CS2 Wingman Explained: Maps, Money and Rank
Lose the first four rounds of a Wingman half and the fourth loss pays you $2,900, while an elimination win pays $2,750. Counter-Strike 2's 2v2 mode runs on its own config: smaller round awards, a higher and flatter loss bonus, an $8,000 cap, a 90-second clock and a seven-map pool that ignores Active Duty. Here is the whole mode from the game files and Valve's release notes, including every community map Valve has rotated through it.

Lose the first four rounds of a Wingman half and the fourth loss pays you $2,900. If the other side won that round by wiping you out, their round-win award was $2,750.
That is not a typo in a config file. It is how Counter-Strike 2's 2v2 mode is built. Wingman runs on its own config, and the money lines that shape a half differ from Competitive's: round wins pay less, the loss bonus starts higher and climbs more slowly, and the wallet tops out at half the size. On this site Wingman has mostly been a footnote: one paragraph in the rank system guide, a money-cap aside in the economy guide and passing mentions in a few other guides. Here is the whole mode: the seven maps in its pool today, the community maps Valve has rotated through it since 2024, the economy, the clock and the rank.
The rules come from Wingman's config file (gamemode_competitive2v2.cfg), the mode's map list in gamemodes.txt, and the game's English strings and menu scripts, all read from SteamDB's public GameTracking-CS2 repository at the October 8, 2026 build. The history comes from Valve's own release notes.
Wingman in 30 seconds
| Rule | Wingman |
|---|---|
| Players | 2v2 |
| Maps | Seven: Inferno, Nuke, Overpass, Vertigo, Poseidon, Debris and El Dorado |
| Bombsites | One per map |
| Match format | Best of 16 rounds: 8 per half, first to 9 wins |
| Round clock | 1:30, with a 40-second bomb timer |
| Freeze time and buy time | 10 seconds and 20 seconds |
| Money | $800 to start, $8,000 cap |
| Round win | $2,750 by elimination or time, $3,000 by detonation or defuse |
| Loss bonus | $2,000, rising $300 per consecutive loss |
| Overtime | Not switched on in the config |
| Rank | A Wingman Skill Group, separate from Competitive and Premier |
The game's own description, in its English strings, is a "2 vs 2 Competitive Match on a single-bombsite map" with friendly fire on, team collision on, armor and defuse kits purchasable, and "Best out of 16 rounds." In the files the mode is called scrimcomp2v2: game type 0, game mode 2.
Seven maps, and only two are Active Duty
Wingman's pool is its own list. It sits in gamemodes.txt as a map group called 2v2, separate from the Competitive and Casual lists, and it does not follow the Active Duty pool that the map pool history tracks.
| Map | Official or community | In Wingman since | In Active Duty now? |
|---|---|---|---|
| Inferno | Official | December 2023 or earlier | Yes |
| Nuke | Official | December 2023 or earlier | Yes |
| Overpass | Official | December 2023 or earlier | No, cut July 8, 2026 |
| Vertigo | Official | December 2023 or earlier | No, cut January 28, 2025 |
| Poseidon | Community, by hAgi | January 21, 2026 | No |
| Debris | Community, by JimFK and HomeFries | July 8, 2026 | No |
| El Dorado | Community, by radu and flowlee | July 8, 2026 | No |
The four official maps are all in the oldest Counter-Strike 2 copy of gamemodes.txt that SteamDB holds, from December 14, 2023, and no release note since has taken one out of Wingman. The makers of the three community maps are the creators listed on each map's Steam Workshop page.
Only Inferno and Nuke are in both pools. Overpass left Active Duty when Cache replaced it on July 8, 2026, and Vertigo left on January 28, 2025, when Train took its slot. Both stayed in Wingman, so the Overpass and Vertigo time you put in before those cuts still gets matchmade here.

Which bombsite each official map uses is only partly documented. Valve has stated it for one: on May 23, 2024 it reworked Vertigo's A site, and the announcement said "it's now the site featured in Wingman matches." The Counter-Strike Wiki's Wingman page lists Inferno at bombsite A and Overpass at B, and gives no site for Nuke. I have not found a Valve source for those three. The Inferno and Nuke callout guides cover the full maps.
You do not have to pick one. The play menu's script gives two modes multi-select map tiles on Valve's servers, Competitive and Wingman, so you can tick several Wingman maps and queue for all of them. Other modes get single-choice buttons.
