Anubis

An Egyptian temple city split by canals. Anubis is a modern, water-crossed three-lane map where mid and Water control open flexible splits onto both sites.

Mid ControlFlexible SplitsModern LayoutActive Duty

Anubis — Überblick & Geschichte

Anubis is the newest community success story in the competitive pool. Built by a community team and added to CS:GO in 2020, it was promoted to the Active Duty pool in November 2022 — replacing Dust 2 — and carried into CS2. After a spell out of the pool from mid-2025, it returned in January 2026 in place of Train and remains in the pool following the July 2026 Season 5 update.

The layout is a three-lane design with a twist: the middle lane splits vertically between the elevated Bridge/Double Doors route and the Water canal running beneath it. Connector, Palace, and canal routes stitch the lanes together, giving both teams unusually many ways to move between sites — rotations and flanks define this map.

Both bombsites are open plazas with long entry angles: A is reached through Main and Connector with CTs holding elevated Heaven positions, while B is entered through B Long/Gate and Palace with a strong anchor spot behind the site pillars. Utility that cuts the elevated angles (A Heaven, Sniper over B) is the price of entry on every hit.

Map-Radar

Jeder offizielle Callout auf Anubis, aus den Spieldateien an seiner exakten Position im Spiel eingezeichnet. Fahre über einen Callout, um seine Bedeutung zu sehen — Community-Namen für Stellen innerhalb dieser Bereiche stehen weiter unten.

Anubis-Radar mit 28 Callout-Positionen

Fahre über einen Callout oder tippe ihn an, um seine Bedeutung zu sehen. Klicke einen an, um zu seiner Beschreibung zu springen.

CT-SeiteMidT-Seite

Positionen aus den Counter-Strike-2-Spieldateien extrahiert — nicht von Hand gesetzt.

Profi-Wettkampfstatistiken

46.6%CT-Rundensiege
57.3%T-Rundensiege
50.1%Pistolenrunden-Siege
7.1%Pick-Rate
23.5%Ban-Rate
533Team-Map-Ergebnisse (8 Teams)

Die stärkere Seite holt rund 57.3% der Runden, wenn die Terrorists im Vorteil sind. Alle CS2-Maps im Vergleich ansehen →

Alle Callouts (54 Positionen)

Offizielle Callouts (27)

In den CS2-Map-Dateien definiert — jeder davon ist oben auf dem Radar an seiner exakten Position eingezeichnet.

CT-Seite (12)

Street

The lane below the Sniper position running from CT spawn toward B site.

A Site

The open A bombsite plaza around its central pillar, entered from Main and Connector.

Fountain

The raised fountain platform in front of A Main — entry cover and a post-plant anchor.

Tunnel

The indoor corridor from CT spawn up to A Heaven — the CT rotation route to A.

B Site

The pillared B bombsite plaza, entered from B Long/Gate, Palace, and Street.

CT Spawn

Counter-Terrorist spawn at the north, feeding A via Tunnel and B via Street/Cave.

Back of B

The rear of the B bombsite behind the large pillars, away from the Gate entrance. It is the anchor's fallback ground and the last space Ts have to clear once they are on site.

Bricks

The stack of bricks at the northern edge of B site, between the site floor and the Palace approach. It is hard cover facing the Gate entry and one of the angles Ts must check as they cross the site.

CT Side Upper

The raised CT ground immediately out of spawn, above the Lower Tunnel and feeding the Snipers Nest that watches B. It is the level defenders travel on, so pressure here slows every reinforcement toward B.

Lower Tunnel

The lower of the two CT-side tunnels, running beneath the CT Side Upper level between spawn and the Snipers Nest. It is a covered rotation path rather than a holding spot.

Snipers Nest

The elevated window position on the CT side overlooking the B entry. It is the strongest long angle the defence has on B, which is why B executes open with smokes aimed at it.

Tunnel Stairs

The staircase inside the CT tunnel climbing from spawn toward A Heaven. It is the CT rotation into A, and cutting it off is what isolates the A anchor.

T-Seite (8)

T Spawn

Terrorist spawn at the south of the map, splitting toward A Main, Top Mid, and B Long/Ruins.

Alley

The lane out of T spawn giving access toward mid and the B half of the map.

Ruins

The broken-temple area between T spawn and B Long, connecting toward Top Mid.

Heaven (Ruins)

The raised vantage point in Ruins overlooking B Long — a T-side pick spot before B hits.

Main

The game's name for A Main, the primary T entrance to the A bombsite past the Fountain. Everything an A execute does — smokes, flashes, the entry itself — is built around getting out of it alive.

Outside Long

The open outdoor stretch of B Long between Ruins and the Gate. It is the widest ground on the B approach, so Ts crossing it are committing to the site before they can see it.

T Side Upper

The raised T-side ground on the A half of the map, above the canal and feeding the Main approach. It is the level Ts move on while an A hit is being set up.

