Reserve
Hard
12 min guide

Train Map Guide

Train is a spacing and angle map. Outer control, ladder timing, ivy pressure, and careful post-plants matter because every lane has long sightlines.

Train CS2 map artwork

Map Profile

Long range fights, layered angles, strong CT setups

CT 56%

T 44%

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

Outer Yard

Outer is open and angle dense. Taking it requires smokes, flashes, and careful clearing of train positions.

  • T Main
  • E Box
  • Hell
  • Heaven
  • Blue Train

Ivy

Ivy creates outer splits and late lurk pressure. Losing it makes CT heaven and back site positions exposed.

  • Ivy
  • Alley
  • Dumpster
  • Back Green
  • Old Bomb

Ladder And Popdog

Popdog adds vertical pressure and punishes CTs focused on T main or ivy.

  • Popdog
  • Ladder
  • Connector
  • Sandwich
  • Olof

Inner Site

Inner hits move through upper and lower ramps. CTs rely on close crossfires and fast rotates.

  • Upper
  • Lower
  • B Halls
  • Spools
  • Oil

CT Setups

Hold Outer With Crossfires

Train CTs should avoid giving Ts clean one-on-one fights. Use heaven, site trains, and ivy control together.

  • Pair T main contact with heaven support
  • Watch popdog timing after early utility
  • Use smoke to isolate ivy or main

Keep Ivy Contested

Ivy pressure stretches the defense. Even one smoke or deep position slows the outer split.

  • Flash ivy for information
  • Fall back before being trapped
  • Call when back green is exposed

React To Inner Sound Carefully

Inner rushes are dangerous, but Train fakes are common. Confirm bodies before pulling every outer defender.

  • Anchor inner from back site or oil
  • Use close molotovs to slow entries
  • Retake with utility through both ramps

T Defaults

Use Outer Smoke Sets

Outer attacks need vision denial. Smokes let Ts cross dangerous gaps and force CTs into closer fights.

  • Smoke E Box and heaven lanes
  • Clear close trains before planting
  • Send pressure from ivy or popdog

Punish Rotates With Inner Pressure

Inner presence keeps CTs from stacking outer. A late inner hit is strongest after outer utility has pulled rotations.

  • Clear close lower ramp
  • Molotov oil or back site
  • Plant for ramp control

Trade Every Angle

Train has too many angles for solo clears. Move in pairs and pre-assign who clears each train lane.

  • Do not cross open yard alone
  • Use flashes before peeking heaven
  • Hold flanks from T main and ivy

Utility Priorities

Outer Cross Smokes

A set of smokes that blocks heaven, E Box, and back site sightlines so Ts can enter yard.

  • Throw before first contact
  • Move quickly while they bloom
  • Expect CTs to push through gaps

Popdog Molotov

Stops close ladder pressure and lets Ts scale outer without being split from below.

  • Use in defaults and outer hits
  • Clear it again late if the round resets
  • Pair with a ladder flash when taking it

Inner Ramp Flash

A pop flash through upper or lower creates the first safe fight against close anchors.

  • Call before swinging
  • Trade the close corner
  • Follow with back site utility

Common Mistakes

  • Crossing outer before smokes are active
  • Ignoring ivy in outer post-plants
  • Pulling all CTs from outer after one inner sound cue
  • Clearing trains one at a time with no trade

Practice Checklist

  • Learn a basic outer smoke set
  • Drill popdog and ivy split timing
  • Practice inner post-plants from upper and lower
  • Review every death from untraded outer clears