Active Duty B · Tier 2 sites Difficulty 4/5 Contested Top MidCave backdoor link

Ancient

Jungle-ruins map with dense crossfires: grab Top Mid and the Donut smoke opens A from two sides via Elbow/Temple; failing mid, fake A and hit B through Cave. Every route has an escape, so committed executes beat solo peeks.

Data verified 2026-09-05
Ancient schematic
Attack

Jungle-ruins map with dense crossfires: grab Top Mid and the Donut smoke opens A from two sides via Elbow/Temple; failing mid, fake A and hit B through Cave. Every route has an escape, so committed executes beat solo peeks.

Defense

Donut is A’s lifeline — one deep Temple holder plus one Donut anchor buys time; B anchors delay and call. Retakes with coordinated smokes/flashes from CT win more rounds than early aggression.

Map Tactics

Key Tactics on Ancient

01
Mid first, then double A

1-2 players contest Top Mid while a pair pressures A Main; with mid secured, smoke Donut and squeeze Temple for the split. No mid? Full utility B via Cave instead.

02
Snipers win the window war

The Snipers Nest window overlooks the whole mid — an AWP held early denies T mid control outright. Utility the window before crossing.

03
Stack one corridor

Ancient’s corners punish scattered ecos: run Cave or Donut ambushes as a trio with full utility, trade kills, then save.

Pro Side Lean
CT53%
T49.1%

Sample: 513 rounds (EsportWinners) + csdb 1,349 · source EsportWinners / csdb.gg

CT-favored and the most-banned map in pro queue (36.8% ban per csdb) — polarizing design.

Meta Weapons Here

AWP value is exceptional (Snipers Nest/CT corridor mid control); close quarters make the MAG-7 a legit anti-rush B option.

Lineups

Ancient Classic Lineups

Smoke A main throat smoke A
From
Left lane from T Spawn, right shoulder at the bend corner
Method
Standing
Lands
A Main entrance
Smoke Donut smoke from mid A
From
After the first mid gap, left shoulder on the stone corner
Method
Jumpthrow
Lands
Donut high ring
Smoke CT A entrance smoke A
From
Left corner of the A Main stone arch
Method
Jumpthrow
Lands
CT A corridor smoke wall (~2s to bloom)
Smoke B rear CT-split smoke B
From
On the stone slab of the B ramp
Method
Jumpthrow
Lands
CT spawn exit side
Molotov Cave entrance molotov B
From
Left wall of the mid-side Cave opening
Method
Jumpthrow
Lands
Inside the cave mouth
Flash A site entry pop-flash A
From
Inside A Main against the right wall, a few steps short of the exit
Method
Low toss
Lands
Detonates at head height past the corridor mouth

Lineups compiled from public lineup sites with sources — re-verify in-game; grenade trajectories can shift with patches.

Callouts

Ancient Callout Map

Ancient callout map
100%
Scroll / double-click to zoom · drag to pan
Click any marker to see its callout name and description. Green = Site A, blue = Site B, purple = Site C, red = generic. Scroll or double-click to zoom into detailed areas, then drag to pan — markers stay crisp and clickable.

Note: coordinates for community callout names (Donut, Tomb, etc.) are approximate; official area callouts (A/B sites, CT/T spawn, etc.) use exact in-game data.

All Callouts

Callout List

A Main

T-side long corridor into A (in-game name Main Hall)

A Site

A bomb plant area

Elbow

Bent passage between split and mid — the A entry door

Donut

Ring-shaped room beside A site; must-clear on every A execute

Smoke it from Top Mid

Tomb

Ruined coffins behind A — CT lurk and retake perch

Temple

CT corridor pressuring A Main from range

Cave

Hidden tunnel linking Mid and B for backstabs

Nade it before walking in

Top Mid

The most-contested high corridor across the map

Control it and you control both sites

Snipers Nest

Double-door window overlooking mid

B Site

B bomb plant area

CT Spawn

Counter-Terrorist spawn

T Spawn

Terrorist spawn

Map Mechanics

Unique Mechanics

Contested Top MidCave backdoor link
FAQ

Ancient Map FAQ