T Stairs

The staircase climbing from the T-side street level up to the upper T ground on the A half. It is the connection between the two T levels, so it shapes how quickly a fake can turn into a real hit.

Mid-Kontrolle (7)

Bridge

The elevated walkway across mid toward Double Doors — the upper of the two mid routes.

Middle

The open CT-side central area behind Double Doors, connecting Street, Connector, and Palace.

Water

The canal running beneath the Bridge line — the lower mid route linking T side to Connector and Boat.

Canal

The wider waterway system feeding Water, Boat, and the B-side crossings.

Mid Doors

The doorway at the centre of the map between Middle and the Bridge crossing. It is the choke that decides mid control, which on Anubis is what unlocks a split onto either site.

Palace Interior

The inside of the Palace hall linking Middle, the T side and B site. It is the third route onto B, and the one that turns a mid win straight into a site hit.

Walkway

The narrow raised walkway at the A-site end of the Connector route from Middle. It is the second way onto A, so CTs who commit everything to Main can be caught from behind it.

Community-Callouts (27)

Von Spielern im Alltag verwendete Namen für Stellen innerhalb der oben genannten Bereiche. Das Spiel legt dafür keine Position fest, deshalb listen wir sie auf, statt sie auf die Map zu raten.

CT-Seite (13)

Headshot

The boxes on A site giving CTs a head-height angle onto the Main entrance.

Plateau

The spacious raised area on the A site granting access toward Heaven.

Heaven (A)

The elevated CT platform overlooking A site — smoked on every serious A hit.

Back Site (A)

The rear of the A bombsite toward the CT side, near the gated door.

Pillar

The close-right pillar entering B from Long — always cleared before crossing the site.

Corner

The close-left triangle entering the B site — a classic anchor off-angle.

Default (B)

The standard B plant spot near the front of the site, coverable from Gate and Palace.

E Box

The indoor nook connecting Middle toward the B site — a sneaky rotation cut-through.

Back Site (B)

The rear of B behind the large pillars, out of sight of Gate.

Ninja

The hidden corner beside B Back Site used for sneaky holds and ninja defuses.

Sniper

The elevated window position overlooking the B site entry — the strongest CT angle on B.

Cave

The cavern walkway from CT spawn toward the B side of the map.

Beach

The sandy shoreline behind CT spawn with the beached boat — rarely contested, useful for flanks.

T-Seite (7)

Stairs

The steps dropping from Alley down into the Water/canal level.

Upper

The raised T-side area above Drop used to control the Water entrance.

Drop

The drop-down from the T upper level into the Boat/canal area.

A Main

The primary T entrance to A site from the canal/Water side.

B Long

The main ground route from Ruins to the B site, ending at Gate.

Gate

The large archway from B Long into the B site — the choke every B execute must open.

Ivy

The small overgrown pocket outside Gate, cover for Ts staging a B hit.

Mid-Kontrolle (7)

Top Mid

The T-side entrance to mid leading toward Bridge and Double Doors.

Double Doors

The twin doors at the center of the map between Bridge and the CT-side Middle area.

Boat

The flooded chamber with the boat beside the canal, between Water and the A half.

Wood

The wooden-floored corner beside Boat — a reference point in canal fights.

Arches

The double archways in the canal heading toward the A side of the map.

A Connector

The narrow walkway linking Middle to A site — the split route on A executes.

Palace

The large indoor hall connecting Middle, T side, and B site — the third route on B splits.

Anubis auf der T-Seite spielen

T-side Anubis flows through mid. A standard default puts two players at Top Mid/Double Doors, one in Water, and two toward B Long or A Main. The Water player is the tempo-setter — sneaking under the Bridge line grants Connector access, which threatens both sites at once and forces the CT mid player to guess.

A executes usually pair Main with Connector: smoke Heaven and the CT/Tunnel entrance, molotov the Headshot boxes, and enter from both directions. Because A is deep and open, post-plants favour Ts who hold from Main, Fountain cover, and Connector rather than sitting on site.

B hits come through Gate/B Long with a Palace split. Smoke Sniper (the window over the site), flash through Gate, and send Palace players in as the second wave once the site fight starts. Slow rounds work too: take Water and Palace quietly, then hit B from three directions in the final thirty seconds. Standard utility for these hits is on our lineups page.

Anubis auf der CT-Seite spielen

CTs typically play 2-1-2 with the mid player split between Bridge and Street. Mid is uncomfortable to hold passively — good CT sides contest Top Mid or Water early with utility, because conceding both hands Ts the Connector keys to the whole map.

The A pair holds Main and Connector at range, using Heaven for vertical advantage and falling back to CT/Tunnel when outnumbered. The B pair splits between the site (behind the pillars or Back Site) and Street-side support, ready to fall onto the Sniper platform for the elevated angle over the site.

