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.

Mexico
Bomb Defusal
Ancient view 1

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.

This overview pairs best with learning the main callouts, understanding common CT and T setups, and practicing effective utility usage.

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.

Pros

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

Cons

  • 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.

Pros

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

Cons

  • 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.

Pros

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

Cons

  • 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 setups 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.

Pros

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

Cons

  • 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.

Pros

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

Cons

  • 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.

Pros

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

Cons

  • 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 lineup spots 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.