Initially, the CS GO version of the map had mostly visual improvements though there were a few gameplay tweaks as well based on feedback. Train moved from being an American train station into a Russian themed one as well. In 2014, there were larger changes to the map including changes to the gameplay.
The area also saw the removal of a tunnel, additional cover being placed for the Connector to T-Spawn, the cover near Ladder was removed and Train now only has one sniping position. Other major changes include players can no longer being able to move underneath train cars, the back hall was increased in size and the ramp leading to the back of Bombsite A was replaced with ladders.
Train Callouts Map
Train is a relatively small map with a lot of open areas where most of the fighting will take place however, there are still plenty of corridors and narrow paths on this map as well. With around 45 callouts, the map is smaller than most of the others in the game but there are quite a few locations and object names to learn around each of the Bombsites. Knowing these are vital for efficient communication with your team to both defend and attack both Bombsites.
Mid does not technically exist on this map due to the layout and structure. The middle portion of the map is actually where Bombsite A can be found and players don’t usually refer to this area as the Mid. If someone does then they most likely mean the Site A or Z Connector area which are close to each other.
The T Spawn is in a room at the top left of the map which gives Attackers quite a large distance to travel to reach Bombsite B and a faster route option to Bombsite A. For the spawns, the CT Spawn is much closer to both of the Bombsites with it being positioned at the bottom right of the map. Concerning the Bombsites, the CT Spawn is next door to Site B and a short walk from Site A whereas Attackers need to travel for both.
If you want to take a look at other CS GO Callouts for other competitive maps consider checking out:
- Inferno Callout Guide
- Overpass Callout Guide
- Vertigo Callout Guide
- Cache Callout Guide
- Mirage Callout Guide
- Nuke Callout Guide
- Dust 2 Callout Guide
The bomb can be planted on or around the train just like Bombsite B which is why the Bombsites on this map are also called the Bomb Trains. The room with Site A contains three other trains which are Blue, Green and Red with the Bomb Train itself being close to the Z Connector and Heaven.
There is also a train known as Old Bomb next to the Bomb Train and can be found in a corridor. It was a bomb spot in the past but is no longer where the bomb needs to be planted so take care to not get confused by the names!
Counter-Terrorists can reach the Site A room by turning left and following the stairs to reach the two narrow hallways, both of them lead to the same area which is Site A. It’s also possible to take the small door at CT Spawn and follow that left path to the Z Connector stairs which then lead directly to the Bomb Train.
Attackers, however, have a longer route but also have different approach options. The fastest route from T-Spawn is to take the second right which is the larger path and follow that round into the A-Main. From there, the doorway leads into the Site A room with the Blue train directly in front, going to the left of that there is the Red train and Bomb Train is behind that. It’s also possible to take the long route around the Alley and into the Ivy area, taking the next right from there will lead into the Site A room while facing the Green train instead.
How to defend this hotspot
There are three main chokepoints for this area which the CT’s can exploit as they are the most common areas the Attackers use. From the Site A area, it’s possible to play aggressively using the Ivy pathway. Pushing Ivy on rotation can be a good tactic and using a flashbang down the hallway first forces Attackers to either run or die which destroys their progress. Being more aggressive can also provide your team with the needed information.
While the map is relatively straight-forward, the area allows for different hiding positions and provides the potential for different strategies. However, it is a good idea to keep an eye on Ivy, A Main/T Connector and also the Ladder room since those are popular attack option. They are also all chokepoints making them good targets for smoke grenades if someone hears enemies nearby.
The T Connector provides a straight route to the T Spawn so it’s a common position for Attackers to take. It’s possible to hide in the wall cubby hole directly behind the Blue train to get better information for when the Attackers are pushing. The position also allows the player to throw in a flashbang or another throwable into the doorway and the middle of the room. If the player is sure that there is no one inside the T Connector then they can also peek around that corner to see the Ladder Room door.
