Ancient Map Callouts in Counter-Strike 2

Callouts on Ancient aren’t just labels – they’re the language of smart strategy. Whether you’re setting up a fast-paced push or holding down a crucial angle, knowing these key locations can make or break a round.

Familiarizing yourself with these callouts helps more than just communication, it sharpens your awareness, improves your positioning, and allows for quicker decision-making under pressure. Understanding how each section of the map connects and where opponents are likely to appear can turn a just play into a game-winning one.

Spend time walking through the map, learning not only the names but also the common pre-aim(fire) spots, nade lineups, and escape routes. The more comfortable you are with these callouts, the more confident and coordinated your team becomes.

If you’re looking for more Ancient map details, don’t stop at just the callouts. Follow the link to get the complete map guide a detailed breakdown built to help players at any level improve their game sense, tactics, and map control.

Anubis Interactive Map Callouts
The Terrorists’ spawn point, where each round begins for the T-sideT Start
The starting position for Counter-TerroristsCT Start
Positioned near Alley and Bricks, demanding tight coordination to take or defend.B Site
Entry points to contested Mid fights.Mid Doors
A lower path near Bridge, good for sneaky rotations or flanks.Canal
A transition zone used to control Mid or rotate quickly.Bridge
A long pathway leading to early engagements before bombsites.Outside Long
Connects various parts of the map and helps Ts move around fluidly.Street
Offers solid cover and elevation for duels.Palace Interior
A defensive position near B Site.Bricks
Allows for quick transitions and tactical flexibility.Back of B
Allows for quick transitions and tactical flexibility.Connector
An elevated position offering strong sightlines and control.Sniper’ Nest
Elevated ground favoring defensive play for CTs.CT Side Upper
A flanking route near A Site.Tunnel
Connects lower and upper levels, key for fluid movement.Tunnel Stairs
A central landmark on A Site for orienting and holding angles.Fountain
High ground near A Site, great for overwatch and defense.Heaven
Links multiple positions near A Site.Walkway
One of the main entry routes Ts use to approach A Site.Main
Anubis Interactive Map Callouts
Where the Terrorists begin the round.T Start
The ramp that leads from T Spawn toward the mid and tunnels.T Ramp
Just before you go into Upper Tunnel.Outside
Tunnel
Leads directly to the B Site.Upper Tunnel
Connects Upper Tunnel to Mid.Lower
Tunnel
Takes you down into Lower Tunnel.Tunnel
Stairs
The center of the map; connects to Catwalk and Mid Doors.Top of Mid
Area in front of Long Doors.Outside
Long
Double doors that lead to Long A.Long
Doors
The center lane of the map.Middle
Separates Mid from the Counter-Terrorist side.Mid
Doors
Elevated path heading to Short A.Catwalk
Stairs that go from Mid up to Short A.Short
Stairs
Area between Short A and the A bombsite.Extended A
Where the Counter-Terrorists begin.CT Start
Entrance to B from Mid.B Doors
Back part of the B Site.Hole
The lower level beneath the A Site.Under A
Ramp that leads up to A Site.A Ramp
Main bombsite at A.A Site
Long path from Long Doors to A Site.Long A
A deep corner at Long A, often used to hold angles.Pit
Area near Long A and Pit.Side