Anubis
Voir aussi: Outils, Joueurs pro, Guides, Armes, Skins, Caisses, Autocollants, Rangs.
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.
Anubis — présentation et histoire
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.
Radar de la carte
Chaque callout officiel de Anubis, placé depuis les fichiers du jeu à sa position exacte. Survole un callout pour voir ce qu’il signifie — les noms de la communauté pour les endroits situés dans ces zones sont listés plus bas.

Survole un callout ou touche-le pour voir ce qu’il signifie. Clique dessus pour accéder à sa description.
Positions extraites des fichiers du jeu Counter-Strike 2 — non placées à la main.
Statistiques du jeu professionnel
Le camp le plus fort remporte environ 57.3% des rounds lorsque les Terrorists ont l’avantage. Voir toutes les cartes CS2 comparées →
Tous les callouts (54 positions)
Callouts officiels (27)
Définis dans les fichiers de la carte CS2 — chacun est placé sur le radar ci-dessus à sa position exacte.
Côté CT (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.
Côté T (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.
Contrôle du mid (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.
Callouts de la communauté (27)
Noms employés au quotidien par les joueurs pour des endroits situés dans les zones ci-dessus. Le jeu ne leur attribue aucune position, nous les listons donc plutôt que de les placer au jugé sur la carte.
Côté CT (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.
Côté T (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.
Contrôle du mid (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.
Comment jouer Anubis côté T
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.
Comment jouer Anubis côté CT
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.
Duels et angles clés
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.
Conseils tactiques
Water control is quiet power: walking the canal unlocks Connector and both sites.
Smoke the elevated angles (A Heaven, B Sniper) before every site hit.
Use Palace as the second wave on B splits, not the first — it collapses onto a started fight.
As CT, contest Top Mid or Water early; conceding both gives Ts the whole map.
Track which routes were cleared — untouched canals are free flank paths for retakes.
Stratégies courantes
Attaque côté T
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.
Défense côté CT
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 dans le jeu professionnel
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.
Foire aux questions
- Quels sont les callouts clés sur Anubis ?
- Anubis compte 54 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 Anubis ?
- La défense CT sur Anubis 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 Anubis ?
- 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 Anubis ?
- Le contrôle du mid est crucial sur Anubis, 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 Anubis ?
- 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 Anubis coûte généralement entre 1000 et 1500 $ par joueur.
Voir les callouts de Anubis en anglais →