Anubis Callouts & Map Guide

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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 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

Every official callout on Anubis, plotted from the game files at its exact in-game position. Hover a callout to see what it means — community names for spots inside these areas are listed below.

Anubis radar with 28 callout positions

Hover or tap a callout to see what it means. Click one to jump to its description.

CT sideMidT side

Positions extracted from the Counter-Strike 2 game files — not hand-placed.

Map data freshness. The Anubis callout positions come straight from the map's own game files. 2 tracked CS2 updates have shipped since the content was last reviewed on 4 July 2026 (most recently 4 August 2026) — including a content update. See what changed → We track Valve’s game files daily, but map geometry is not part of that extraction, so this is a staleness signal rather than a claim that the layout is unchanged.

Pro Competitive Stats

On Anubis, CTs win 47.3% of roundsa T-sided map at the pro level. Aggregated from 455 team map results across 7 tracked teams (a game between two tracked teams counts once per team).

47.3%CT Round Win
56.7%T Round Win
51.2%Pistol Win
6.3%Pick Rate
21.9%Ban Rate
455Team Map Results (7 teams)

The stronger side takes roughly 56.7% of rounds when Terrorists hold the advantage. See all CS2 maps compared →

Best Teams on Anubis

Win rate over each team's own tracked Anubis games (minimum 5), from the same sample as the stats above.

TeamMapsWin rate
Spirit8368.7%
Vitality6858.8%
Aurora Gaming12554.4%
G27352.1%
Team Falcons4951%

Anubis in Recent Tournaments

95 decided Anubis games across 8 tracked events. Share is that map's portion of the event's decided games.

EventGamesShare
CCT Europe Challengers Series 5 2026 — Playoffs1320%
CCT Europe Series 7 2026 — Group Stage78.6%
Exort Fiesta 1 2026 — Group Stage69.5%
United21 53 2026 — Playoffs515.6%
Dfrag Open Series Open Series 6 2026 — Playoffs428.6%
Esports World Cup 2026 — Playoffs49.5%
CCT Europe Closed Qualifier Series 7 2026 — Group C323.1%
ESL Challenger League Europe Cup 3 52 2006 — Group C321.4%

From our tournament archive, captured 2026-08-27. Compare every map's professional meta →

Anubis at a Glance

Water and the elevated mid split the map vertically; unusually many routes make rotations and flanks the theme.

Utility dependenceHigh
ChokepointsModerate
Mid importanceHigh
Rotation speedHigh
VerticalityModerate
Callouts documented54
Bombsite levelsSingle level
Playable inPremier · Competitive
Active Duty spells5 of 6 tracked rotations

The five traits are our editorial read of long-established map characteristics, on a four-point scale — not measurements, and not blended into a single score. Callout count and level count come from the map data itself.

What Decides Rounds on Anubis

A callout list tells you what a place is called. This is which places are worth fighting for, and what taking one gives you access to — our read of the map, not a statistic.

Middle

Critical

Anubis splits vertically at mid — the bridge above and the water beneath. Owning either threatens both sites, which is why the map plays as rotations rather than set-piece hits.

OpensWaterBridgeA Connector

Water

Secondary

The canal under mid. Quiet, and it arrives behind the standard mid hold.

OpensB SiteMiddle

A Main

Chokepoint

The main A entry, watched from elevated Heaven — the angle every A execute exists to blind.

OpensA Site

B Long

Chokepoint

The long sightline into B, and the reason the B main smoke is non-negotiable.

OpensB Site

Palace

Rotation hub

A flexible route that lets either side arrive at B from an unexpected side.

OpensB Site

Where the Bomb Goes on Anubis

Common plant spots and the positions they are held from after the plant. Common, not the only ones — the right plant depends on who is still alive and where.

A site

Fountain sideat Fountain

Plants against the fountain cover, keeping the bomb out of the straight line a retaking CT walks in on and in view of the players still holding your entrance.

Held fromA MainA Connector

B site

Defaultat Default (B)

The open B plant, held from the entrances you came through — the bomb stays a trading problem instead of something a single retaker can walk onto.

Held fromB LongIvyPillar

Pillarat Pillar

Hard cover between the bomb and the CT-side arrival, so the defuse cannot be started from the angle the retake comes from.

Held fromB LongIvy

Positions by Role

Pick your role to see the spots you actually play on Anubis. Coverage is partial on some maps — only roles we can describe confidently appear.

  • CTAWPerSnipers NestThe map's named sniper position, holding the long central sightline.
  • CTAnchorPillarThe B anchor's cover on the site, held so the entrances are covered without standing in them.
  • TEntryA MainThe A entry route onto the site.
  • TEntryB LongThe B entry approach, taken with utility because the site sees it coming.

Learn Anubis: A Practical Path

  1. Callouts first. Learn the 54 named positions on the radar above, then hit Test your callouts to drill them until calling comes without thinking.
  2. The 6 essential lineups. Not all 15 at once — the ones marked Essential are the utility every standard round uses.
  3. Put them together. The 2 utility sequences show the same grenades in throw order as site executes and retakes.
  4. Drill it in the workshop. One curated workshop item carries Anubis content — see the list below.
  5. Practice offline. Generate a practice config with Anubis preselected — infinite utility, trajectories, and rethrows.
  6. Study the meta. The pro stats above show which side to bet your rounds on; compare every map to know when to pick it.

Workshop maps for Anubis

Curated Steam Workshop items that carry Anubis content — prefire routes, utility lineups, or a performance run set on the map itself. Read the category: it is what tells you whether an item teaches the map or merely runs on it.

Links open the item's Steam Workshop page. We curate what these items contain; we do not monitor whether they still load — a Workshop item can be updated or delisted by its author at any time. Browse all workshop maps →

Learn These Anubis Callouts First

12 of 54 — the positions that turn up in how this map is actually played, rather than every micro-spot at once.

A ConnectorMid

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

Reached from a key areaPost-plant position

A MainT

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

Key areaPost-plant position

B LongT

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

Key areaPost-plant position

MiddleMid

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

Decides roundsReached from a key area

PillarCT

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

Post-plant positionBomb plant spot

WaterMid

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

Reached from a key areaKey area

A SiteCT

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

Reached from a key area

B SiteCT

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

Reached from a key area

BridgeMid

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

Reached from a key area

Default (B)CT

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

Bomb plant spot

FountainCT

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

Bomb plant spot

IvyT

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

Post-plant position

View all 54 Anubis callouts →

All Callouts (54 positions)

Official callouts (27)

Defined in the CS2 map files — each one is plotted on the radar above at its exact position.

CT Side (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 Side (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 Control (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)

Player names in everyday use for spots inside the areas above. The game defines no position for these, so we list them rather than guess them onto the map.

CT Side (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 Side (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 Control (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.

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

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.

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 455 tracked team map results, CTs win 47.3% of rounds on Anubis versus 56.7% 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 6.3% and a ban rate of 21.9% across 7 tracked teams. The pistol round is won 51.2% of the time in the map's data sample.

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