CS Office Callouts
Contents
The Office map in CS2 is a beloved hostage rescue map, known for its tight corridors and fast-paced gameplay. Originally introduced in 2000 with Counter-Strike BETA 7.0, it is set in a snowy office complex, where the story revolves around the Counter-Terrorists (CTs) attempting to rescue hostages from the Terrorists. This map is perfect for players who enjoy close-quarters combat, with its many corners, rooms, and hallways that make every round intense and unpredictable.
The map also features some fun Easter eggs, like a developer’s credit hidden behind a wall in Counter-Strike 1.6, and a whiteboard with a playful message about the map creator. In Global Offensive, a projector at the Terrorist spawn zone displayed a satirical slideshow on the 2008 financial crisis, poking fun at mortgage-backed securities. There are also "motivational posters" with dark humor, such as "HEADSHOT: Those who can, do. Those who can't, complain." These elements add extra flavor to the map's atmosphere.
In addition to its unique gameplay, the map boasts a wide variety of possible Office callouts, making it crucial to understand key locations if you want to excel in this map. Let’s dive into the essential callouts for Office in CS2!
T-Spawn
Corner
Our list of CS2 Office callouts starts with a small nook near the Terrorist spawn where players hide to catch advancing Counter-Terrorists off-guard. This spot is an ideal location for an early ambush or to hold back for a tactical advantage.
Couch
Located just a few steps from T-Spawn, this cozy couch offers a convenient cover. It’s also a very sneaky vantage point to surprise enemies pushing from the Mid area. It's a classic defensive position, especially if the CTs rush in early, making it one of the most common CS Office callouts.
Fish Bowl
This spot offers a clear view of the surroundings but leaves you exposed if not played carefully, making it a high-risk, high-reward position for players who react quickly.
Side Hall
Close Right Side
A blind spot immediately to the right of the Side Hall entrance. Ideal for ambushing or defending against CTs pushing through, making it one of the most important CS:GO Office callouts.
First Chair
The first chair you encounter in the hallway is often used as a common hiding spot, where lurking players wait to catch opponents off-guard as they turn the corner.
Chair
Interestingly, both chairs in this hallway are Office callouts in CS2! Players often take cover behind one of the chairs in the middle of the corridor, making it a common tactic to catch opponents off guard.
Side Plant
A small plant near the end of the hall that serves as a subtle point of reference is a key spot where players might camp or hold angles. It’s especially effective from long-range engagements, as it becomes increasingly difficult to spot a player sitting there.
Paper
Close Right Paper
The right side of the Paper Room entrance is a common spot where enemies often wait behind the paper stacks, ready to catch CTs entering from the Mid or Side Hall with a clear shot. This sneaky position makes it a high-risk area for Counter-Terrorists to push through.
Stack
Refers to the large paper pile in the center of the room. Players often use this as cover while checking the hallway or waiting for CTs to enter.
Shelves
A series of metal shelves that run along the walls of the Paper Room offer good cover. Players might take cover behind these to peek towards the CT-Spawn or Mid.
Kitchen
Greed
The corner just outside the Kitchen, where gamers often camp in hopes of getting a quick frag. It’s also an excellent position, especially for players to catch enemies rotating through the Main Hall. Its name is derived from the playful poster on the wall, suitable for an office.
Cooler
Why are the Greed and the Cooler the most important callouts of Kitchen? Because they’re the prime hiding spots for Terrorists, waiting to ambush unsuspecting CTs who come to rescue the hostages. CTs rushing in without checking these corners often end up caught off guard. Don’t be that CT.
Projector
Light and Dark
"Light" and "Dark" refer to two large areas of the space commonly known as the Projector, or Conference Room, named based on their illumination. The projector itself is located on the right, near the hostage. That’s also where the clicking sounds come from.
CT Books
The spot near the bookshelves close to the CT side of the map is perfect for a quick peek to gain information on enemy movements.
T Books
A similar bookcase closer to the T side provides great hiding spots for players on either team, allowing them to surprise opponents or hold key positions.
Clock Wall
A wall with a clock—simple as that. It’s a common spot where players camp, often around the corner near the hostage. You’ll also find them hiding close to the actual projector and the projector wall, using it for cover and ambush opportunities.
Back Wall
The "back wall" of the Projector Room isn’t actually a wall—it's two large windows with blinds. These windows offer a clear view but also leave you exposed, making positioning here risky yet strategic for spotting enemies or holding angles.
Blank Wall
An unadorned wall offering no cover is typically avoided unless you're in need of a quick rotation. Its lack of protection makes it a high-risk area, but it's useful for fast maneuvers.
Mid
Elevators
Two elevator doors are frequent hotspots for firefights, as they offer quick access to the main areas of the map, connecting its key parts and serving as choke points.
Cross
A central point where several pathways converge, making it a high-risk area but also a vital spot for controlling the game’s flow. This area’s Office map callouts might be one of the most frequent.
