All about CS2 Ancient Map Callouts
All the most key points related to CS2 Ancient Callouts

The Ancient map of CS2 means a big change in the way we design competitive maps, turning a place that's inspired by archaeology into a complicated strategic playground. Ancient isn't like traditional map layouts, it gives players a complex design, mixing old school architecture with modern gameplay tactics.
This map really makes you rethink your strategies, testing your skills and ability to adapt. The Ancient map goes beyond usual map design by offering a detailed tactical setting, giving importance to clever ideas, working together, and smart planning. The main features of it are:
Notable Structures:
- A multi-tiered environment with archaeological motifs
- Intricate vertical and horizontal engagements
- Distinctive architectural impediments
- Sophisticated sightline arrangements
Strategically Important Points:
- Mid control areas
- Site transition zones
- High-risk, high-reward vantage points
- Essential movement pathways
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Effective Callout Strategies
Basic Communication Principles:
- Employ standardized callout terminology
- Omit superfluous details
- Communicate calmly and clearly
- Focus on crucial information
Advanced Communication Methods:
- Establish team-specific communication procedures
- Practice swift, succinct information exchange
- Visualize teammate locations

All CS2 Ancient Map Callouts
- T Spawn — This is the spot where the Terrorist team starts at the beginning of each round. From T Spawn, the Terrorists can go two ways: through the Tunnel on the right or the Split on the left.
- Tunnel — This area is right by T Spawn. Just look to the right, and you'll see a stone tunnel. If you go through it, you’ll find the quickest way to bombsite B. Before reaching bombsite B, you can also change direction and head to Mid.
- Water — This area has a natural feel to it, with plants all around and water at your feet. Terrorists usually pass through here while going from the Tunnel to the Ruins.
- Ruins — Even though it's just another stop on the way to bombsite B, Ruins has something special. There's a box you can hide behind. The Terrorists can use it to approach Ramp more safely, especially when the Counter-Terrorists are pushing forward in that area.
- Doors — These connect the Ruins to Ramp. Terrorists often use these double doors since they are closer to T Spawn. However, Counter-Terrorists might also reach Doors quickly, so it’s wise to stay alert here.
- Ramp — As a Terrorist, you step into this area just after passing through the Doors. To get to bombsite B, you should turn right after going up the slope.
- B Site — This is where you plant the bomb. It's located in the middle of bombsite B, marked by a blue line.
- Pillar — This is a good spot for protection right in the middle of B Site. Counter-Terrorists often hide there, waiting for opponents coming from Ramp. Terrorists can also use the Pillar for better defense after planting the bomb.
- Split — To get to this area, head left and up after leaving T Spawn. The paths divide here. Some players may choose to go to Elbow, while others may go to Stairs and A.
- Elbow — This is a narrow turn that leads directly to Mid, where you can use Xbox to reach Heaven.
- Xbox — There are two boxes located on Mid. Use these as boosts to access Heaven.
- Heaven — This area is very important for Terrorists because it opens up two opportunities.
- Window — Some players refer to the area on Heaven near Xbox as Window.
- T Lower — This area is below Ramp and Heaven. T Lower is an important connector on CS2 Ancient. You can use this callout to help your team coordinate movements.
- Lamp Room — This is a real room that Terrorists pass on their way to B. It has cheetah murals on the walls, so it might also be called Cheetah or Cat Room.
- Dark — This is a small space right after Lamp Room. Like other Ancient callouts, it serves a purpose. Counter-Terrorists might hide in Dark to wait for enemies. Use this callout to let your teammates know if someone is hiding there. If you're playing as a CT, let your team know if you see any Terrorists.
- House — This is located near bombsite B. The entrance to B Site is on the opposite side for Terrorists, through a narrow door. While using House can be risky, it also allows for a split attack on CTs from different angles.
- Mid — The middle part of Ancient is a fairly large open area. It's closer to T Spawn, making it easy for Terrorists to reach. From here, you can access Heaven or invade bombsite B in two different ways. You can also turn towards Tunnels and head to bombsite A. A rotation to Elbow to take Stairs and go to A might be a team tactic, especially after creating some noise around Ramp or House.

