On Mirage, learn what mid connects before you learn a pile of smokes: connector leads toward A, short toward B, window gives the central sightline and underpass is another route. Mid control gives you options; it does not mean either site is already open.
Callouts that tell a teammate what to do
- A: ramp and palace are separate T entrances. Tetris, default, triple, stairs, jungle and CT/ticket name different fights around the site.
- Mid: top mid, boxes, underpass, window and connector mark entries, cover and exits.
- B: apartments, van, bench, short and market cover the main attack and retake directions. Some groups call market “kitchen”; agree before contact.
Walk these routes in Practice with the radar open, or load Valve's official guide for Mirage from the pause menu (map guides). Names differ between groups: when a teammate says “palace,” do not assume ramp.

A T default should keep your options open
A simple starting plan: one player watches A, one watches B, a supported pair tests mid and the fifth supports or holds a flank. The point is to learn where CTs contest without handing them several isolated duels. Adjust for spawns, weapons and what your team is comfortable with.
A window smoke removes that sightline, but connector, short aggression and underpass timings still need attention. Call which path you are clearing and who holds behind you. If the mid pair wins space, regroup for a site hit before defenders take it back; do not leave three players waiting while two keep hunting.
Turn control into one site hit
A example: two players threaten connector while ramp and palace get ready. Agree who clears under balcony and close ramp, who pushes stairs and jungle, and who protects the plant. A CT smoke cuts one direction but does not clear site boxes or jungle. If the palace player arrives long before ramp, it is an isolated duel, not a split.
B example: apartments pressure works with short only if both reach contact together. Apartments players clear van and close cover; short checks its own route and crossfire. If short is blocked or late, say so and decide whether to wait or hit through apartments alone. Calling “split” does not create a second entrance.
CT roles and the information handoff
A common starting setup covers A, B and mid with a rotator who can support the first contact. Each defender needs to know which neighboring line a teammate owns. A B anchor watching apartments is exposed when short goes unguarded, so the short player must announce leaving.
“One spotted A ramp” is weak evidence for a rotation; several committed players with the bomb seen is strong. Move toward a support position if needed without abandoning the other site. When commitment is confirmed and the route is reachable, rotating before the plant is right; waiting for the bomb every time is too slow.
After the plant, cover different approaches
On A, name who watches CT, jungle/connector and the flank. On B, split market and short coverage, and keep apartments or another safe spot as needed. Plant where the teammates who survive can actually defend it. Three players staring at one entrance give away the other retake route.
Review one lost round by asking when your control expired. Example: “mid cleared” at the start stayed the team's assumption after everyone moved to ramp. The fix is a fresh check or a clear “mid open” call, not another window lineup.
Valve still adjusts the map: the 22 September 2026 update reinforced the scaffolding by balcony on A site (update notes). Test lineups from older videos in the current game with the grenade testing method, and review decisions with the demo workflow.