The community slot turns over, except Poseidon
Counter-Strike 2's Wingman got its first community maps on June 25, 2024. Since then Valve has added them in pairs and has usually removed the previous pair at the next change. These are all six additions, with the removal dates from the same release notes:
| Added | Maps | Removed |
|---|---|---|
| June 25, 2024 | Memento, Assembly | November 13, 2024 |
| November 13, 2024 | Palais, Whistle | May 7, 2025 |
| May 7, 2025 | Dogtown, Brewery | October 1, 2025 |
| October 1, 2025 | Rooftop, Transit | Transit on October 3, 2025; Rooftop on January 21, 2026 |
| January 21, 2026 | Sanctum, Poseidon | Sanctum on July 8, 2026; Poseidon is still in |
| July 8, 2026 | Debris, El Dorado | Both still in |
Two rows stand out. Transit lasted two days: Valve's October 3, 2025 notes say only "Removed Transit from official matchmaking," with no reason given. And Poseidon is the one map in the table to outlast a rotation. When Valve added Debris and El Dorado on July 8, 2026, the removal line named Sanctum and three Competitive community maps, not Poseidon.

Its Workshop page sells it as a resort on a Greek island. Debris, by its page, is a French town in Madagascar that a military plane crashed through, and El Dorado is a set of ancient ruins in the mythical city of gold.

The last two rotations landed on the first day of Premier Season Four (January 21, 2026) and Season Five (July 8, 2026). The three before that did not line up with season starts, and Valve has not announced the next one, so treat the community slot as a list that can change in any update.
Wingman money versus Competitive money
Both modes' configs sit side by side in the game files. Here are their bomb-map money lines next to each other:
| Setting | Wingman | Competitive |
|---|---|---|
| Starting money | $800 | $800 |
| Money cap | $8,000 | $16,000 |
| Win by elimination, or Counter-Terrorists on time | $2,750 | $3,250 |
| Win by detonation or defuse | $3,000 | $3,500 |
| Loss bonus base | $2,000 | $1,400 |
| Loss bonus step | +$300 per consecutive loss | +$500 per consecutive loss |
| Loss counter at the start of a half | 0 | 1 |
| Terrorists whose planted bomb is defused | +$600 each | +$600 each |
| Kill rewards | Full weapon table | Full weapon table |
| Grenades | 4, at most 2 flashbangs | 4, at most 2 flashbangs |
| Zeus purchases per round | 5 | 5 |
| Defuse kit | Bought, $400 | Bought, $400 |
Round-win awards drop by $500 across the board. Kill money does not: Wingman's kill-money factor is 1, the same as Competitive's, so most SMG kills still pay the $600 the SMG guide covers and a rifle kill $300.
The cap is the other squeeze. An AK-47 ($2,700), Kevlar and helmet ($1,000) and one $300 grenade come to $4,000, so Wingman's $8,000 cap holds exactly two of those buys. Competitive's holds four. Banking money through a run of saves stops paying off fast.
The loss bonus that outpays a win
Wingman's config sets the loss bonus at $2,000 and the step at $300, and it does not set a starting loss count, so the counter begins each half at the game's default of 0. Competitive's config starts it at 1, which is why a lost pistol round there pays $1,900, as the economy guide explains. Neither config touches the rest of the counter's rules. By the game's defaults a win steps the counter down by one rather than resetting it, and mp_consecutive_loss_max holds it at 4, which is where Competitive's five-step ladder tops out.
| Loss counter | Wingman loss payout | Competitive loss payout |
|---|---|---|
| 0 | $2,000 | $1,400 |
| 1 | $2,300 | $1,900 |
| 2 | $2,600 | $2,400 |
| 3 | $2,900 | $2,900 |
| 4 (cap) | $3,200 | $3,400 |
Put that next to the round awards and the shape of the mode changes:
- A lost pistol round costs less. In Wingman the losers of round one get $2,000 and the winners $2,750 by elimination, a $750 gap before kill money. In Competitive it is $1,900 against $3,250, a $1,350 gap.
- The loss bonus passes a win one step early. At a counter of 3, a Wingman loss pays $2,900, $150 more than the $2,750 elimination award. In Competitive the loss bonus only passes the $3,250 elimination award at its $3,400 ceiling.
- A lost round still buys a gun. A Wingman player who spent everything on round one starts round two on $2,000 before kill money: an MP9 ($1,250) and Kevlar ($650), with $100 left over.
