Ancient brings an archaeological theme to CS2 with its temple ruins and underground passages. The map’s tight corridors and open sites create intense firefights where positioning and communication determine success. With multiple elevation changes and narrow chokepoints, knowing exact callouts prevents confusion during critical moments.

The complexity of Ancient’s layout means every position name matters. From Cave to Temple, from Donut to Middle, each callout helps teammates visualize enemy positions instantly. That’s why our SkinKings team has compiled this detailed list of all callouts on the CS2 Ancient map so that you don’t confuse your teammates with incorrect positions or opponent movements.
List of All Ancient Callouts
T Spawn Area

- T Spawn – Terrorist starting position in the temple courtyard.
- T House/House – The building structure in T Spawn providing cover.
Mid Area

- Mid/Middle – The central pathway connecting both sites.
- Cave/Caves – The underground passage from T Spawn to B Site.
- Donut – The circular area in Mid with the pillar structure.
- Top Mid – The elevated position overlooking Mid from T side.
- Bottom Mid/Lower Mid – The lower area of Mid toward CT side.
A Site Area

- A Site – The bomb site with temple structures.
- Long/A Long – The long corridor approach to A Site from T side.
- Temple/A Temple – The temple building on A Site.
- Ramp/A Ramp – The ramp leading up to A Site from Long.
- Default – The standard plant position on A Site.
- Elbow – The corner area connecting A Site to CT spawn.
B Site Area

- B Site – The bomb site accessed through Cave or Mid.
- Lane/B Lane – The narrow corridor leading to B Site.
- Back Site/Back B – The back area of B Site near CT entrance.
- Altar/B Altar – The raised altar structure on B Site.
CT Spawn Area

- CT Spawn – Counter-Terrorist starting position.
Alternative and Regional Ancient Callouts
The unique design of the Ancient map creates some variations in names. If you are new to ancient callouts cs2, these alternatives are important for successful matches:
- Cave vs Caves – Both refer to the underground passage.
- Donut vs Mid Donut – Same circular area in Mid.
- Temple vs A Temple – Shortened version of the same position.
Pro Tips for Callouts on the Ancient Map
- Cave control dictates B Site pressure. Call whether Cave is clear or contested immediately to help teammates plan rotations.
- Donut provides crucial map control. Always call enemy positions relative to the Donut pillar for accurate crosshair placement.
- Temple on A has multiple angles. Specify inside Temple, outside Temple, or Temple stairs to prevent confusion.
- Long corridor is narrow and dangerous. Call exact positions along Long so teammates know if enemies are close or far.
- B Lane executes happen fast. Count enemies entering Lane immediately so your B anchor knows what utility to use.
- Mid to B rotations are quick. When giving Mid calls, specify if enemies can hit B fast or if they’re stuck fighting for Donut.
- Ramp smokes on A change everything. Call when Ramp is smoked so teammates know Ts can’t easily access site.
- Altar position on B is powerful. When holding B, call if Altar is clear so teammates don’t have to check it during retakes.
- Elbow fights on A are common. Call when you’re fighting Elbow so teammates can trade from different angles.
- Sound cues in Cave echo. If you hear footsteps in Cave, call approximate count and direction they’re moving.
More CS2 Callout Guide
| Map | Callout Guide |
| Anubis | Anubis Callouts |
| Cache | Cache Callouts |
| Cobblestone | Cobblestone Callouts |
| Dust 2 | Dust 2 Callouts |
| Inferno | Inferno Callouts |
| Mirage | Mirage Callouts |
| Nuke | Nuke Callouts |
| Office | Office Callouts |
| Overpass | Overpass Callouts |
| Vertigo | Vertigo Callouts |
