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.
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.
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.
Key Tactics on Ancient
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.
The Snipers Nest window overlooks the whole mid — an AWP held early denies T mid control outright. Utility the window before crossing.
Ancient’s corners punish scattered ecos: run Cave or Donut ambushes as a trio with full utility, trade kills, then save.
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.
Ancient Classic Lineups
- From
- Left lane from T Spawn, right shoulder at the bend corner
- Method
- Standing
- Lands
- A Main entrance
- From
- After the first mid gap, left shoulder on the stone corner
- Method
- Jumpthrow
- Lands
- Donut high ring
- From
- Left corner of the A Main stone arch
- Method
- Jumpthrow
- Lands
- CT A corridor smoke wall (~2s to bloom)
- From
- On the stone slab of the B ramp
- Method
- Jumpthrow
- Lands
- CT spawn exit side
- From
- Left wall of the mid-side Cave opening
- Method
- Jumpthrow
- Lands
- Inside the cave mouth
- 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.
Ancient Callout Map

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.
Callout List
T-side long corridor into A (in-game name Main Hall)
A bomb plant area
Bent passage between split and mid — the A entry door
Ring-shaped room beside A site; must-clear on every A execute
Smoke it from Top Mid
Ruined coffins behind A — CT lurk and retake perch
CT corridor pressuring A Main from range
Hidden tunnel linking Mid and B for backstabs
Nade it before walking in
The most-contested high corridor across the map
Control it and you control both sites
Double-door window overlooking mid
B bomb plant area
Counter-Terrorist spawn
Terrorist spawn