The practical read: at every step of the counter in the table above, an elimination win is worth less against a loss in Wingman than in Competitive, so a lost round leaves you less far behind the team that beat you than it would in Competitive. Winning a round in Wingman buys you a smaller money lead, so do not plan the next round around the other side being broke.
Ninety-second rounds and a best of 16
| Timer | Wingman | Competitive |
|---|---|---|
| Round clock | 1:30 | 1:55 |
| Freeze time | 10 seconds | 15 seconds |
| Buy time | 20 seconds | 20 seconds |
| Bomb timer | 40 seconds | 40 seconds |
| Technical timeouts | 1 per team, 120 seconds | 1 per team, 120 seconds |
| Rounds | 16 maximum, 8 per half | 24 maximum, 12 per half |
The round clock is 1.5 minutes in Wingman's config against Competitive's 1.92, the 1:55 you see on the HUD. Neither config sets the bomb timer, so both run the convar's default of 40 seconds. The bomb timer guide works through what that leaves a retake, given that a defuse takes 10 seconds without a kit and 5 with one. The kit is not free here either, since Wingman's config leaves kit allocation at zero.
A match is 16 rounds at most with a side switch after 8, and the config lets a team clinch once it has won more than half, so the first team to 9 wins. Wingman's config does not switch overtime on, and the game's default for it is off. On the shipped files, a Wingman match that reaches 8-8 ends level. One caveat: gamemodes.txt also tells Valve's servers to run a gamemode_competitive2v2_server.cfg that the game does not ship, so official matchmaking could set something the public files do not show.
Two more differences from Competitive:
- No map guides. Valve's March 18, 2026 update brought limited map guides to Competitive and Retakes for the first five rounds of each half. Wingman's config sets the guide access level to 0, which the convar describes as off.
- Friendly fire is on, at the same one-third bullet damage to teammates that Competitive uses.
Its own Skill Group, and 10 wins to see it
Wingman ranks you on its own ladder. It is not your Premier CS Rating and it is not one of your Competitive Skill Groups. The game draws its rank names from the same 18 strings, Silver I through The Global Elite, but ships a separate set of emblems for it: wingman1 to wingman18 in the game's skillgroups icon folder, alongside the Competitive set.
Two details in the end-of-match script separate it from Competitive:
- One rank, not one per map. A Competitive result is labelled "Your Competitive [map] Skill Group." A Wingman result is "Your Wingman Skill Group," with no map. Your Wingman rank on Vertigo is your Wingman rank on Inferno.
- Ten wins before it shows. The script asks for 10 wins before it displays a Wingman Skill Group. For a Competitive map it asks for 2, the figure Valve set on June 25, 2024, when "per-map skill groups are now revealed after you earn two wins on a map."
A Wingman rank can also lapse. The game's text says a "Wingman Skill Group has expired due to inactivity, win 1 match to display it again." It does not say how long the inactivity has to be. The Counter-Strike Wiki puts it at 28 days.
Wingman in Valve's release notes
I searched all 309 Counter-Strike announcements Steam lists from March 2023 onward for "Wingman." Apart from the map additions and removals in the rotation table above, these are the Counter-Strike 2 lines that name the mode:
| Date | What Valve changed |
|---|---|
| July 17, 2023 (limited test) | "Added Wingman game mode"; Overpass added to Wingman among other modes |
| August 2, 2023 (limited test) | "Disabled Wingman" |
| August 31, 2023 (limited test) | Recent-matches menu and third-party match history access extended to Wingman |
| September 27, 2023 (launch) | "Enabled Wingman matchmaking" |
| September 29, 2023 | Fixed both Terrorists in a Wingman match appearing to have the bomb |
| November 8 and 16, 2023 | Workshop maps can be uploaded for, and tagged as supporting, Wingman |
| February 6 and 12, 2024 | Loadout changes locked while searching for Premier, Competitive or Wingman; an item-shuffling regression in that matchmaking fixed |
| May 23 and 24, 2024 | Vertigo's Wingman layout moved to bombsite A; runboosts to B site in Wingman clipped |
| October 4, 2024 | Score calculation in Casual, Competitive and Wingman no longer counts knife and utility damage |
None of those lines changes Wingman's money or timers. The Wingman config SteamDB holds has carried the same round length, money and loss-bonus values in every copy since its first one, from March 14, 2026.
