Essential Map Callouts Guide for Ancient in CS2

Essential Map Callouts Guide for Ancient in CS2

By Michael Chen

December 2, 2024 at 03:11 AM

Essential Ancient Callouts in CS2

A-Site Callouts:

  • A Site: Main bomb plant area between CT Lane, Short, and Big Box
  • A Main: Primary T entrance from T-Spawn
  • Long: Major T entrance providing view of Boost
  • Boost: Right side position near Long entrance
  • Big Box: Large defensive crate near site
  • Single: Narrow crate near Plat
  • Triple Box: Back site boxes for safer plant
  • CT Lane: Direct CT path to A Site
  • Temple: CT flank route to site
  • A Short/Donut: Connection between Donut and site
  • Stairs: Links Split to A Halls
  • Split: Connects T-Spawn to Elbow/Mid
  • Elbow: Corridor between Split and Mid

B-Site Callouts:

  • B Site: Main plant area between Ramp, House, and Square
  • T-Lower: Connection point past ruins exit
  • T-Upper: Lift access to excavation/catwalk
  • Ramp: Ascending path from T-Lower
  • Cave: Chamber before B Site entrance
  • Pillar: Central cover structure
  • Main B: Primary path between Cave and site
  • First/Second Lane: Defender approach routes
  • Back Alley: Rotation area beyond entry lines
  • B Short/Long: CT approaches to site
  • Ninja: Hidden corner position
  • Construction: Boost area with firing angles
  • Lamp Room: Shadow-tactical position

Key Areas:

  • CT Spawn: Defender start connecting to both sites
  • T Spawn: Attacker start with multiple route options
  • Jungle: Area linking T Ramp to mid
  • Connector: Narrow passage linking map sections
  • Window: Strategic sniper positions
  • Underpass: Stealth route from Tunnel to Water

Critical Positions:

  • Mid Control: Central junction accessing both sites
  • B Site Positions: Boat, Pillar, Banger
  • A Cross/Plant: Boost and Short control points
  • Chamber Lane/Cubby: Secondary tactical positions

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Having clear understanding of these callouts enables effective team communication and coordinated strategies essential for competitive play.

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