Classic
Easy
12 min guide

Cache Map Guide

Cache is a clean three-lane map with direct mid control, simple site hits, and strong lurk timings through squeaky, highway, and checkers.

Cache CS2 map artwork

Map Profile

Balanced lanes, mid control, clear executes

CT 50%

T 50%

CT Goal

Delay first contact, keep information alive, and retake as a group when a site is lost.

T Goal

Convert early map control into a split or execute instead of ending through one predictable choke.

Practice Focus

Learn a small reliable utility set, then add timing and trade patterns from the checklist below.

Core Callouts

Mid

Mid unlocks highway, vents, and split pressure. Teams that own mid can attack either site with better timing.

  • Top Mid
  • Boost
  • White Box
  • Sandbags
  • Vents

A Site

A is attacked through main, squeaky, and highway. CTs need crossfires because every lane can activate quickly.

  • A Main
  • Squeaky
  • Forklift
  • Default
  • NBK

B Site

B fights happen through main, sun room, and checkers. Utility clears close angles before entries swing.

  • B Main
  • Checkers
  • Sun Room
  • Headshot
  • Back Site

Highway

Highway is the payoff for mid control. It splits A and punishes CTs hiding site.

  • Highway
  • Z
  • Truck
  • Quad
  • Car

CT Setups

Contest Mid Without Feeding

A CT mid player needs support from Z, sandbags, or boost. Dying alone gives Ts too many split options.

  • Smoke top mid when pressured
  • Use boost for early info
  • Retake vents with a flash

Anchor Sites From Tradeable Spots

Cache sites can be overrun quickly. Play positions where teammates can trade or flash for you.

  • A site crossfire from forklift and quad
  • B anchor between headshot and back site
  • Keep Z rotate ready for mid splits

Watch Squeaky And Checkers Lurks

Late lurks are common because both doors and checkers create fast timing swings.

  • Call squeaky door opens
  • Clear checkers before B retakes
  • Do not ignore vents after losing mid

T Defaults

Take Mid Early

Cache is much easier when Ts own mid. Mid pressure opens both split routes and stops CTs from stacking sites.

  • Smoke Z or molotov sandbags
  • Boost when CTs give space
  • Leave a player holding vents

Split A Through Highway

A main alone is predictable. Highway pressure pulls CT crosshairs away from squeaky and default.

  • Smoke truck or Z based on control
  • Molotov forklift and quad
  • Sync squeaky contact with main

Hit B With Checkers Control

B entries need checkers and sun room cleared. If you skip them, post-plants become fragile.

  • Molotov headshot or back site
  • Flash through B main before swinging
  • Plant for main or checkers control

Utility Priorities

Z Smoke

Blocks the safest CT mid rotate and lets Ts cross into boost or highway pressure.

  • Use early in mid defaults
  • Watch CTs push through it
  • Refresh before A splits

Forklift Molotov

Clears a common A anchor and forces site players into open fights.

  • Throw before A main contact
  • Pair with a quad clear
  • Watch squeaky timing

Headshot Molotov

A core B execute molotov that removes a hard-to-clear anchor position.

  • Use before the first B swing
  • Clear close main immediately
  • Plant while back site is isolated

Common Mistakes

  • Ignoring mid and forcing one-lane site hits
  • Leaving vents unchecked after losing mid
  • Opening squeaky repeatedly with no follow-up
  • Retaking B without clearing checkers

Practice Checklist

  • Drill Z smoke and mid boost pathing
  • Practice A split from main and highway
  • Learn B headshot and checkers utility
  • Review whether mid control existed before failed executes