay attention to the TS pushed using Mid Boost to access the paint early.
Highway
Highway connects mid (via boost or mid box) to the site. This is often used by turning CTS or TS get middle control.
- Road surveillance is a common T tactic to flank A from behind.
- Sandbags sit at the beginning of the highway and is a common CT Hold.
Middle (middle)
The important part of the cache control, MID provides access to both bombs. This was contested at the beginning of the round, with both sides using Nades and Smokes.
- White box – The core of the mid; CT or T can hold this to get a vision.
- Sand sack – Hidden angle next to the mid box; Molotov is often used here.
- Ventilation of the entrance of the room – From the middle, leading to the ventilation and examiner.
- Middle push – The CT place behind the white box where his teammates can push each other into the catwalk or overboost.
Ventilation space (ventilation)
The restroom connecting the mid -site to B. it contains vent– A cut off lest player can jump to the Checker site or B.
- CTS often plays in ventilation to compete in the middle or B.
- Destroying ventilation reminds enemies of potential impulses.
Checkers (Heaven Space)
Checkers right before site B and offers an angle to the site, heaven, and space release.
- This is a vital control point for the return and handle of the site.
- Close the examiner and rear checker helps identify the position of the enemy more clearly.
B play
Primary entry for TS to site B.
- This is a corridor with a chest (to peek) and enter the examiner.
- CTS can push here for initial info or survive aggressively behind the box.
B site
B Bom B, which is located near the examiner and B play, has many calls:
- Default plants – Behind a stack of high double boxes.
- Passport photo – The position in which a player can peek only with a visible head.
- Rear site – The back of B site is near the wall and barrel.
- Quad Stack – Groups of boxes that can be planted around or CTS are used to surprise.
Heaven
This elevated area can be accessed from CT Spawn and look at the site B.
- CT often rotates to heaven to defend B or reclaim.
- This is also a strong AWP position, although vulnerable to Molotov and Flash.
Spawn Terrorist (T SPAWN)


The round begins here for the terrorist side. From T SPAWN, players can branch off to the main hall, mid, or B. Communication often starts here because players call the default plan.
Main
The main thing is the main entry route for terrorists who encourage a site. This is a long corridor with a chest to cover and lead directly to the site via Chokepoint. Defenders can hold the angle of Quad, Forklift, or Catwalk. General calls include:
- Entrance (the beginning of the main)
- Locker (Walls and corners near the entrance)
- Left/right cover (used when entering A from the main)
Door (door)
The high -pitched door area gives another entry into a site. This allows fast access to fast or fake games and is often used with teammates who encourage the main.
- Squeaky refers to the door and restroom behind him.
- Players are often pre-nade or molly shrill to deny encouragement.
A site
This is a bomb located near the main and forklift. He has several holding positions:
- Innate – The standard plant behind the back of the box is high.
- Quad -The four boxes piled up in the rear right corner of the main.
- Forklift – named after the yellow forklift nearby; offers a strong angle to the main.
- NBK – A strict angle between Main and Quad, named after the Pro NBK player.
- Behind – The area behind the default and quad.
CT Spawn


The CT side starts here.
- Connected to heaven, mid, and a site.
- Communication about the location of enemies and rotation plans is very important here.
Truck
CT vehicles are parked right outside the location, connecting CT Spawn to A.
- The truck offers a limited cover but a good angle at the plant’s place.
- Sometimes it is referred to as a truck corner or behind the truck.
Boost (Mid Boost/Overboost)
This raised area allows CTS to improve each other to get vision in the middle.
- Sometimes called window boost or overboost.
- Allows the initial peeks to the middle, catwalk, or even the main with the right leap.
T garage (garage)
The area between t spawn and mid.
- Offering TS Staging Point for Medium Control.
- Also includes the blue door wall and the tractor area which is sometimes referred to by the player.
Blue door room
Just like shrill/door but sometimes called differently in regional calls or by older players.
General Strategy Using Calls


Here are some of the main strategies for use in cache:
🔀
Division: TS encourages both the main and the highway simultaneously.
📦
B Split: MID control, break vents, and push playing checkers and B play.
🧭
Middle control: TS smoke top mid and connector, flash white box, and push sand sacks to have mid.
♻️
CT Cakte A: From trucks and highways, quad blinks and default.
📌
CT cracked B: One through heaven, the other from CT, with utility into chess and rear sites.
Tips for Effective Calls


If you want to be a better cache player and improve your communication, follow this rule:
🎙️
Be specific: “One on the left near the main” is better than “A playing.”
💡
Use the terms related to utilities: “Mollying Sandbags” reminds your team that you will water the position.
👂
Listen and adapt: If your teammate calls “a ventilation that is pushed,” don’t repeat – react.
Conclusion
Mastering calls on the cache can make a difference between chaotic loss and coordinated victory.
Whether you are a solo queue or play with the team, these names are joint vocabulary from the success of CS2. Print maps, learn each term, and make a second habit. The more you communicate, the more you win.
FAQ
What is Calouts on CS2?
The call is named the location on the map used to communicate enemy positions and strategies quickly with your teammates.
Why is the cache call important?
They improve coordination, allow fast reactions, and make team communication more precisely during attack and defense.
What is the difference between the main and shrill in the cache?
The main thing is a large corridor to a site, while shrill is a small room with a door that leads to the same bomb.
What is “sand sack” in the middle?
Sandbags are hidden angles in the middle, often used by CTS to surprise the attacker. This is the main place to check or molly.
How do you control TS on the cache?
TS uses smoke, flash, and push of the white box to take the middle, allowing separation towards A or B through the highway and ventilation space.
What is “heaven” on site B?
Heaven is a high position facing site B, can be accessed from CT Spawn. This is a place of detention or general CT return.
What does “Default” mean to the cache?
“Default” usually refers to the standard plants on bombs – boxes on site A or B.
How is “forklift” used defensively?
This is an angle on the site that gives a good point of view to cover the main and maintain the default factory area.
What is the purpose of “examiner”?
Checkers connects B play to site B and ventilation space. Very important for site defense and carrying out encouragement B.
Where is the “truck” and why is that important?
The truck is between the site and CT Spawn. This is often used by CTS that rotates to A or holds the site with long distance vision.
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