Mid Plant
A plant positioned in the center of the corridor. While offering minimal cover, it serves as a useful landmark for players to orient themselves and strategize.
Doorway
A tight doorway that leads to multiple areas, including the Kitchen and Paper Room. This spot often sees crossfires or ambushes here, so be ready for quick engagements.
Conn Cabs
Short for "Connector Cabinets," these are a set of storage cabinets near the Mid area, often serving to cover or block the line of sight. They are a pivotal spot for holding control over the map’s center.
Connector
A hallway that connects Mid to other key areas of the map. This spot is crucial for rotations and fast-paced movements, making it one of the most important Office callouts in CS.
CT-Spawn
Van
A parked van right outside the CT-Spawn that provides solid cover while approaching the building. It’s also used to strategize and diverge before moving into the main areas.
Rescue Dumpster
A dumpster located near the CT-Spawn where players often wait while hostages are being rescued, offering cover from potential sniper fire.
Garage
An area connecting the CT-Spawn to the Garage Stairs and Elevators, commonly used for surprise flanks or rotating back to defend the hostages.
Front Yard
Front Dumpster
A large dumpster that offers cover for CTs as they move from spawn toward the building entrance, also serving as a sniping spot through the main windows.
Ladder
A small ladder in the Front Yard that leads to the center of the Front Office, providing access to the hostages’ locations.
CT Boxes
Located at the exit of CT-Spawn and leading into the Front Yard, these boxes provide some cover for players and serve as useful spatial references during gameplay.
Front Office
Copier
This area in the Front Office surrounds the copy machine, where players often position themselves to ambush their opponents around the nearby corners in the machine’s proximity.
Mondays
The "Mondays" poster is a common sight in average offices, resonating with the relatable mood of many employees. It serves as a great reference point on the map. As you can see, there are numerous spots behind the column and around the table where players might camp. Being able to quickly inform your teammates about it is crucial, and simply shouting out "Mondays" is an effective and convenient way to communicate this information during gameplay.
Italy
A picture of Italian streets, referencing the CS map, serves as a clever call-out for players hiding behind a sofa or in the general vicinity.
Achieve
This area, located near the achievement posters, is a hotspot for exchanges of fire between CTs and Terrorists. And yes, it’s also referencing the poster and its contents.
Flock
A tight spot among a cluster of desks and chairs, frequently used for cover during close-range skirmishes.
Snowman
Outside the building, you’ll find a small decorative snowman (shown at the bottom left in the screenshot). While it’s usually not an area of conflict, it’s a recognizable landmark known to all players. This might be one of the least useful CS:GO Office map callouts.
Front Stairs
These stairs lead from the Front Yard to the Main Hall, commonly used by CTs moving from the spawn to the Front Hall or Elevators.
Front Hall
This hallway extends from the main entrance, which offers some cover. However, as for engaging enemies, it can be challenging as it provides rather narrow sightlines.
Bath Cabs
Cabinets near the bathroom entrance provide players with potential hiding spots or angles to hold during firefights. That’s the ‘some cover’ mentioned above.
Cubby
A small nook adjacent to the Front Hall, often utilized for quick peeks or to hide and ambush enemies moving through the corridor.
Main Hall
Main Windows and Main Plant
Large windows line the Main Hall, which can be broken for quick entrances or exits. The plant offers minimal cover and is frequently used for tactical positioning or ambushes.
Main Cabs
Refers to the main cabinets along the hallway. They provide amazing cover during firefights, especially for long-range engagements, making them one of the most significant CS2 Office map callouts.
Drinking Fountain
The Drinking Fountain is a small but significant feature in the Main Hall, often used as a reference point for positioning due to the action that typically occurs around it. It’s also a good spot for holding while waiting for an enemy to make a move.
Soda Machine
The toppled soda machine offers cover for players in the hallway connecting the Front and Main Halls.
Long Hall
Left/Right
Designates the left and right sides of the Long Hall, where players might hold angles or wait for enemies to push through.
Vending
This nook, where vending machines are located, can serve as a quick hideout or cover during a push.
Bathroom
A small connecting room off the Long Hall where players might hide or hold for surprise attacks.
Long Snipe
Long Snipe Stairs
A set of stairs that lead to a sniping position and offer a long line of sight down the hall—ideal for picking off enemies from a distance.
Long Snipe Hideout
A small area at the bottom of the Long Snipe Stairs where snipers can reload or conceal themselves while waiting for enemies to pass through.
Short Snipe
Short Snipe Stairs
A shorter set of stairs also offers a good vantage point, allowing for quick retreats or aggressive plays.
Garage Yard
Garage Dumpster and Windows
Stairs that lead up from the Garage Yard into the building serve as a common spot for rotating players or setting up ambushes.
Garage Stairs
The area allows players to exit the CT-Spawn, access the elevators, or emerge into the Garage Yard.
Tuck
A tight corner near the Garage entrance where players can "tuck" themselves to avoid detection from advancing enemies.