Ancient icon

Ancient Callouts

Ancient (de_ancient) is a bomb defusal map set in a dense, overgrown Mesoamerican ruin. With tight corridors, open plazas, and key sites like A and B, it challenges teams to control chokepoints, coordinate smokes and flashes, and execute precise strategies for both attacking and defending sides.

Game Mode
Bomb Defusal
Location
Mexico

Interactive Callout Viewer

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Ancient callout map view 1

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Ancient Overview

Ancient is a compact map that heavily emphasizes mid control, utility usage, and coordinated site hits. Both bombsites are relatively enclosed, making choke point control and timing crucial. Due to its layout, early-round positioning and utility efficiency often determine round outcomes.

Characteristics

  • Balance

    Slight CT-sided with proper utility usage

  • Win Conditions

    Mid control, utility efficiency, and timing

  • Map Control

    Mid and Donut are key control points

  • Rotation Time

    Fast with Mid control

Key Areas

  • A Site

    Tight site accessed through Donut and A Main

  • B Site

    Compact site with strong defensive positions

  • Mid

    Central area controlling rotations

  • Donut

    Connector between Mid and A Site

  • Cave

    Primary approach into B Site

  • CT Spawn

    Critical rotation hub for defenders

Ancient Main Callouts

Learn the most important Ancient callouts for A Site, Mid, and B Site to improve communication, rotations, and round execution.

A Site

  • Outer APrimary approach toward A Site from T side.
  • A MainMain entrance to A Site, critical for site control.
  • BoostElevated position near A Site for aggressive plays.
  • PlatRaised platform on A Site for holding or peeking angles.
  • XboxBox on A Site used for cover and surprise angles.
  • TripleTriple-stack cover on A Site providing defensive advantage.
  • Short / TotemShort path toward A Site, used for quick pushes.
  • DonutCurved corner near A Site for defensive or flanking plays.
  • TempleRaised structure near A Site offering sightlines and cover.

B Site

  • RampSloped approach leading up to B Site.
  • CaveIndoor area near B Site for defensive or offensive angles.
  • Back HallsBackside of the B Site.
  • PillarCover near B Site for holding or contesting angles.
  • NinjaCorner near B Site providing sneaky cover or angles.

Mid

  • Window / RedOverlook position controlling mid approaches.
  • Top MidUpper part of mid for holding or contesting control.
  • SecretHidden corner for hiding.
  • MidCentral area connecting T and CT sides, key for rotations.
  • Bottom MidLower area of mid controlling rotations between sites.

Other

  • T SpawnStarting area for Terrorists to plan pushes or rotations.
  • Split / CubeCentral area connecting T side to both A and Mid.
  • CT SpawnStarting area for CTs to rotate to either bombsite.
  • ConnectorLink between mid and both sites for rotations and control.
  • HeavenElevated position near Mid offering sightlines and control.
  • ConstructionCover near T Side connecting Mid to B.
  • BoostPosition on T side used for gaining elevation or surprise angles.
  • WaterShallow area near T Spawn providing cover and mobility.
  • RuinsBroken structures near T Spawn for cover and positioning.
  • JaguarRoom near Mid offering access to B Site.
  • AlleyPath connecting CT side to B Site for rotations.

Ancient CT Strategy

Common Counter-Terrorist setups and positioning principles in Ancient to help you hold sites and win rounds.

2 A, 1 Mid, 2 B

A balanced defensive setup focusing on solid site anchors and a dedicated Mid player for early information.

Advantages

  • Stable Defense Both bombsites are adequately defended early.
  • Mid Awareness Early Mid presence helps track T-side pressure.

Disadvantages

  • Utility Dependency Losing early utility weakens site holds.
  • Mid Pressure A solo Mid player can be overwhelmed.

Donut-Focused Setup

CTs prioritize Donut control to deny A splits and maintain strong rotation options.

Advantages

  • Denies A Splits Controlling Donut limits T-side options.
  • Fast Rotations Quick support into A or Mid.

Disadvantages

  • B Site Isolation B defenders may be isolated during fast hits.
  • Utility Drain Donut control requires consistent grenades.

Aggressive Mid Control

Two players contest Mid early to deny T control and enable fast rotations.

Advantages

  • Limits T Options Prevents effective splits and late executes.
  • Rotation Advantage Mid dominance enables quick support.

Disadvantages

  • Punishable Aggression Overextending Mid can be punished.
  • Site Vulnerability Bombsites may be weaker early.

Positioning & Rotations

A Site

Use crossfires between Site and Donut. Utility can delay pushes through A Main.

B Site

Cave control is essential. Molotovs can stall pushes effectively.

Mid

A crucial area for information and rotation control.

Donut

High-impact position that influences A Site defense.

Retakes

Utility coordination is critical. Clearing close angles is necessary before committing.

Ancient T Strategy

Common Terrorist strategies for attacking Ancient sites and starting powerful pushes against defending players.

Mid Control → A Split

Ts take Mid control before splitting into A through Donut and A Main.

Advantages

  • Multi-Angle Pressure Splits stretch A defenders thin.
  • Rotation Denial Mid control delays CT rotations.

Disadvantages

  • Utility Intensive Requires smokes for Donut and CT.
  • Timing Sensitive Poor coordination weakens the split.

B Site Cave Execute

A direct B hit through Cave designed to overwhelm defenders with utility.

Advantages

  • Strong Entry Compact site favors explosive executes.
  • Clear Objective Direct path simplifies coordination.

Disadvantages

  • Utility Resistance CT utility can heavily delay the push.
  • Limited Escape Routes Failed executes are difficult to recover from.

Slow Map Control Default

A patient approach focusing on map control before committing to a site.

Advantages

  • Information Gathering Forces CTs to reveal positioning.
  • Flexible Endings Allows late-round site selection.

Disadvantages

  • Time Pressure Late decisions can be rushed.
  • Utility Drain Extended defaults consume grenades.

Positioning & Rotations

Mid

Key control point for enabling splits and rotations.

Donut

Essential for A Site splits and post-plant control.

Cave

Primary entry route for B Site pressure.

Ancient Utility Usage

Key smoke and molotov grenade lineups on Ancient to control vision, block angles, and support your team.

A Heaven Smoke

Smoke

Blocks elevated A positions, essential for a clean execute and safe plant.

Temple Smoke

Smoke

Clears Temple area on A, limiting anchor positions and delaying rotations.

B Cat / Headshot Smoke

Smoke

Essential for B site executes, denying defenders vision from Catwalk positions.

B Backsite Molotov

Molotov

Pushes defenders off deep B positions, easing site entry and post-plant control.

Mid Donut Molotov

Molotov

Used to deny mid control and force CTs out of key mid positions for map pressure.