- Pit — This dead end is located opposite the entrance to Tunnels. Both teams can use Pit as a hiding spot to catch careless opponents off guard.
- Tunnels — This callout refers to a room featuring a large piece of ancient structure in the center. It connects Mid and Short, leading to bombsite A. The structure provides good cover as it splits the room into two tunnels. It’s a hotspot for battles! Another common name for this area is Tomb.
- Short — head from Tunnels to this corridor to enter bombsite A. Short is rather too small for any shooting action, but it leads directly to A Site. Counter-Terrorists should keep an eye on it. Terrorists should be very careful rushing from Short to the open area.
- A Site — it is the area to plant the bomb. It’s highlighted with an orange line.
- Triple Box — use the boxes to hide behind while planting the bomb. If you are playing as CT, Triple Box can protect you during defensive actions on A.
- Stairs — the actual stairs lead to A Halls. It’s one of the rarely-used CS2 Ancient callouts: due to the proximity to T Spawn, the action doesn’t reach this spot often.
- A Halls — there are two corridors in this area. Instead of taking the most direct way to A Main, you can go to the parallel room. This may be helpful if aggressive Counter-Terrorists want to greet their opponents in A Halls. For playing on the CT side, these corridors may also be good options for unexpected strikes.
- A Main — it’s a room right after A Halls before entering Long and then bombsite A.
- Long — the corridor connects A Main and bombsite A. Counter-Terrorists should control the exit from Long. For Terrorists, rushing from the room outside may be dangerous.
- Big Box — there are two boxes standing close to each other (between the exit from Temple and Long). They have different Ancient map callouts. This one is obviously bigger, and it’s located closer to A Site. It may be a good protection for Counter-Terrorists who enter the bombsite from Temple and expect their opponents to rush from Long and Short.
- Single — the other box on bombsite A stands closer to Plat. Its main purpose is to protect players camping on the platform to defend A Site.
- Plat — there is a platform — a raised area — in the distant corner of bombsite A. Plat is a dead end, and both teams may decide to protect A from here.
- Boost — the corner on the right from Long (for Terrorists) is a good place for CT players to boost each other while defending the bombsite from T invasions.
- CT Spawn — This is a large area where Counter-Terrorists start their rounds in CS2. There are three ways to exit CT Spawn to get to any spot on Ancient.
- CT Lane — This is a shorter path for CTs heading to A Site. It begins a bit deeper on the map from the spawn area.
- Temple — CT players can take a right turn from where they spawn and go through the Temple rooms to reach bombsite A. This path is somewhat longer and leads deeper into A, meaning Counter-Terrorists arrive further away from their opponents' main entrances: Short and Long.
- Bombsite B is located a short distance from CT Spawn, but the route is still quite easy to navigate. There aren't any different paths here. The entrance is split into two ways by Square.
- Alley — If CT players move straight ahead after spawning, they find themselves in a small room with two choices. A right turn leads to Alley and bombsite B. Alley is pretty long and has a big crate inside.
- Back Halls — This area is a direct extension of Alley. To clarify, this part of the corridor has different names in CS2 Ancient. Back Halls is behind Square.
- Square — This is a large squared structure that separates the back area of bombsite A into two entrances. These can be called Back Alley (the one farther from CT Spawn) or Alley (the one closer to CT Spawn).
- Sniper Nest — If Counter-Terrorists turn left from the connected room at their spawn, they reach another small room with a good view over Mid. This spot is for snipers to monitor what their opponents are doing across the map.
- Top Mid — This refers to the upper section of Mid, with stairs leading up to Sniper Nest. CTs pass through here quickly to reach Mid, aiming to attack their opponents from behind or disrupt their plans.
Transform challenges into opportunities
The map requires a new way of thinking about competitive gameplay. It pushes players to go beyond typical strategies and to create a more adaptable and sophisticated competitive mindset.
About the Creator
James Brown
Curious explorer navigating the intersections of technology, human connection, and knowledge. By day, I dive into code; by night, I'm lost in fictional worlds and endless learning.




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