All Ancient Callouts in CS2 (Advanced Guide)
This Counter-Strike 2 map is nicely balanced, with a classic three-lane structure and good opportunities for mid-round rotations. Thanks to this, CS2 Ancient is popular among both casual and professional players. Would you like to get better results on it? Then learn Ancient map callouts!
Remembering all CS2 callouts may feel too much for beginners. It is true that each map has a lot of spots and areas with specific names. It’s so you can refer to them in the voice chat and let teammates know where you or your opponents are located. The trick is to learn the callouts gradually and to convert your theoretical knowledge into in-game practical experience.
To let the CS2 Ancient callouts settle in your head, focus on this map and try to repeat specific patterns from round to round. For example, rush to bombsite B via Tunnel, Ruins, and Ramp while playing on the T site. Repeat the callouts on this limited area in your head and actively use them in team communication. When you feel ready, change the routine to something else, like offense on A via A Hall and Long.
Sure, it is absolutely better to do this practice in casual matchmaking. Your teammates in the competitive CS2 mode will not be happy seeing you learning callouts on Ancient with CS2 ranks at stake.
All CS2 Ancient Map Callouts
Compared to other maps, such as Mirage or Inferno, Ancient looks simpler—in terms of callouts. There are not many small spots with their own names. The callouts are mainly based on relatively big areas, and their total number is manageable.
In the following sections, you’ll find CS2 Ancient callouts divided by the main routes for CT and T players.
From T Spawn to bombsite B via Water
It’s the shortest path for Terrorists to bombsite B. Using it too often means becoming predictable for your opponents. Like all the other routes on CS2 maps, this one should be mixed with a good variety of other approaches.
- T Spawn—traditionally, this callout refers to an area where the Terrorist team spawns at the beginning of each round. On CS2 Ancient, T players can go in two directions from here: Tunnel on the right and Split on the left.
- Tunnel—it starts right near T Spawn. Just look right, and you’ll see a stone tunnel. Go right there for the shortest path to B. Before actually entering bombsite B, you can change direction and get to Mid.
- Water—this is an area with wilderness vibes: there are plants around and water under your feet. Terrorists pass it on their way from Tunnel to Ruins.
- Ruins—although it’s just another area on the way to B, Ruins still has a remarkable feature. There is a box to hide behind. The T team can use it for a safer approach to Ramp via doors, especially if CT players are aggressively overstepping this territory.
- Doors—they connect Ruins and Ramp. Terrorists use these double doors more often than their opponents thanks to a closer positioning to T Spawn. Still, Counter-Terrorists may have time to reach Doors, so you should be careful around them.
- Ramp—as a T player, you enter this area right after Doors. To head towards bombsite B, turn right after going up the slope.
- B Site—plant the bomb here. It’s an area in the middle of general bombsite B, highlighted with a blue line.
- Pillar—it’s a nice protective object in the middle of B Site. CT players often hide behind it, expecting opponents coming from Ramp. Terrorists may find Pillar useful after planting the bomb to be safer in defense.
From T Spawn to B via Elbow and House
It’s the second main approach for Terrorists to bombsite B. The pass is somewhat trickier, but it leads behind Pillar, which may be pretty useful.
This path and the short rush B scenario can replace each other. T Lower is a connector for team rotations.
- Split—go left and up after T Spawn to enter this area. The paths split here, as some players may decide to go to Elbow and some may head to Stairs and A.
- Elbow—this narrow turn leads directly to Mid, from where you can use Xbox to access Heaven.
- Xbox—two boxes stay on Mid. Use them as a booster to reach Heaven.
- Heaven—this area is pretty important for Terrorists, as it opens two opportunities. You can go to T Lower, Ramp, and then directly to bombsite B. Or you can turn left to enter Lamp Room and go to B via House. Sure, the other direction is possible too. After moving from Ramp and T Lower, you can still go to B via Lamp Room or go down to Mid with a variety of options there. Other possible callouts are Catwalk and Construction.
- Window—some players use this map callout on Ancient to refer to the area on Heaven close to Xbox.
- T Lower—this area is lower than the connected Ramp and Heaven. T Lower is an important connector on CS2 Ancient. The callout can be used to coordinate team rotations.
