CS2 Ancient Callouts: Essential Guide for Competitive Play

The Ancient map is one of the most tactical one in CS2. Unlike the newest maps The Ancient has very favourable design and classic callouts which are pretty easy to figure out. Like all maps in CS2 everyone joins with play making strategic plan and strong communications. Our guide covers all CS2 Ancient callouts and explains key positions. 

Complete List of CS2 Ancient Callouts

The Ancient is the map before last added in CS:GO. Its design remains Aztec but with improved interface. Due to that fact many players noted the familiar corners in the map. Visually it takes place in the ancient residence located in the middle of rainforest. The place was abandoned for years and in the middle of rooms players can see many plants. Indeed, the map is very welcome to eyes due to its pastel tones with green lines. 

As in the previous maps, here are three main points A Site, B Site and Mid Site.  Here’s an extensive breakdown of the most commonly used callouts on Ancient:

A Site Callouts

  • A Main – The primary entrance to A from T-side.
  • A Cave – A narrow passage leading to A Main.
  • Temple – A defensive position near A site, offering cover.
  • A Long – The extended path leading toward A from mid.
  • A Boxes – Stack of boxes used for cover near A site.
  • Hide – A tucked-away position behind stairs.
  • Stairs – The steps leading up to the hall before A site.
  • Hall – The hallway leading into A Main.
  • Boost – A position where teammates can be boosted for an elevated angle.
  • Big Box – A large box near A site used for cover.
  • Plat Box – A medium-sized box providing additional cover.
  • Tunnel – The passage from Donut to A Site.
  • Plat – A small raised area for controlling A Site.
  • A Site – The bomb plant location for A.
  • Triple – Three stacked wooden boxes near A.
  • Street – A narrow passage between A Site and CT Spawn.

B Site Callouts

  • B Main – The main entry point to B from T-side.
  • B Ramp – Sloped area leading into B Main.
  • B Backsite – The farthest position on B site, used for post-plant defense.
  • Pillars – Structures offering cover near B site.
  • B Default – Common bomb plant location on B site.
  • Alley – A narrow space leading toward B Site.
  • Back Alley – A continuation of Alley.
  • Short – A shorter path leading from Alley to B Site.
  • Long – A longer route from Alley to B Site.
  • 90 – A corner where defenders often wait for enemies from Connector.
  • Banger – A wooden, wallbangable section near B Site.
  • Vent – A tight passage connecting Connector and Lamps.
  • Lamps – A crucial room before Connector.
  • Lane – A small exit leading into Lamps.
  • Boost – A boost spot for vision over B Ramp.
  • Ninja – A sneaky position near the bombsite for hiding.

Mid Control Callouts

  • Mid – The central, open space on Ancient.
  • Cubby – A small corner in mid, often targeted with Molotovs.
  • Mid Stairs – A staircase leading up to Mid Control.
  • Mid Boxes – Stack of boxes providing cover in mid.
  • Jaguar – A key T-side mid control area, leading toward B site.
  • Donut – A crucial mid-section connecting Mid and A Site.
  • Mid Ramp – A sloped mid pathway influencing rotations.
  • Heaven – A CT-side high ground before Mid Stairs.
  • Split – A set of connected rooms near CT Spawn, affecting rotations.
  • XBox – A mid-box corner used for cover and positioning.
  • Lower Mid – A T-side exit into Mid, critical for mid control.
  • Jungle – The T-spawn entrance leading to mid or into A House.

Rotations & Utility Spots

  • T Spawn – The Terrorist starting point.
  • CT Spawn – The Counter-Terrorist starting point.
  • Alley – A hidden path allowing rotation between sites.
  • Bridge – A connecting structure useful for quick rotations.
  • Water – A low-ground area providing alternative movement.

This Ancient map CS2 callout list ensures players can efficiently relay enemy positions, improving overall team coordination and strategic execution.

Key CS2 Map Callouts for Strategic Play

Understanding Ancient callouts in CS2 is essential for executing tactics, rotations, and post-plant setups

Control Areas: Mid Domination

Mid control is a game-changer in Ancient, influencing both attack and defense strategies. Some of the most important CS2 Ancient callouts for mid fights include:

  • Jaguar – A crucial position for controlling B rotations.
  • Donut – A pivotal spot leading from mid to A site.
  • Cubby – A small hiding area, perfect for catching enemies off-guard.

Bombsites: Holding and Executing Strategies

Both A and B sites require precise positioning for success. Knowing these Ancient callouts in CS2 ensures effective site execution and defense:

  • Temple – A strong CT position on A site.
  • Pillars – Provides cover at B site for both attackers and defenders.
  • B Default – A common bomb plant location, crucial for post-plant plays.

Flanking Routes: Catching Opponents Off-Guard

Flanks play a huge role in Ancient’s strategic depth, making rotations and sneaky plays highly effective. Key Ancient map CS2 callouts for flanking include:

  • Alley – A lesser-known but effective route for rotations.
  • Bridge – A quick rotation spot between key areas.

By mastering CS2 map callouts, players can gain a competitive edge, improving map awareness and overall performance. Whether transitioning from Ancient CSGO or adapting from CS:GO Inferno callouts, refining your Ancient map CS2 strategies is crucial for high-level play.

Is Ancient Map the Easiest in the CS2?

Every CS map has its own structure and gameplay. Other players who watched the streams or scrolled some video came to know that CS2 Ancient callouts are easy to navigate and map is easy to play. There are multiple reasons for this opinion. In my opinion, Ancient map very close to Aztec similar with its style also resemble on earlier maps.

Mirage and Ancient however lean on their playstyle in the Mid site — T-side fights are focused toward Heaven and Donut, similar to how attackers get Mid on Mirage for access to Connector or Short. But Ancient is also much easier to play, because many players still don’t fully grasp its foundational structure, leaving those of us who do a solid competitive advantage.

Unlike Anubis, Ancient allows for more flexibility to the victimizing of defense, as it provides CTS an opportunity to play aggressively and hinder the adversary’s strategy. Anubis’s layout favors T-side, very little space for CT to push forward and break the hold. By contrast, Ancient allows defenders to be proactive, particularly in Mid throws, when CTs controlling it can jet out on T-sided map presence in addition to neARs (9) or B for IPR.

FAQ 

1. What makes Ancient different from other CS2 maps?

Ancient stands out due to its Aztec-inspired design, dense jungle environment, and unique mid-control dynamics. Unlike Mirage or Anubis, Ancient’s simple geometry and familiar layout make it easier to navigate, especially for new players. The map also allows CTs more flexibility in aggressive defensive plays, making it a highly adaptable battlefield.

2. Why do professional players focus on mid-control in Ancient?

Mid is the most contested area on Ancient because it connects both A and B sites, influencing rotations and executes. Controlling mid gives teams an advantage, allowing CTs to cut off enemy movement and Ts to create multiple attack routes through Donut or Jaguar. A well-executed mid-control strategy often decides the outcome of the round.

3. What are the best ways to gain an advantage on Ancient?

To perform well on Ancient in CS2, players should:

  • Master key callouts like A Main, Donut, Jaguar, and Temple for better communication.
  • Control mid early to force opponents into uncomfortable positions.
  • Use utility effectively, including smokes for Mid and Molotovs to clear site corners.
  • Play aggressively on CT-side to disrupt T-side strategies before they can execute their plans.