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.

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
Use crossfires between Site and Donut. Utility can delay pushes through A Main.
Cave control is essential. Molotovs can stall pushes effectively.
A crucial area for information and rotation control.
High-impact position that influences A Site defense.
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
Key control point for enabling splits and rotations.
Essential for A Site splits and post-plant control.
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
SmokeBlocks elevated A positions, essential for a clean execute and safe plant.
Temple Smoke
SmokeClears Temple area on A, limiting anchor positions and delaying rotations.
B Cat / Headshot Smoke
SmokeEssential for B site executes, denying defenders vision from Catwalk positions.
B Backsite Molotov
MolotovPushes defenders off deep B positions, easing site entry and post-plant control.
Mid Donut Molotov
MolotovUsed to deny mid control and force CTs out of key mid positions for map pressure.