Essential Map Callouts Guide for Ancient in CS2
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.