The addition of the map in CSGO with Operation Breakout turned Cache into an official map that’s now in Active Duty for both Competitive and Casual Bomb Defusual games. It’s set in Pripyat, Ukraine, and the Chernobyl Power Plant is visible from the Attackers spawn along with the nearby buildings and the real fencing style.
Changes to the map include: a window at Mid, a Truck neat the CT Spawn that can look into Bombsite A, small ledges are now on some walls, ceiling changes in places allow for grenade throws and the towering building is swapped out for a wall.
Changes to Cache have been working out well, it’s one of the most balanced maps in the game now. According to HLTV, the win-rate has a difference of 2% and is the fourth most popular map (https://www.hltv.org/stats/maps) in the game.
Overview of Cache
Cache is a big map with a lot of areas to learn and understand. There are around 52 callouts for this map with the overall design being rather compact making “large” seem like an odd to describe it.
However, Cache uses all the space it has with open areas, wide corridors, narrow hallways, cubby holes, windows, objects to hide being, places to stand on and a range of stealthy locations. It might not look that big, but Cache has a lot to learn, especially considering the number of ledges in rooms that players can reach and stand on.
The CT Spawn is on the far left of the map and positioned equally between Site A and Site B while the T Spawn is on the opposite side of the map. The distance to both Bombsites are equal from the T Spawn on Cache. While the CT Spawn has a straightforward travel path to both Bombsites through the CT Halls, the Attackers have multiple route options to reach both Bombsites.
Bombsite A is located at the top North of the map and close to the CT Spawn. There is also a Truck in the CT Halls that gives a line of sight into that area if a player stands on it.
For Bombsite B, this is on the opposite South side of the map to Site A. It’s also possible for Defenders to reach this area quickly while Attackers need to spend longer planning their approach to Site B.
The Mid of the map does not provide easier access to Site B, but it has a straight line going to Site A. For Site B, players need to go through the CT Halls next to the CT Spawn, go through the Garage at Mid or go through T Boxes from the T Spawn.
There are many ledges throughout the map, vantage spots, hiding places and cubby holes on this map. This makes Cache very difficult to learn and it will take time to understand how it all works. Coming from the Terrorists side, there are a lot more potential hiding spots and locations. However, Counter-Terrorists have many advantages on this map now.
Set at the top left of Cache, Site A is in a large room with a line of sight into multiple hallways. Bombsite A can is visible from the narrow Highway area that connect Site A and Mid, it can also be seen from a large doorway to A Main which connect to the other side of Mid and standing on the Truck at CT Halls allows players to look over the walls into Site A. The doorway from the Squeaky Room can see into the Site A room but doesn’t provide a clear view of the Bombsite.
This is an area of high contention which is not surprising considering it’s a Bombsite but the room has many lines of sight and hiding areas to allow for longer fights. The variety of hiding areas also forces players to be more strategic when approaching due to the potential for enemies to hide in various places. The room also has Balcony with a Forklift positioned beneath it and some Boost Boxes in a corner of the room as well.
How to defend this hotspot
The most typical way gamers try to play Cache is with two Defenders on Site A and two others at Mid.
There are a lot of strategies that can be used on this map only needing two player per site but other combinations can work.
Rotating is key for this map and keeping players in Mid helps keep control while allowing for fast support if the enemies try to rush on site.
For Site A, an excellent location for someone to hide is behind the Forklift as they can see attacks from both the A Main and Squeaky Room doors while also hear if the other team are pushing from A Main before they reach the door. If they try to rush the door, then someone can use a Flashbang before they arrive. Positioning at Site also gives you the ability to easily assist at Mid if needed with throwables to allow someone to get onto the Boost Boxes and for the other to hold the door using the Balcony or Highway. This should allow the person on the boxes to get a kill or two but if the Mid Defenders fail then the Boost Box positioned player can be an easy target for Attackers.
How to attack Bombsite A
There are two prime entry points for Bombsite A; through the Mid and into the Highway or through A Main. While the Squeaky Room can be an option, it’s bit as good as the other two. There are a lot of angles to check when trying to enter Site A. If you want to come in through A Main then you’ll want some smoke grenades to break the line of sight from the doorway and the Quad section at the back. Ideally, you could block off the Truck by the CT Spawn as well using a smoke grenade to keep your team safe as you all rush in.
Once the Attackers can gain access to the room, they need to check and kill any player that might be at the Forklift. After this, its possible someone has set up a position at the Quad area in the back so throwables such as Molotovs are great for clearing it.
If the team goes through the Mid instead, then they must smoke grenade the Connector area which is one of the potential doors into Mid for the CT. After this, they need to hurry to the Highway and to smoke grenade the Truck area and corner as well before trying to push into Site A.
Attackers spawn on the far right of Cache, opposite the Garage and towards the back of Mid. The distance is about the same to reach Site A and Site B where Mid plays an important role for the Attackers. On the left side of T Spawn, the corner leads into the T Boxes and through there it leads along to Site B and also Checkers with the Vents into Mid. From the front, there’s the Garage that leads into Mid with the Vents and to the Highway corridor for Site A. Going along the side of the Garage to the A Main or A Long corridor also gives access to Site A.
For Defenders, they spawn on the opposite side of the map in an enormous room that leads towards the CT Halls. From there, it’s quick and easy to access both Site A and Site B using the CT Halls. It also leaves to Heaven with Rafters looking over Site B and also the Truck that looks into Site A. This area provides a lot of visual information for the Defending team. There is also a Connector into Mid to defend this area too.
