All Ancient callouts
A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.
Bombsite A 7
The bombsite itself
The main T entrance to the site
The ramp leading onto the site
The round cover on the site
The structure by the site
The crate stack on the site
The pillar standing on the site
Bombsite B 6
The bombsite itself
The main T entrance to the site
The passage leading to B
The ramp on the B side
The building by the site
The water by the approach to B
Mid and spawns 4
The middle of the map
The lane running along mid
The attackers spawn
The defenders spawn
How to Play Ancient?
Ancient is one of the most tactically demanding maps and is definitely closer to a CT map, similar to Mirage - however, knowing the right utility can change that for both teams. Narrow passages, lots of choke points, and strong defensive positions mean that a well-positioned defense has a huge advantage.
CT - control the space, don't panic
Ancient, like Mirage, is won by controlling the map, not just holding the bombsite.
Standard:
1 x B main/boost/window
1 x cave (donut) support B
1 x mid
2 x A (cave+ long)
If you give up mid for free, T gets split A through the donut or pressure on B through the cave/spawn Con. Mid is the backbone of this map.
Mid player:
must give info
cannot die without a trade
should sometimes change pace, not play the same position every round
A site - Delay party
And it's hard to bounce back, so your goal is to delay.
The donut is a key position. If you have control of the donut:
you can rotate faster
you can play retake with an advantage
you have a better angle on the plant
Molotovs on the main and good dragons buy time. Ancient greatly rewards utility on CT.
The worst thing you can do is give it back without using grenades.
B site - timing and communication
B on Ancient is very sensitive to fast pace. Rush cave without reaction and the bomb is down.
Duo B must:
throw an early Molly
communicate pressure
don't fight alone 1v3
Cave control gives T enormous possibilities. That's why it's worth playing aggressively once every few rounds to take away their comfort.
T side - you won't win without map control
On T, you must:
fight for mid
force CT to use the utility
perform rotations
Strongest moves:
mid control → split A through donut
cave pressure + fake mid
slow pace and punish CT aggression
If you try to enter same way every round, you will lose.




