Alpine Grenade Callouts in CS2

Alpine turns a luxury ski resort into one of the most unusual tactical environments in Counter-Strike 2.
Unlike standard bomb-defusal maps, Alpine uses the Hostage Rescue format. Counter-Terrorists must enter the resort, secure one of two hostages and safely return to the Rescue Zone. Terrorists defend the Hotel and Spa while attempting to control the routes connecting them with Mid.
This structure changes the purpose of utility.
A smoke is not only used to enter a defended area. The CT side may need another smoke to leave with the hostage. Flashes must support both the initial assault and the extraction, while Molotovs can remove defenders from protected indoor positions.
This guide covers the essential Alpine callouts, smokes, flashes, Molotovs and HE grenades for attacking, defending and rescuing hostages.
What Is Alpine in CS2?
Alpine, technically known as cs_alpine, is a community-created Hostage Rescue map developed by Lukyvald, zavaro, TwinN and g3om, with additional contributions from euso.
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The map is set at a modern ski resort surrounded by snowy mountains. Its environment includes:
- A five-star hotel
- An indoor spa and thermal pool
- Snow-covered paths
- Cable cars and ski lifts
- Balconies and elevated walkways
- A central outdoor combat area
- A rescue area near CT Spawn
Alpine was originally published on the Steam Workshop in April 2024. It later finished second in the Mapcore Big Adventures Mapping Contest.
Valve added Alpine to official CS2 matchmaking modes in January 2026. It was available in Competitive, Casual and Deathmatch before being removed from the official rotation in July 2026.
The map remains available through the Steam Workshop and can still be played on private and community servers.
How Hostage Rescue Works on Alpine
Alpine does not contain A and B bombsites.
Instead, two hostages are placed in separate areas:
- One hostage is inside the Hotel.
- One hostage is inside the Spa.
The Counter-Terrorists win by reaching either hostage and successfully carrying it back to the Rescue Zone. The Terrorists win by eliminating the CT team or preventing the rescue until time expires.
This creates two distinct stages for the attacking side:
- Enter the defended hostage area.
- Extract the hostage through Mid or an alternative route.
Winning the initial fight is not enough. A CT player carrying a hostage moves differently and becomes a predictable target. The team must preserve utility for the return journey and protect the carrier from pursuing defenders.
Alpine Map Layout
Alpine is built around two primary hostage areas connected by Mid and several indoor and outdoor routes.
The Hotel contains tight rooms, protected corners and elevated positions. The Spa includes a thermal pool, windows, stairs and several close-range defensive angles.
Mid connects both sides of the map and provides access to the extraction routes. Teams controlling Mid can rotate between Hotel and Spa, support a teammate carrying a hostage or intercept the rescue attempt.
The Rescue Zone sits near CT Spawn. A hut close to the extraction area creates additional cover and gives both teams several possible final engagement angles.
Alpine Hotel Callouts
The Hotel is one of the two main hostage locations.
Its narrow entrances and layered interior make it difficult to clear without coordinated flashes and Molotovs.
The most useful Hotel callouts include:
- Hotel Entrance
- Hotel Lobby
- Bar
- Bar Counter
- Fireplace
- Hotel Stairs
- Hotel Balcony
- Hotel Window
- Back Hotel
- Hotel Hostage
- Hotel Connector
Alpine Spa Callouts
The Spa contains the second hostage and several dangerous close-range angles.
Its open pool area may appear easier to attack than the Hotel, but defenders can use windows, stairs and protected corners to create overlapping lines of sight.
The essential Spa callouts include:
- Spa Entrance
- Spa Lobby
- Thermal Pool
- Pool
- Hot Spring
- Spa Window
- Spa Stairs
- Towels
- Back Spa
- Spa Hostage
- Spa Connector
Alpine Mid Callouts
Mid is the strategic center of Alpine.
Controlling it gives both teams faster rotations and determines whether the hostage carrier can return safely to the Rescue Zone.
The main Mid callouts include:
- Mid
- Mid Boxes
- Top Mid
- Lower Mid
- Window
- Sniper Nest
- Connector
- Snow Path
- Balcony Bridge
Rescue Zone Callouts
The extraction area contains several positions that can decide the final seconds of the round.
Important callouts include:
- CT Spawn
- Rescue Zone
- Rescue Hut
- CT Stairs
- Back Spawn
- Ski Lift
- Cable Car
- Snow Path
Why Utility Is Essential on Alpine
Alpine combines narrow indoor entrances with open outdoor routes.
This means the same team must solve two different tactical problems during one round:
- Clear close corners inside Hotel or Spa.
- Cross exposed outdoor areas while carrying a hostage.
Smokes isolate long-range defenders. Molotovs remove players from indoor cover. Flashes allow CT players to enter narrow rooms without giving defenders easy opening kills.