Where the wiki is behind Valve
The Counter-Strike Wiki's Wingman page is still a handy overview, but its map information lags the game:
- The infobox lists six maps: Brewery, Dogtown, Inferno, Nuke, Overpass and Vertigo. Brewery and Dogtown left on October 1, 2025, and Poseidon, Debris and El Dorado are missing, even though the wiki's own pages for all three call them Wingman maps.
- Its Counter-Strike 2 community map list stops at Brewery and Dogtown, marked "Since May 7, 2025," with no entry for Rooftop, Transit, Sanctum, Poseidon, Debris or El Dorado.
- Its loss-bonus table ends at $2,900 for both a fourth and a fifth straight loss. The config's $300 step and the counter's default cap of 4 give $3,200 at the top. I have not confirmed that in a live match, so it is in the list below as well.
The page's round timer, $8,000 cap, round awards and first four loss-bonus steps all match the config.
What I could not verify
- The top of the loss-bonus ladder. The config gives $2,000 and +$300, and the counter's cap is the convar default of 4, which makes $3,200. The wiki says $2,900. I have not seen a fifth straight loss in a live Wingman match.
- Whether 8-8 is a draw in live matchmaking. The config leaves overtime off. Valve's notes do not mention Wingman ties either way.
- What Valve's servers add on top. Official servers also run a gamemode_competitive2v2_server.cfg that is not in the game files, so any value above could in principle be overridden in live matchmaking.
- Bombsites for Inferno, Overpass and Nuke. Inferno A and Overpass B come from the wiki only. Nothing I found states Nuke's.
- The inactivity window. The 28 days is the wiki's figure, not the game's.
- Whether the 10-win rule is enforced server-side. The number comes from the client's end-of-match screen script, which decides when to show the rank.
More mode and weapon breakdowns live on the Counter-Strike 2 coverage hub, including the 3v3 Rush mode guide.
Quick Action Checklist
- Wingman is 2v2 on one bombsite, best of 16 rounds, first to 9, with a 1:30 round clock and a 40-second bomb.
- The pool is seven maps: Inferno, Nuke, Overpass, Vertigo, Poseidon, Debris and El Dorado. Only Inferno and Nuke are also Active Duty.
- You can queue for several Wingman maps at once. Tick every one you know.
- Community maps rotate in pairs. Poseidon is the only one so far to survive a rotation.
- Money caps at $8,000, two $4,000 rifle buys. Spend instead of banking.
- Round wins pay $2,750 or $3,000. A loss pays $2,000 and climbs $300 at a time, and from a counter of 3 it outpays an elimination win.
- Kill rewards are the full Competitive table, so a $600 SMG kill pays the same as it does in Competitive.
- Buy the $400 kit. Wingman does not hand them out.
- No map guides in Wingman, unlike Competitive.
- Your Wingman Skill Group is one rank across all maps, shows after 10 wins and lapses with inactivity.
Frequently Asked Questions
What maps are in CS2 Wingman right now?
How many rounds is a Wingman match in CS2?
How is Wingman money different from Competitive in CS2?
How does the Wingman rank work in CS2?
Is there overtime in CS2 Wingman?
Which bombsite does Wingman use in CS2?