As the middle of the map, Mid is an area of high conflict since holding this area gives total control of the map. If the Attackers hold this area, then Defenders need to go around the entire map to reach either Bombsites and likewise for the Attackers if the Defenders are holding it. However, if the Defenders hold this area, then it blocks potential attack routes for the Terrorists as well, making their approach more limited.
Mid also has Vents leading into Checkers by Site B allowing for fast movement between the areas for the team that controls it. It also has a clear visible sight line to the Site A area. This is key for Defenders to monitor the zones.
This is an important connecting area and is a relatively wide hallway that the Attackers mostly use to enter Site A with. It’s the fastest route coming from that direction and access is easier here than through the Squeaky Room. Some fighting will take place here as the Defenders hold the Attacking team back and as the Attackers push forwards through the wide doorway. As a result, there is usually a Defender at the Forklift in the corner as they can hear the approaching Attackers use throwables to block them off.
When Attackers come through the doorway and into Site A, they must be sure to check the Forklift area. While a throwable might not be needed for the Forklift corner, it will help reduce the damage taken by the team.
On the opposite side of the map to Site A, this zone is set in the back of a large room that has several access points. Site B is close to the CT Spawn and is quick for them to reach while the Terrorists would need to move through several areas to reach it. Also, there are several methods to get close to the Site B room, also with hallways, vents and Rafters.
While there are four doorways into the room, there is a lack of visibility into Site B which can make this a tricky room to deal with. Coming from CT Halls and into Hell, that corridor leads straight onto Site B, but it’s difficult to be an unobstructed view of the site. This is also true when coming from the T Spawn through T Boxes and B Main, that doorway is limited as well. While there is a better viewpoint from Checkers via B Main or the Vents, it’s also an open position making that player an easy target while Defenders at Site B can hide behind boxes. Coming from the CT Halls, going up into Heaven and the Rafters provides an unrestricted view of the area.
How to defend this hotspot
Due to the focus on Mid and Site A, this usually means one player is left to defend site B alone.
With defending alone, the player needs to spot the incoming attack and survive long enough for their team to rotate into the area. Typically, this is done by using the boxes on the site with a lot of running around them from both the solo player and the Attackers. Smoke grenades and flashbangs are very useful here as they block enemy paths and allows a player to rush from Mid through the Vents and assist quickly. When defending Site B alone, it’s best to stay there until the Attackers attack Site A.
Having two players on Site B is the best option, but one player can also do the job. It gives more room for positioning and bringing flashbangs makes it easier to kill Attackers that are pushing the area.
How to attack Bombsite B on Cache
There are different attack options here as well, depending on how much of the map the Terrorists control. Controlling the Vents allows easy access to Checkers for two doorway options, though it can also be possible to throw a smoke grenade which also lets you pass through this area safely. It’s a great idea to go into Sun Room and throw a smoke to block off the entrance to Hell, which limits the Defenders options and makes it easier to kill and Defending players. Once the room has been smoked, a few Molotovs will force Defenders out from behind the boxes and help gain control of the area.
While planting the bomb in the open may sound like a dangerous move, it can be useful for Site B on Cache. It allows your team to defend it even if they kill the players in the room. Smoke grenades and other throwables will help keep the Defenders out of the room once the bomb is planted.
There are other options for dealing with Site B, the suggested one above is just one potential option.
While not usually fighting zone, the CT Halls are critical as a connecting area for the Defenders and also as a ‘hub’ for gathering information. The Truck provides sight into Bombsite A and partly into the Highway as well which is crucial for those protecting Site A. Moving towards Site B however, it also has the Connector between the CT Spawn and Mid along with Heaven which leads to the Rafters overlooking Site B.
Keeping control of this area is not something Defenders usually worry about, but it’s important to ensure Attackers cannot flank them through this area.
This is often an area for fighting since the Garage can provide a line of sight into the Mid. If unprotected, the Attackers can use the doorways to shoot at the Defenders and potentially grab a free kill. They often smoke the doorways here to prevent this from happening and to stop the Attackers from reaching the Vents. The Attackers need to use the areas around the Garage for travel as well, so Defenders can sometimes push into the Garage as well to kill enemies.
The Garage is a large open area with a shipping container in the middle to prevent the Terrorists from having line of sight to the Mid from their spawn. Attackers can still come through the Garage to reach Site A and Site B but they can still use the Mid facing doorway to keep the pressure on Defenders.
Best nades, smokes, and Molotovs
For Cache, smoke grenades are the best throwables for the map. They’re critical for moving into rooms safely, for limiting and slowing attacks, for allowing the Attackers to rush into Bombsites and much more. Attackers will also find that Molotovs are useful for Cache as it lets them clear out potentially risky areas such as the boxes at Site B. However, Defenders may prefer to use Flashbangs when they hear the other team approaching doorways.
While there are different potential options for Cache, the best and more reliable throwable to use on this map are smoke grenades.
Cache might not be the most ‘classic’ map in CSGO but it is one that forces players to use a variety of strategies. It offers different potential routes, and as a result, Cache encourages players to move and think quickly. The importance of Mid on this results in teams needing to consider how to spread out their Defense and Attack strategies, to see if it’s possible to only leave one Defender for Mid or if it needs two.
There’s a lot to consider on this map when it coming to hiding spots as well thanks to the ledges across the map and the cubby holes. Cache is a popular map, and it’s easy to see why it’s so loved by players.