Ancient Map Callouts in Counter-Strike 2

Callouts on Ancient play a crucial role in map control and shaping round strategy. Knowing these locations and how they connect makes it easier to coordinate attacks, set up solid defenses, and move efficiently around the map. The more you practice these areas—and understand the common sightlines—the more of a strategic edge you’ll have in every round.

A top-down layout of the Counter-Strike 2 "Ancient" map with labeled callouts for various locations, including bomb sites, spawn points, and pathways.

T START – This is the initial spawn area for Terrorists, offering immediate access to either “Outside” or “Tunnel“. Players can choose between fast-paced advances or stealthier approaches.

OUTSIDE – An open area just beyond T Spawn, located on the lower-left section of the map. It provides a pathway toward “Main Hall” and “Side Hall,” both leading to Bombsite A or offering rotation options toward “Middle“.

MAIN HALL – A corridor that connects “Outside” to the vicinity of A site. This high-traffic route is crucial for securing safe passage toward A or setting up a flank into “Middle“.

SIDE HALL – A parallel path to “Main Hall” that also leads toward A or “Middle“. Though less direct, it can be used for surprise pushes or as part of a split-site attack strategy.

A (Bombsite A) – One of the two bombsites on Ancient, positioned on the upper-left side. This area features tight corners and multiple choke points, making it a prime location for defenders to hold crossfires.

CT START – The initial spawn area for Counter-Terrorists, providing fast access to both bombsites. Players can reach A through “House” or B via “Alley“.

HOUSE – A structure near CT Spawn that overlooks parts of “Middle” and provides a route toward Bombsite A. Its elevated vantage points allow defenders to monitor enemy movements in central areas.

MIDDLE – The central section of the map, connecting to nearly every major pathway. Controlling this area is crucial for dictating rotations and cutting off enemy flanks.

ALLEY – A narrow passage to the right of CT Spawn that leads toward Bombsite B. This is a quick rotation route for CTs, useful for reinforcing B or launching an aggressive push into T territory.

SIDE ENTRANCE – A pathway leading into Bombsite B from the mid-to-upper section of the map. This provides an alternative angle for attacks or defenses, often used in split pushes or late rotations.

SIDE UPPER / SIDE LOWER – Two elevation levels that link “Middle” or “Alley” to Bombsite B. The verticality here creates unexpected angles for defenders, making proper use of smokes and flashes essential.

B (Bombsite B) – The second bombsite, positioned on the right side of the map. It is more open than A but has multiple entry points, requiring careful coordination and utility usage to hold or take control effectively.

RAMP – A sloped passage that leads into or out of Bombsite B, depending on the approach. This is a key choke point where defenders often hold the top to secure the site’s main entrance.

RUINS – An area near Bombsite B featuring partial cover and elevated spots. Commonly used by CTs for rotations or anchoring defense, this spot is vulnerable to flanks from “Water” or “Tunnel“.

WATER – A lower section of the map near B with a partially flooded terrain. Footsteps here can reveal player positions, making it useful for sneaky rotations or surprise pushes.

TUNNEL – A covered pathway that starts near T Spawn and runs toward the right side of the map, close to “Water” and “Ruins“. This is an effective route for stealth flanks, late-round rotations, or quick access to B when uncontested.