There is also a skybox that can also be reached with a ladder which has large windows allowing players to see over the entire area. This spot is located behind Site A and is one narrow hallway from Site B as well.
How to attack Bombsite A on Train
There are different optimal smoke bomb locations for the Site A area, ideally, a smoke should be thrown between the T Connector and Bomb Train so it’s easier to attack from the Ladder Room. It’s also a good idea to throw a smoke grenade between the Green train and the Bomb Train to make so it’s easier to push from Ivy as well. Adding smoke on either side of the Blue train can also be beneficial for moving into the area as it also blocks off any potential players in the cubby hole behind the Blue train. Smoking all these areas can cause a problem however where the Attacking team has no smokes left to use once the bomb is planted. Using them does make it more difficult for the CT’s to flank, however.
Site A has multiple attack options however, Ladder Room is important to watch when attacking as CT’s can hide in there sometimes. Heaven can also be a tricky place to deal with if there is a player in there. A well-aimed Molotov could force a player out of the spot and other throwable could be useful as well in this case.
Keep in mind that the Box by the Red train can also be a hiding spot for players so always check behind it when pushing in. If the plan is to smoke around that area then it’s possible to surprise any player hiding there.
The T Spawn is on the top left of the map. Attackers spawn in a room with only a single exit that leads either towards the Alley and Ivy or towards the T Stairs for Bombsite B or T Connector for Bombsite A.
It’s quite far from Site B and much closer to Bombsite A which makes the second one usually a more attractive choice for attacking.
There is a Dumpster near the spawn that can be climbed onto to provide another angle for the Ivy pathway making it important for planning attacks and movements. A player could wait here to keep checking Ivy while the rest of the team gets into position to attack Site A.
Defenders spawn almost diagonally opposite to Attackers; the CT spawn is next to Bombsite B at the bottom of the map. The positioning also means that it’s sometimes called the back of Site B or something similar.
The location has two potential doors with one leading onto the Sidewalk of B Site and the other large opening allowing for access to the back of Site A using the CT Stairs.
Due to the closeness of the two Bomb Trains, using the B Site exit leads to everywhere the CT’s would want to go. The other exit allows players to either go for the Catwalk for B Site or go up the CT Stairs and through the CT Tunnel to watch over Ivy from a different angle.
The Alley acts as a connecting part leading into Pigeons and then Ivy. It also gives the option for an alternative path so the Attacking team doesn’t have to all come from one side. While Ivy has the greatest chance of fighting, some firefights might happen here.
There’s a large cubby hole in the middle of the Alley and another one by the Dumpster which can be used as cover if needed.
Most games won’t see any fighting here but Attackers could be forced to retreat by an aggressive Defender who pushes Ivy on their rotations.
Found on the bottom of the map and very close to the CT Spawn, Bomb Train B can be found indoors in a large room with other trains. Site B itself is next to the Yellow train and behind the White train. Different pathways are surrounding the room allowing for a variety of strategy options and potential approaches for both teams.
The space is a little deceiving for cover options as there is a limited number of boxes but the trains, Sidewalk, Catwalk, B Ramp, B Halls and Z Connector can all be used for holding this space.
Defenders will find that they spawn next door to the Bomb Train B. They only need to take the small door on the left to enter the Site B room which brings them onto the Sidewalk. Meanwhile, they can also take the larger exit and follow the right path found which brings them towards the Catwalk in the Bomb Train B room.
Terrorists will have a longer route with the only ‘easy’ option being through the Kitchen, into the Showers above the T Connector room that leads into Site A and then follow the path, go down some stairs and go right onto the B Ramp or continue forwards on the B Halls. The other option is to go from the T Spawn and follow the Alley, continue through Ivy, turn right and go through the CT Tunnel, up the CT Stairs and through the CT Spawn. It’s possible to go through Site A to reach Site B as well using the Z Connector.