Utility is equally valuable for the Terrorists. A late smoke can delay the extraction, while an incendiary grenade can block the hostage carrier long enough for the defense to rotate.
Players must also use explosive utility carefully near the hostages. Poorly placed HE grenades, Molotovs and incendiaries can create unnecessary damage or prevent teammates from safely reaching the objective.
How to Practice Alpine Grenade Lineups
Load Alpine on a private server and enable practice settings through the developer console.
A useful configuration includes:
- sv_cheats 1
- mp_warmup_end
- mp_roundtime_hostage 60
- mp_freezetime 0
- mp_buy_anywhere 1
- mp_buytime 9999
- sv_infinite_ammo 1
- ammo_grenade_limit_total 5
- sv_grenade_trajectory_prac_pipreview 1
- sv_rethrow_last_grenade
- bot_kick
Practice each grenade from the exact starting position and check:
- Where the grenade lands
- Whether the smoke leaves a visible gap
- How long the lineup takes to prepare
- Whether the throw exposes you to a defensive angle
- Whether the grenade helps with entry, extraction or both
CS2 supports consistent jump-throw inputs, but every lineup should still be tested before being used in a match.
Essential Mid Utility
Window Smoke
The Window smoke removes one of the strongest elevated sightlines over Mid.
Use it before moving through the central area or when preparing a split toward Hotel or Spa. The smoke also makes it harder for the defense to identify which route the CT team has chosen.
The attacking players should move as the smoke lands. Throwing it too early gives the Terrorists time to reposition or push through it.
Connector Smoke
A Connector smoke separates the central defenders from the selected hostage area.
It is particularly useful during a committed Hotel or Spa attack. The smoke prevents a quick supporting peek and forces rotating Terrorists to wait or take a risky path through the smoke.
Mid Boxes Smoke
This smoke blocks defenders using Mid Boxes as cover.
It can create a safer crossing route, but the CT team should watch for an aggressive push around either side of the smoke.
Mid Boxes Molotov
The Mid Boxes Molotov forces a defender away from the protected position.
Combine it with a flash so the opponent cannot simply move into another angle and take an immediate duel.
Top Mid HE Grenade
An HE grenade toward Top Mid can punish early defensive aggression.
The grenade is most effective after the CT team has identified a repeated timing. Throwing it every round makes the setup predictable and reduces its value.
Mid Pop-Flash
A pop-flash over Mid should detonate before defenders can turn away.
The entry player must be ready to peek immediately. A flash without a coordinated follow-up only reveals the attacking team’s intention.
Hotel Attack Utility
Hotel Window Smoke
The Hotel Window smoke removes a supporting sightline from the initial fight.
It allows the CT entry players to focus on Lobby, Bar and the close interior positions.
Hotel Connector Smoke
Smoking Hotel Connector prevents a fast rotation from Mid.
This grenade is especially valuable when the CT team commits several players to the Hotel and needs a short window to secure the hostage.
Back Hotel Smoke
A Back Hotel smoke isolates the deeper defender.
The team can take the hostage before clearing every distant angle, but someone must watch for a push through the smoke during the extraction.
Bar Counter Molotov
Bar Counter is a natural close-range hiding position.
A Molotov forces the defender to leave cover and creates an easier duel for the entry player. Throw it before entering the center of the room.
Fireplace Molotov
The Fireplace Molotov clears another protected Hotel angle.
Coordinate it with the Bar Counter Molotov to prevent defenders from moving between the two positions.
Hotel Lobby HE Grenade
An HE grenade into the Lobby can damage defenders preparing to fight the entrance.
It becomes more effective when the Terrorists repeatedly use the same early setup.
Hotel Entrance Pop-Flash
A pop-flash through or above Hotel Entrance allows the first CT player to cross the doorway.
The second player should be ready to trade. Entering alone wastes the advantage created by the flash.
Flash Over Bar
This flash blinds defenders playing deeper inside the Hotel.
It can be used during the initial assault or after the hostage has been secured to delay the defensive chase.
Complete Hotel Rescue Setup
A structured Hotel rescue can follow this sequence:
- Smoke Window and Connector.
- Throw a Molotov behind Bar Counter.
- Molotov Fireplace if the team has enough utility.
- Pop-flash through Hotel Entrance.
- Clear Lobby and Bar together.
- Secure the hostage.
- Leave one player to watch Back Hotel.
- Use the remaining smoke on Mid, Snow Path or the Rescue Hut.
- Escort the hostage carrier to the Rescue Zone.
The player carrying the hostage should not lead the group. A teammate with a weapon ready must clear the next angle first.
Spa Attack Utility
Spa Window Smoke
The Spa Window smoke removes a dangerous elevated sightline.
It allows the entry players to concentrate on Pool, Towels and the close corners around the hostage.
Spa Connector Smoke
This smoke delays rotations from Mid and Hotel.
It is useful during a fast Spa attack because it separates the defenders before they can build a crossfire.