Retakes are about the canals: Water and Palace let CTs flank a planted site rather than re-entering through the obvious chokes. Keep track of which routes the Ts cleared on their way in — an untouched Water canal is a free retake path onto either site.

Wichtige Duelle & Winkel

Bridge vs Water (mid levels)

The signature Anubis fight: CTs hold the elevated Bridge/Double Doors line while Ts slip through the canal below. Neither angle sees the other cleanly — sound and utility timing decide who owns Connector.

A Main vs Heaven

Entry Ts leaving Main are exposed to the raised Heaven platform. A Heaven smoke or a well-timed flash over Main flips the duel; without it, the height advantage wins.

Gate vs Pillar/Back Site

Ts coming through Gate onto B fight anchors playing off the site pillars. Clearing close-left Corner and the Pillar wrap requires a two-man entry — solo pushes get traded for free.

Sniper window vs B entry

The elevated Sniper position watches the whole B site. Every serious B execute smokes it; every good CT side re-peeks it after the smoke fades for exit frags and retake info.

Connector knife-fight range

Connector's tight bends produce close-range fights between rotating CTs and splitting Ts. Pre-nading the corners and holding shoulder angles beats wide swings here.

Taktische Tipps

1

Water control is quiet power: walking the canal unlocks Connector and both sites.

2

Smoke the elevated angles (A Heaven, B Sniper) before every site hit.

3

Use Palace as the second wave on B splits, not the first — it collapses onto a started fight.

4

As CT, contest Top Mid or Water early; conceding both gives Ts the whole map.

5

Track which routes were cleared — untouched canals are free flank paths for retakes.

Gängige Strategien

Angriff auf der T-Seite

Water Take → Connector Split A

Sneak Water, then hit A through Main and Connector simultaneously with Heaven smoked. The two-direction entry unstacks the site pair instantly.

Full B Execute

Smoke Sniper and Street, flash through Gate, and enter with a Palace pair joining as the site fight starts. Plant Default and hold from Gate, Palace, and Back Site.

Mid Pressure Default

Fight Bridge/Double Doors with utility while a Water lurker slips under. Whichever mid route the CTs commit to, take the other and split the weak site.

Late Three-Way B

Hold map control quietly, then hit B in the last 25 seconds from Long, Palace, and Street/E-Box at once — rotations cannot arrive in time.

Verteidigung auf der CT-Seite

Aggressive Mid Duo

Two CTs take Double Doors and Bridge with flashes at round start, denying Top Mid and letting the AWP hold Water. Collapse back through Middle on site hits.

Sniper Re-Peek

The B anchor plays the site pillars while the support returns to the Sniper window as execute smokes fade, catching planters and post-plant positions from above.

Anubis im Profi-Spiel

Anubis arrived in pro play as a blank slate — no decade of inherited theory — and top teams treated it as a coaching battleground, producing some of the most creative utility and split executes in CS2. Its many connectors reward five-man coordination and punishing solo queue habits, which is why pro Anubis often looks faster and more fluid than its matchmaking version.

The map's reputation at the top level is T-friendly relative to the old CT strongholds: open sites and multi-route splits make static defences fragile. Check the tracked pro stats above for how the balance currently sits.

Häufig gestellte Fragen

Was sind die wichtigsten Callouts auf Anubis?
Anubis hat 54 wichtige Callout-Positionen, verteilt über CT-Seite, T-Seite und den Mid-Bereich. Das Erlernen dieser Callouts ist für die Team-Kommunikation während Wettkampfspielen unerlässlich.
Wie sollten CTs Anubis verteidigen?
Die CT-Verteidigung auf Anubis sollte sich darauf konzentrieren, enge Winkel zu spielen, mit Utility frühzeitig Informationen zu sammeln und je nach T-Side-Executes zu rotieren. Crossfire-Setups und kontrollierte Aggression helfen dabei, die Site-Kontrolle zu behalten.
Was ist die beste T-Side-Strategie für Anubis?
Der beste T-Side-Ansatz hängt von deiner Utility und der Team-Koordination ab. Default-Setups, die Informationen sammeln, bevor man sich auf eine Site festlegt, sind in der Regel am sichersten. Schnelle Executes funktionieren am besten, wenn du volle Utility hast.
Wie wichtig ist die Mid-Kontrolle auf Anubis?
Die Mid-Kontrolle ist auf Anubis entscheidend, da sie beiden Seiten Rotationsoptionen und Map-Kontrolle bietet. Teams, die die Mid kontrollieren, verschaffen sich bei der Rundenplanung einen erheblichen strategischen Vorteil.
Welche Utility sollte ich auf Anubis priorisieren?
Priorisiere Smokes für wichtige Choke Points, Flashes zur Entry-Unterstützung und Molotovs zum Freiräumen typischer Positionen. Volle Utility auf Anubis kostet in der Regel etwa 1000–1500 $ pro Spieler.

Anubis-Callouts auf Englisch anzeigen →