
Medium
Mirage
Mid window, connector, and palace โ the map that punishes disconnected defaults.
Mirage is a mid-control map. Whoever owns window and connector usually gets to choose A or B. T-side defaults should take map, not run a YouTube execute at 1:40 every round. CT-side needs a window player who can fall, a connector who can delay, and a B player who will not peek short for no reason.
- Key space
- Mid window + connector
- T default
- Underpass / mid control, then collapse
- CT hold
- Window, connector, jungle/stairs, B apps
Key spots
Mid window
AWP and rifle fights. A one-way or a deep smoke changes how CTs play A.
Connector
The rotate. Losing connector means A and B both feel late.
Palace / ramp
A execute space. Flash over palace, not into your own teammates.
Apps / apartment
B take. Bench and van still catch greedy T-sides.
Jungle / stairs
CT A depth. Hold for the plant, then trade.
Play notes
- Do not throw all five smokes at 1:55 if you have not taken mid.
- A window player who never falls is how you get walked in palace.
- Market window on B is a delay tool, not a deathmatch angle.