Back Spa Smoke
A Back Spa smoke temporarily isolates the anchor playing behind the hostage area.
The CT team can use the time to clear Pool and secure the hostage. One player should still watch the edge of the smoke.
Towels Molotov
Towels must be cleared before the CT team crosses deeper into the Spa.
A Molotov is safer than checking the position with a single dry peek.
Back Spa Molotov
Use this grenade when the CT team wants to eliminate the deeper position instead of blocking it with smoke.
The Molotov can also force a defender into the line of sight of a teammate watching from the entrance.
Thermal Pool HE Grenade
The Thermal Pool area contains several predictable pieces of cover.
An HE grenade can weaken a defender before the entry begins. It is most effective when combined with another grenade that limits the opponent’s escape route.
Spa Entrance Pop-Flash
A correctly timed pop-flash allows CT players to enter without facing every Pool angle at full vision.
The first and second players should cross together and immediately establish a trade setup.
Flash Over Thermal Pool
This flash reaches deeper Spa positions.
It can support the initial attack or protect the hostage carrier when the team begins moving back toward Mid.
Complete Spa Rescue Setup
A coordinated Spa rescue can use the following order:
- Smoke Spa Window.
- Block Spa Connector or Back Spa.
- Molotov Towels.
- Throw an HE grenade toward Thermal Pool.
- Pop-flash through Spa Entrance.
- Clear Pool and the hostage area.
- Secure the hostage.
- Use a second flash to stop the defensive rotation.
- Smoke the chosen extraction route.
- Escort the carrier toward the Rescue Zone.
The CT side should decide the return path before touching the hostage. Hesitating inside the Spa gives the Terrorists time to surround the building.
Utility for Hostage Extraction
Mid Return Smoke
A Mid smoke can protect the carrier while the team crosses the central area.
It also creates uncertainty because the Terrorists cannot immediately see whether the CT team is returning through Mid or changing direction.
Snow Path Smoke
The Snow Path smoke removes a long sightline toward the extraction route.
Place it far enough forward to give the hostage carrier space to move without emerging from the smoke directly in front of a defender.
Rescue Hut Smoke
A smoke near Rescue Hut can block one side of the final approach.
The remaining CT players should clear the opposite side and check for defenders already inside the extraction area.
Backward Mid Flash
A backward flash is thrown behind the retreating CT group.
It blinds Terrorists chasing from Hotel, Spa or Connector without significantly affecting the hostage carrier.
Rescue Hut Flash
This flash detonates above or behind the hut and forces interception players away from their angles.
The carrier should begin the final run as the flash explodes.
Pursuit Molotov
A saved Molotov can block the route behind the CT team.
This is one of the strongest late-round grenades on Alpine. It prevents the Terrorists from immediately chasing the carrier and removes valuable seconds from the clock.
Terrorist Defensive Utility
Early Mid Molotov
An early Mid Molotov delays CT map control and may reveal the direction of the attack.
The Terrorists should avoid using the grenade automatically every round. Changing the timing makes it more difficult for the CT team to predict when Mid is safe.
Hotel Entrance Molotov
This Molotov stops a fast Hotel attack and gives the defenders time to establish stronger positions.
If the CT side extinguishes it with smoke, the defenders gain information about the attacking team’s remaining utility.
Spa Entrance Molotov
The Spa Entrance Molotov performs the same role on the opposite side of the map.
It becomes particularly effective when supported by an HE grenade or flash after the fire expires.
HE Grenade After the Extinguish
When CT players use smoke to extinguish an entrance Molotov, they often move through the smoke immediately.
A timed HE grenade can punish the group before the entry fight begins.
Hotel Counter-Flash
A defender can flash the Hotel Entrance when footsteps or utility reveal the attack.
The flash should be coordinated with a teammate ready to peek. Otherwise, the CT team can simply wait and continue the execute.
Spa Counter-Flash
A counter-flash over the Pool or Spa Entrance can stop the first wave of attackers.
It is especially strong when the CT side has already used its own flashes and cannot easily repeat the entry.
Late Extraction Smoke
Terrorists can use a late smoke on Mid, Snow Path or near Rescue Hut to delay the carrier.
Unlike a defensive smoke used at the start of the round, an extraction smoke directly removes time from the rescue attempt.
Learn the Utility, Then Read the Rescue
Alpine rewards players who understand that every rescue contains two separate battles.
The first battle is for the hostage. Smokes isolate supporting defenders, Molotovs remove protected positions and flashes create the entry opportunity.
The second battle is for the extraction. The CT team must protect the carrier, block the pursuit and cross the final open areas before the Terrorists can reorganize.
The same principles influence competitive Counter-Strike. Team form, map knowledge, side-specific performance, utility efficiency, player roles and communication all affect how a match may develop.
Winio analyzes these variables across thousands of matches to show what the data says before the server decides the result.
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