- Lamp Room—it’s an actual room, and Terrorists pass it on the way to B. It has cheetahs drawn on the wall, so other possible callouts include Cheetah or Cat Room.
- Dark—there is a small space right after Lamp Room. Like with other Ancient callouts, this exists for a reason. Counter-Terrorists hide in Dark to wait for opponents. Use it to let your teammates know if someone is there. And if you play as CT, inform your team about the Terrorists’ positioning.
- House—it’s located right near bombsite B. The entrance to B Site is on the opposite side for Terrorists, and that is just a narrow door. Using House may be dangerous but it has some benefits, like splitting the team and attacking CTs from two directions.
From T Spawn to A via Mid and Tunnels
All good CS2 maps have one thing in common—players can change their direction in the middle of a round, confuse opponents with their fake calls, take different routes, and then strike in an unexpected place. These sorts of rotations usually happen via Mid, and Ancient also has one.
It is possible for Terrorists to go in a variety of ways from Mid. Here, we highlight the path to Bombsite A via Tunnels.
- Mid—the middle part of Ancient is a relatively big open area. It is located closer to T Spawn, so it is easy for Terrorists to reach Mid. From here, you can go to Heaven with two options for invading B. Also, it is possible to turn to Tunnels and go to bombsite A. Rotation to Elbow for taking Stairs and going to A may be one of the team tactics, for example, after creating distracting noise around Ramp or House.
- Pit—it’s a dead end, located opposite to the Tunnels entrance. Pit can be used by both teams as a camping spot to wait for careless opponents.
- Tunnels—the callout refers to a room with a big piece of ancient construction in the middle. The room connects Mid and Short, leading to bombsite A. The construction is substantial protection for players, as it divides the room into two tunnels. It’s a premise for battle! Another common callout 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.
From T Spawn to A via A Main
This path is as direct as to B via Water. But the rotation opportunities are more limited here. Only at the very start, on Split, can you go a different way.
- 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.
From CT Spawn to A
Counter-Terrorists spawn on Ancient really close to bombsite A. They can reach it via two corridors.
- CT Spawn—it’s a pretty big area where Counter-Terrorists start CS2 rounds. There are three exits from CT Spawn to reach any location on Ancient.
- CT Lane—this path for CTs to A Site is somewhat shorter. It starts a bit deeper into the map from the spawn area.
- Temple—CT players can turn right from their spawn area and pass the Temple rooms to enter bombsite A. This corridor is slightly longer, and it leads to the depths of A, so Counter-Terrorists appear at a distance from the main entrances of their opponents: Short and Long.
From CT Spawn to B
Bombsite B is a little distance from CT Spawn, but the path is still pretty short. There are no different corridors here. The entrance itself is divided into two approaches by Square.
- Alley—if CT players head straight after their spawn area, they enter a small room with two options. The right turn leads to Alley and bombsite B. Alley is pretty long, and it has a big crate.
- Back Halls—in general, it’s a direct continuation of Alley. But for better clarity, this part of the corridor has different CS2 Ancient callouts. Back Halls is located behind Square.
- Square—it’s a big square construction that divides the back area of bombsite A into two entrances. They may be referred to as Back Alley (one further from CT Spawn) or Alley (one closer to CT Spawn).
From CT Spawn to Mid
Despite having direct connections to both bombsites from their spawn, Counter-Terrorists may decide to go to Mid. It’s a good choice for early aggression—for example, when Terrorists access Heaven from Elbow or try to enter Tunnels from Mid.
- Sniper Nest—if Counter-Terrorists turn left from the room attached to their spawn, they enter another small room with a good view over Mid. It’s a place for snipers to check what their opponents are doing on the opposite side of the map.
- Top Mid—it’s the upper side of Mid, with stairs leading to Sniper Nest. CTs pass this area rushing to Mid to attack their opponents from behind their backs or to ruin their offense plans.
As the map is one of the newest additions to the Counter-Strike pool, CS2 Ancient callouts are still being formed. You may encounter players who use slightly different names for the same locations. It shouldn’t be a problem as long as you are consistent with your callouts and clearly connect them to the areas on the virtual location.
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