Keep Reading
- gamemode_competitive2v2.cfg: Counter-Strike 2 Wingman rules via SteamDB GameTracking (money, round awards, loss bonus, round time, freeze and buy time, 16 rounds, halftime, clinch, map guides off)
- gamemode_competitive2v2.cfg change history via SteamDB GameTracking (first copy March 14, 2026; money and timer values unchanged since)
- gamemode_competitive.cfg: Counter-Strike 2 Competitive rules via SteamDB GameTracking (Competitive money, starting loss count of 1, 1.92-minute rounds, for comparison)
- gamemodes.txt: Counter-Strike 2 game modes via SteamDB GameTracking (scrimcomp2v2 mode, the 2v2 Wingman map group, and the exec of a server-only gamemode_competitive2v2_server.cfg)
- gamemodes.txt change history via SteamDB GameTracking (Wingman map group from December 14, 2023 through every community map rotation)
- convars.txt: Counter-Strike 2 console variable dump via SteamDB GameTracking (mp_c4timer 40, mp_starting_losses 0, mp_consecutive_loss_max 4, mp_consecutive_loss_aversion, mp_overtime_enable off, map guide access levels)
- csgo_english.txt: Counter-Strike 2 English strings via SteamDB GameTracking (Wingman mode description, rank names, Wingman Skill Group expiry text)
- endofmatch-skillgroup.js: Counter-Strike 2 end-of-match rank script via SteamDB GameTracking (Wingman rank not per map; Wingman emblem set)
- sessionutil.js: Counter-Strike 2 session helper script via SteamDB GameTracking (wins needed to show a rank: 2 for Competitive, 10 otherwise)
- mainmenu_play.js: Counter-Strike 2 play menu script via SteamDB GameTracking (multi-select map tiles for Competitive and Wingman on official servers)
- pak01_dir.txt: Counter-Strike 2 file listing via SteamDB GameTracking (wingman1 to wingman18 Skill Group emblems)
- items_game.txt: Counter-Strike 2 item schema via SteamDB GameTracking (Kevlar $650, Kevlar and helmet $1,000, defuse kit $400)
- weapons.vdata: Counter-Strike 2 weapon definitions via SteamDB GameTracking (AK-47 $2,700, MP9 $1,250 and $600 kill award)
- Release Notes for 7/17/2023: Valve (Wingman game mode added to the limited test; Overpass added to Wingman)
- Release Notes for 8/2/2023: Valve (Wingman disabled in the limited test)
- Release Notes for 8/31/2023: Valve (recent-matches menu and third-party match history cover Wingman)
- Release Notes for 9/27/2023: Valve (Counter-Strike 2 launch; Wingman matchmaking enabled)
- Release Notes for 9/29/2023: Valve (Wingman bomb display fix)
- Release Notes for 11/8/2023: Valve (Workshop map uploads for Wingman)
- Release Notes for 11/16/2023: Valve (Workshop maps can be tagged as supporting Wingman)
- Release Notes for 2/6/2024: Valve (loadout changes locked while searching for Premier, Competitive or Wingman)
- Release Notes for 2/12/2024: Valve (item-shuffling regression fixed for Premier, Competitive and Wingman matchmaking)
- Release Notes for 5/23/2024: Valve (Vertigo A-site rework; Wingman layout changed to bombsite A)
- Fire Sale: Valve, May 23, 2024 (Vertigo's A site "now the site featured in Wingman matches")
- Release Notes for 5/24/2024: Valve (runboosts to B site in Wingman clipped on Vertigo)
- Release Notes for 6/25/2024: Valve (Memento and Assembly added to Wingman; per-map Competitive Skill Groups revealed after two wins)
- Release Notes for 10/4/2024: Valve (score calculation in Wingman excludes knife and utility damage)
- Counter-Strike 2 Update, November 13, 2024: Valve (Palais and Whistle added to Wingman; Assembly and Memento removed)
- Counter-Strike 2 Update, January 28, 2025: Valve (Vertigo removed from Active Duty, Train added)
- Counter-Strike 2 Update, May 7, 2025: Valve (Dogtown and Brewery added to Wingman; Palais and Whistle removed)
- Counter-Strike 2 Update, October 1, 2025: Valve (Rooftop and Transit added to Wingman; Dogtown and Brewery removed)
- Counter-Strike 2 Update, October 3, 2025: Valve (Transit removed from official matchmaking)
- Counter-Strike 2 Update, January 21, 2026: Valve (Sanctum and Poseidon added to Wingman; Rooftop removed)
- The Fourth Season: Valve, January 21, 2026 (Premier Season Four; Poseidon and Sanctum in Wingman)
- Counter-Strike 2 Update, March 18, 2026: Valve (limited map guides in Competitive and Retakes)
- Counter-Strike 2 Update, July 8, 2026: Valve (Premier Season Five; Overpass removed from Active Duty; Debris and El Dorado added to Wingman; Sanctum removed)
- Season 5, Armory, and More: Valve, July 8, 2026 (Debris and El Dorado in Wingman; community maps graphic)
- Poseidon: Steam Workshop page (creator hAgi; Greek island resort setting)
- Debris: Steam Workshop page (creators JimFK and HomeFries; crashed military plane in a French town in Madagascar)
- El Dorado: Steam Workshop page (creators radu and flowlee; ancient ruins of the city of gold)
- Wingman: Counter-Strike Wiki (bombsites for Inferno and Overpass, loss-bonus table, inactivity window; map list out of date)
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