Anubis 概览与历史
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.
地图雷达
Anubis 上的每一个官方 callout,都依据游戏文件标注在其精确位置上。将鼠标悬停在 callout 上即可查看含义——这些区域内各点位的社区叫法列在下方。

将鼠标悬停或点触某个 callout 即可查看含义。点击可跳转到它的描述。
位置数据提取自 Counter-Strike 2 游戏文件,并非人工摆放。
职业竞技数据
当 Terrorists 占据优势时,优势方大约能赢下 57.3% 的回合。 查看全部 CS2 地图对比 →
全部 callouts(54 个位置)
官方 callouts(27)
这些名称定义在 CS2 的地图文件中——每一个都按其精确坐标标注在上方雷达图上。
CT 方(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 方(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 控制(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.
社区 callouts(27)
玩家在日常交流中对上述区域内各个点位的习惯叫法。游戏没有为它们定义坐标,因此我们只做列举,而不在地图上凭猜测标注。
CT 方(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 方(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 控制(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.
Anubis T 方打法
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.
Anubis CT 方打法
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.
关键对枪与角度
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.
战术技巧
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.
常见战术
T 方进攻
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 方防守
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.
职业比赛中的 Anubis
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.
常见问题
- Anubis 上有哪些关键 callouts?
- Anubis 共有 54 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 Anubis?
- 在 Anubis 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。
- Anubis 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 Anubis 上有多重要?
- 在 Anubis 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 Anubis 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 Anubis 上,完整的 utility 通常每名玩家约需 1000-1500 美元。