Anubis Callouts & Map Guide
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 Overview & History
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.
Anubis Callouts Map
Named positions on Anubis, plotted where they sit on the radar. Full descriptions for every callout are below.
T SpawnRuinsBridgeMiddleStreetWaterCanalBoatA SiteA MainB SiteSniperPalaceCT SpawnPro Competitive Stats
On Anubis, CTs win 46.3% of rounds — a T-sided map at the pro level. Aggregated from 1182 tracked matches across 20 teams.
The stronger side takes roughly 56.5% of rounds when Terrorists hold the advantage. See all CS2 maps compared →
All Callouts (41 positions)
CT Side (19)
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.
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.
Tunnel
The indoor corridor from CT spawn up to A Heaven — the CT rotation route to A.
Back Site (A)
The rear of the A bombsite toward the CT side, near the gated door.
B Site
The pillared B bombsite plaza, entered from B Long/Gate, Palace, and Street.
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.
CT Spawn
Counter-Terrorist spawn at the north, feeding A via Tunnel and B via Street/Cave.
Beach
The sandy shoreline behind CT spawn with the beached boat — rarely contested, useful for flanks.
T Side (11)
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.
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 Control (11)
Top Mid
The T-side entrance to mid leading toward Bridge and Double Doors.
Bridge
The elevated walkway across mid toward Double Doors — the upper of the two mid routes.
Double Doors
The twin doors at the center of the map between Bridge and the CT-side Middle area.
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.
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.
How to Play Anubis T-Side
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.
How to Play Anubis CT-Side
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.
Key Duels & Angles
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.
Common Strategies & Executes
The executes below lean on standard utility — practice the exact throws on our Anubis smoke & flash lineups page.
T-Side Attack
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.
CT-Side Defense
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.
Tactical Tips
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.
Anubis in Pro Play
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.
Frequently Asked Questions
- What makes Anubis different from older competitive maps?
- Its mid is split vertically: an elevated Bridge/Double Doors route stacked above the Water canal. The two levels barely see each other, so mid control is a mind-game rather than one AWP duel, and the map's many connectors (Palace, E-Box, canal crossings) mean successful attacks usually come from two or three directions at once.
- How important is Water control on Anubis?
- It is the quiet engine of the T side. Walking the canal under the Bridge line grants access to Connector and Boat, which threatens both bombsites simultaneously. CT sides that ignore Water find every site hit arriving with a flank; that is why good defences spend utility checking it early.
- What utility do I need to hit B on Anubis?
- The core is a smoke for the Sniper window (the elevated angle over the site), a smoke or molotov for Street, and flashes through Gate. Add a Palace pair entering as the second wave and the site becomes very hard to hold — the anchor must fight three directions with his best angle smoked off.
- How should CTs defend A site?
- From height and range: hold Main from Heaven and the Headshot boxes, keep Connector watched by the mid player, and fall back through Tunnel when outnumbered rather than dying on site. Because A is deep and open, a fast retake through Tunnel with a flash down often beats trying to win the initial 2v4.
- When was Anubis added to the Active Duty pool?
- Anubis entered the Active Duty pool in November 2022, replacing Dust 2 — a rare honour for a community-made map. It was rotated out for Overpass in mid-2025, then returned in January 2026 in place of Train, and it remains in the pool after the July 2026 Season 5 update.
- Is Anubis T-sided or CT-sided?
- It plays closer to balanced with a T-friendly reputation: open bombsites and multiple split routes make rigid defences fragile, while CT sides that fight for mid and use canal flanks can pull the balance back. See the live pro stats on this page for the current side split in tracked matches.
- Is Anubis CT or T sided?
- Across 1182 tracked pro matches, CTs win 46.3% of rounds on Anubis versus 56.5% for Terrorists, making it a T-sided map at the professional level.
- How often is Anubis picked in pro CS2?
- Anubis has an average pick rate of 5.9% and a ban rate of 25.6% across 20 tracked teams. The pistol round is won 51.4% of the time in the map's data sample.