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

地图雷达

Ancient 雷达总览AlleyA SiteB SiteCT SpawnHouseMain HallMidOutsideRampRuinsSide EntranceSide HallT Side LowerT Side UpperT SpawnTop of MidTunnelsWater

职业竞技数据

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 →

全部 callouts(39 个位置)

CT 方(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.

T 方(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.

Mid 控制(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.

战术技巧

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.

常见战术

T 方进攻

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.

CT 方防守

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.

常见问题

Ancient 上有哪些关键 callouts?
Ancient 共有 39 个主要 callout 位置,分布在 CT 方、T 方和 mid 区域。掌握这些 callouts 对竞技比赛中的团队沟通至关重要。
CT 应该如何防守 Ancient?
在 Ancient 上,CT 防守应侧重于卡小角度、用 utility 尽早获取信息,并根据 T 方的 executes 进行换防。交叉火力(crossfire)布置和有节制的进攻有助于保持对 site 的控制。
Ancient 的最佳 T 方战术是什么?
最佳的 T 方打法取决于你的 utility 和团队配合。在确定进攻某个 site 之前先收集信息的 default 布置通常最为稳妥。当你拥有完整 utility 时,快速 executes 效果最好。
mid 控制在 Ancient 上有多重要?
在 Ancient 上 mid 控制至关重要,因为它能为双方提供换防选择和地图控制。掌控 mid 的队伍在回合规划中会获得显著的战术优势。
在 Ancient 上我应该优先使用哪些 utility?
优先在关键 choke points 使用 smokes,用 flashes 支援突破,用 molotovs 清理常见站位。在 Ancient 上,完整的 utility 通常每名玩家约需 1000-1500 美元。

用英文查看 Ancient 的 callouts →