How to defend Bombsite B
Site B generally only needs two players to defend it since Terrorists normally attack Site A first due to the map layout as seen in wingman. It’s still a good idea to have a third player waiting nearby however to act as backup for whoever needs it. Most attacks would come from the B Ramp and the Terrorists would smoke bomb the area around the Bomb Train making it impossible to know if they’re already on the site.
There are limited hiding spots on this site but a common tactic is to use the Bomb Train itself as cover.
It can allow for sight into the B Ramp entrance which allows for a quick headshot or a few shots to try and get a kill. Once they seem to be looking to push, throwing a Molotov into that area will delay them. Since Attacking teams usually throw smoke grenades or flashbangs towards B Train, the defending player also has the chance to retreat before they’re in any real danger. If there is a sniper keeping watch over them as well, it makes things much easier.
More aggressive players might also want to take position behind the Spools between the Upper and Lower sections. It’s not a great position and doesn’t usually work well for the first round but it can be useful for later rounds as a surprise.
How to attack Bombsite B on Train
As expected, smoke grenades are very important for taking this location and there are different potential strategies. Keep in mind that there might be a sniper towards the back of the room so the team needs to smoke off the lower areas.
When coming down B Ramp, it’s a good idea to throw the smoke as far as you can and then toss a flashbang towards the entrance as well. The smoke would block off a sniper and let the team kill any Defender waiting nearby. Different trick shots can be made with grenades including throwing a smoke grenade through a window before safely coming down the B Ramp to block off more of the map.
It’s also a good idea to go towards Upper B and to throw a smoke grenade onto the Catwalk area as well to make it harder to an enemy to stop the bomb carrier from planing.
Site B also comes with the added benefit that it doesn’t usually require all players to take part in the attack. One player can hang back at the B Halls to watch for any Defenders attempting to flank the team. It’s possible for that player to push out a bit as well if they’re more aggressive so they can move closer to Kitchen.
While this is a connecting path for Terrorists, the Ivy path is something most Counter-Terrorist teams want to try and hold to restrict the Attackers movements. Ivy leads into the A3 alley which connects to Site A and the CT Tunnel.
There is also a cubby hole at the end of Ivy which Defenders could use to listen for enemy movements or to wait in before throwing a smoke or flash grenade to get a quick kill or to force Attackers back.
As a result, while Ivy is mostly more traveling the map this area can be high in contention as well.
The Z Connector is the shortest path from Site A to Site B which is perfect for Defenders when it comes to running between the two areas.
The Z Connector is behind Bomb Train A so it’s unusual for the Terrorist team to use this area unless they plan to hold the other Defenders back from entering the area.
While not normally a place for fighting, Defenders can hide using this area to watch Site A or to shoot at Terrorists on the site.
While this is an important connection area, the Long Hall can sometimes have a firefight take place there if a more aggressive Defender pushes the area to delay Attackers.
For the most part, the Long Hall is a travel area for the Terrorists to use when rushing towards Site B.
From the T Spawn, they need to run to the T Stairs on the right leading up into the Kitchen which then goes through the Showers and Halls to reach the Site B area.
Best Nades, Smokes, and Molotovs
Train also places a lot of value on smoke grenades but both teams can also benefit greatly from using other types of throwables as well. Flashbangs are especially seen as useful for different places on this map, including for Terrorists when pushing into either Bombsite areas. Counter-Terrorists will also find them useful for pushing Terrorists to grab some kills or to delay their approach.
The layout allows for different strategies and can be quite rewarding for those who utilize a combination of throwable weapons here. As a result, Train is difficult to list specific throwables to use since they can all find some kind of use on this map and can be very useful depending on the team strategy.
The hltv stats point out it’s one of the most played maps in the game. Despite the clear CT advantage and win rate, Train allows for a variety of approaches and freedom as a result. It adds a unique spice to the standard CSGO map line-up where most maps are purely smoke centric with the occasional Molotov or flashbang. Instead, Train requires players to think a little outside the box with the standard throwables which makes the map feel quite different.