Ancient

A jungle temple complex of tight corridors and layered chokepoints. Ancient rewards map control, utility efficiency, and patient defaults over raw aggression.

Utility HeavyRifle MapChokepointsActive Duty

Radar de la carte

Vue d’ensemble du radar de AncientAlleyA SiteB SiteCT SpawnHouseMain HallMidOutsideRampRuinsSide EntranceSide HallT Side LowerT Side UpperT SpawnTop of MidTunnelsWater

Statistiques du jeu professionnel

56.2%CT Round Win
49.8%T Round Win
52.6%Pistol Win
9.9%Pick Rate
20.1%Ban Rate
10218 Teams / Maps Played

56.2% — See all CS2 maps compared →

Tous les callouts (39 positions)

Côté CT (16)

Snipers Nest

The double-door position giving CTs a commanding view over mid.

A Site

The A bombsite between CT Lane, Short, and the box cluster, entered from Main and Short.

Boost

The elevated spot right of Long when entering A — a common off-angle hold.

Big Box

The large crate beside the A site — standard entry cover and plant protection.

Single

The narrow crate next to Plat by the A site.

Plat

The raised corner platform beside A site overlooking the plant zone.

Triple Box

The three stacked boxes at the back of A site — a strong anchor and retake cover spot.

Donut

The circular room beside A site linking toward CT — cleared or smoked on every A hit.

CT Lane

The lane connecting CT spawn to A site — the rotation route smoked during A executes.

Temple

The passage from CT spawn to A site providing the long-range hold onto Main.

CT Spawn

Counter-Terrorist spawn at the north, feeding A through Temple/CT Lane and B through Alley and Back Halls.

B Site

The B bombsite between Ramp, House, and Square, anchored around its central Pillar.

Pillar

The stone-and-timber pillar on B site — the site's central cover for anchors and post-plants.

Square

The large square structure between Back Halls and the B site.

Back Halls

The corridor connecting Alley to Square behind the B site.

Alley

The CT-side lane from spawn toward Back Halls and B.

Côté T (12)

T Spawn

Terrorist spawn at the south of the map, splitting toward Split/Elbow, A Halls, and the Ramp lane.

Split

The junction connecting T spawn to Elbow and the Stairs toward A Halls.

Stairs

The steps linking Split to A Halls on the way to A Main.

A Halls

The corridor between Stairs and A Main — the T staging area for A hits.

Doors

The double doors from Ruins into T Lower — the swing point between the mid and B lanes.

Ruins

The broken structures between Water and Doors offering a quick route toward Ramp.

Water

The stream section between Tunnel and Ruins on the T side of the B lane.

Tunnel

The passage from T spawn into Water, used for B-side defaults and rushes.

T Lower

The lower region between Ramp and Heaven where B attacks are staged.

A Main

The archway lane from A Halls into the site — the primary A entrance.

Long

The final stretch of the Main lane opening onto A site.

Ramp

The wide slope from T Lower up to B site — the main B entrance and rush lane.

Contrôle du mid (11)

Elbow

The bent corridor connecting Split to mid — the T-side door into the middle of the map.

Mid

The central open area between Elbow, Doors, and the Snipers Nest — the rotation hub of the map.

Top Mid

The upper mid section by the stairs and tunnel toward the Snipers Nest doors.

Pit

The large recessed cubby opposite Tunnels in mid — cover for mid fights and lurks.

Tunnels

The passage connecting mid to Short — the route Ts take toward A after winning mid.

Xbox

The pair of crates beside Heaven in mid, used for cover and boosts.

Heaven

The elevated link between T Lower, Lamp Room, and mid on the B half of the map.

Lamp Room

The lantern-lit room connecting Heaven to Dark on the way toward B.

Dark

The dim passage between Lamp Room and House — a sneaky route onto B site.

Short

The alternative A entrance from mid via Tunnels — the split route on A executes.

House

The structure connecting Lamp Room/Dark to the B site — the second entrance on B splits.

Conseils tactiques

1

Ancient punishes dry peeks — take fights only behind utility.

2

Clear or smoke Donut on every A hit; a forgotten Donut player undoes the round.

3

As T, vary B tempo: fast Ramp rushes and late House splits break anchor rhythm.

4

As CT, molotov top of Ramp on timing — it deletes the fast B take.

5

Retakes with numbers favour CTs here; anchors should play time, not hero duels.

Stratégies courantes

Attaque côté T

Late A Execute

Hold a patient default, then hit A in the final 30 seconds: smoke CT Lane and Temple, molotov Plat, flash Main and Short, and enter from both doors at once.

Fast B Ramp Rush

Straight from spawn: smoke Back Halls, molotov the site anchor spots, flash up Ramp and plant behind Pillar. Beats slow defensive setups before utility is placed.

Mid Take → Short Split

Win Elbow/mid with a doors smoke, then split A through Short and Main simultaneously — the Short entrance flanks the Temple hold.

House + Ramp B Split

Send two through Heaven/Lamp Room into House while three take Ramp. The two-direction entry makes the Pillar anchor choose a death.

Défense côté CT

Utility Mid Lock

Molotov Elbow and smoke Tunnels on timing each round, holding mid with grenades instead of bodies while a roamer plays between Back Halls and A.

B Stall + Fast Rotate

The B pair spends everything to slow Ramp, while A-side players pre-rotate through Alley on first contact — Ancient rewards early rotation reads more than most maps.

Foire aux questions

Quels sont les callouts clés sur Ancient ?
Ancient compte 39 positions de callout majeures réparties entre le côté CT, le côté T et la zone du mid. Apprendre ces callouts est essentiel pour la communication d’équipe pendant les matchs compétitifs.
Comment les CT devraient-ils défendre Ancient ?
La défense CT sur Ancient devrait se concentrer sur le jeu d’angles serrés, la collecte d’informations précoce avec l’utility et les rotations en fonction des executes du côté T. Les setups de crossfire et une agressivité maîtrisée aident à garder le contrôle du site.
Quelle est la meilleure stratégie côté T pour Ancient ?
La meilleure approche côté T dépend de ton utility et de la coordination de l’équipe. Les setups default qui recueillent des informations avant de s’engager sur un site sont généralement les plus sûrs. Les executes rapides fonctionnent mieux quand tu as l’utility complète.
Quelle est l’importance du contrôle du mid sur Ancient ?
Le contrôle du mid est crucial sur Ancient, car il offre des options de rotation et le contrôle de la carte pour les deux camps. Les équipes qui contrôlent le mid obtiennent un avantage stratégique considérable dans la planification des rounds.
Quelle utility devrais-je privilégier sur Ancient ?
Privilégie les smokes pour les choke points clés, les flashes pour soutenir l’entrée et les molotovs pour nettoyer les positions courantes. L’utility complète sur Ancient coûte généralement entre 1000 et 1500 $ par joueur.

Voir les callouts de Ancient en anglais →