A battle to the death takes place beneath the busy canals. The Death Amusement Park’s point-of-call system is renowned for its multi-layered structure, presenting players with a challenge like no other.
While the Counter-Strike side has the upper hand in some aspects of the game, proficiency in callout terminology is crucial for both sides. An accurate understanding of these call points will not only help you turn the tide of battle, but it is map knowledge that every serious CS2 player must be well versed in when competing in a professional tournament.

Mastering Death Amusement Park Map Reporting Points
Compared to many maps in the CS:GO space, Death Row stands out with its unique reporting system. The map features multiple wide paths to blasting points, which are intertwined through tight and narrow corridors.
Get to grips with Mirage in CS2 with our annotation guide, and learn the basic location names to enhance team communication and gameplay on this iconic map.
Deadly Amusement Park Point A
A Short, despite its name, meanders around and around, forcing combatants into close encounters.
A Long connects Birth Point T to Point A, passing through the amusement park and creating a long route with many angles for strategic confrontations.
The bathrooms, serving as key corridors, are the way to the core of Point A.
The water fountain at the center of the party often serves as a reference point for coordinated reporting points.
Corridors intersect with rest rooms to form a complex network connecting Long A, Point A, and the Middle Road.
Sturdy concrete partitions separate the A-Long from the restrooms, providing valuable cover for players in the heat of battle.
The bank, located next to Point A, serves as both cover and a key Counter-Strike rotation.
Large containers (dumpsters) provide necessary cover for players defending bomb points.
Trucks parked at Point A, providing critical cover and a favorable view for defenders.
Death Ride Point B
Short road connecting the middle road to Point B, sometimes referred to as the water or building area.
The Monster Tunnel, which connects Point B to the T Birthplace, is a key invasion path for attackers.
Sandbag piles provide cover for players defending the short B area.
The large column in the center of Point B serves as both cover and an observation point.
Graffiti wall, a common defensive hiding place near Point B.
Scattered barrels provide additional cover for defenders.
Bridge, high position overlooking Point B, provides good view and protection.
Heaven, close to Point B and accessible from the CT birth point, provides the defender with a strategic high ground view.
Deadly Amusement Park Middle
The Middle Road serves as the central hub of the map, connecting the T Birth Point, Point A and Point B. The Middle Road is the main hub of the map.
The connecting corridor connects the middle path to the short B, making it easy to move quickly.
The stairs in the middle path lead to the restrooms and Short B, which is a strategic point for navigating the map.
T Birth Point
The T Birth Point, the starting point for terrorist teams, connects to A Long, Mid, and Monster, providing a variety of avenues for their strategy.
A vibrant location near the T Birthpoint known as the Playground is adorned with play equipment that provides access to A Long and Mid, creating an interesting dynamic to the game experience.
CT Birth Point
The CT Birth Point, the starting point for Counter-Terrorist teams, acts as an anchor point, connecting to the A-Site, B-Site, and Heaven, allowing them to cover important ground on the map.
A set of CT stairs gracefully descends from the CT Birth Point to the B-Site, creating a strategic route for defenders to quickly rotate and reinforce their positions.
Other Reporting Points
A network of underground tunnels traverses the map, connecting key areas such as the B-Short, connectors, and restrooms, providing a stealthy course of action.
The door located in B Short allows players the flexibility to transition between the tunnel and the middle of the road, creating strategic movement opportunities.
Flower pots in the restrooms, though inconspicuous, may be carefully placed ambush hideouts.

Death Amusement Park Reporting Points: Enhancing the CS2 Team Game
In CS2, the Death Amusement Park map presents a unique blend of complexity and accessibility. Navigating its intricate paths may not be the easiest task, but it certainly doesn’t feel overly complicated.
By spending just a few minutes analyzing the map and focusing on memorizing key locations, players can unlock its potential. The Deadly Amusement Park reporting points are key here, providing the basis for effective communication in team games. Utilizing these checkpoints to exchange information will significantly improve your team’s chances of winning the game, making your game a magnificent intertwining of strategy and execution.
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