Upload a demo, choose three to five decisive rounds, watch the setup from player POV, then use free or top-down camera to check routes, spacing, sightlines and utility. Memorin currently supports full demo review on Ancient, Anubis, Cache, Dust II, Inferno, Mirage, Nuke, Overpass, Train and Vertigo. On Nuke, Train and Vertigo, check the correct radar level before judging a route or teammate’s proximity.
Which CS2 maps can I review in Memorin?
The supported play pool comes from the same map configuration used by Memorin’s replay loader and radar. A supported map has the geometry and calibration needed to place recorded players and events in the reconstructed world. This is the current pool:
| Map | Demo map name | Review consideration |
|---|---|---|
| Ancient | de_ancient | Compare early utility with the space it actually creates before the first fight. |
| Anubis | de_anubis | Review route timing and whether teammates can support contact through connecting lanes. |
| Cache | de_cache | Check the setup before site contact and whether pressure elsewhere changes the defence. |
| Dust II | de_dust2 | Use free camera to separate information gained across long sightlines from hindsight. |
| Inferno | de_inferno | Track utility and teammate spacing through narrow approaches before the execute. |
| Mirage | de_mirage | Compare mid control, connector support and site pressure on the same timeline. |
| Nuke | de_nuke | Two-level radar: confirm whether players are on the upper or lower floor. |
| Overpass | de_overpass | Start the replay early enough to see rotation routes and when defenders lose information. |
| Train | de_train | Two-level radar: account for lower areas and use 3D camera around occluding trains. |
| Vertigo | de_vertigo | Two-level radar: verify elevation before interpreting nearby blips or rotations. |
This list describes Memorin support, not Valve’s current competitive map pool. The two can differ as maps enter or leave matchmaking. Unsupported names are rejected consistently rather than shown with incomplete geometry.
A map-review workflow that produces an action
- Choose one question. Ask about a specific site hold, route, rotation, execute or retake. “Why did our B defence fail?” is more useful than “What went wrong?”
- Shortlist rounds. Use rounds and events to find the first breakdown, a lost advantage and one successful comparison round.
- Watch the setup in POV. Begin before contact and state only the information the selected player could have had.
- Rewatch in 3D. Use free, follow or top-down camera to inspect spacing, routes, sightlines and utility across the map.
- Mark cause before outcome. The useful moment may be an early gap, late flash or unsupported rotation rather than the final death.
- Write one testable adjustment. Name the trigger, position and action you will try next time on that map.
For the controls behind these steps, see the CS2 demo viewer controls reference. If you still need the file, start with how to find and download a CS2 demo.
How to review multi-level CS2 maps
A radar is a projection, so two players can appear close while standing on different floors. Memorin has separate lower-level radar configuration for Nuke, Train and Vertigo. Use it as an orientation aid, then confirm elevation, walls and reachable routes in the 3D scene.
- Nuke: follow transitions between upper and lower areas. Pause before a rotation and identify when the destination became knowable.
- Train: inspect lower passages and then move the free camera around trains or other occluders before deciding that support was available.
- Vertigo: verify the floor first. A short 2D distance is not proof that two players shared a sightline or trade path.
This matters for any map with elevation, but the explicit two-level radar makes it essential on these three. Do not infer travel time or visibility from radar distance alone.
Useful review questions for each map
A map guide should help you interrogate evidence, not hand you a generic verdict. These prompts work with the recorded positions, events and utility in a demo:
- Ancient and Inferno: What utility was spent to contest a narrow area, and what space remained when it faded?
- Anubis and Mirage: Could the player making first contact be supported through the available connecting route?
- Cache and Dust II: What information justified the rotation, and what sightline or area was given up?
- Nuke and Vertigo: Did the team correctly identify the floor and the practical route before moving?
- Overpass: When did each side gain or lose information across the longer rotation?
- Train: Was the apparent teammate proximity real once trains, elevation and reachable paths are considered?
Compare a failed round with a similar successful one. That controls for some map context and makes the difference—timing, positioning, equipment or utility—easier to describe without overclaiming.
What map review can and cannot prove
Memorin reconstructs recorded game state so you can inspect positions, health, equipment, events, grenades and match context where the demo contains them. The replay can show that players were separated, that utility landed at a recorded place or that a route was taken. It cannot prove attention, intention, team communications or why a player made a choice.
Player POV is a reconstruction and should not be treated as a video recording of the original screen. Use careful language: “the teammate was not on a reachable trade path when contact began” is supported by replay evidence; “the teammate refused to trade” assigns an unrecorded motive. Read what a CS2 demo analyzer can and cannot measure and how Memorin reconstructs replays for the full evidence boundary.