Ancient Callouts

Ancient Callouts Directory
Showing 41 of 41 callout zones
T Spawn
Terrorists’ starting area; routes branch toward Mid and both site approaches.
Tunnel
Enclosed tunnel route used to move safely between key areas (often toward Mid/B-side paths).
Water
Water channel area; common path/landmark on approaches and rotates.
Ruins
Old stone ruins area used as a landmark for fights and positioning near routes.
Doors
Doorway choke point connecting lanes; commonly referenced for timing pushes.
Split
Split junction area where routes branch, used to call multi-lane pressure setups.
Stairs
Staircase connector used for elevation changes and common hold angles.
Elbow
Bent corridor (‘L’ shape) that’s easy to anchor; common for delaying and utility usage.
A Halls
Indoor hallway leading toward A-side; used for controlled A approaches and late lurks.
Outside A
Courtyard area outside A connecting A Halls to A Main.
A Main
Primary entry choke and corridor from Outside A directly into A Site.
Boost
Boost spot used to gain elevation for a stronger angle or unexpected peek.
Big Box
Large box cover landmark used for calling fights around a major choke/entry.
Single
Single box/cover landmark used for quick, precise position calls.
Plat
Platform area offering elevation; common anchor/hold spot near site approaches.
A Site
Bombsite A — plant area reached via A Main, House, or Temple side.
Triple Box
The triple set of boxes placed towards the back of A Site. It gives Ts a safer plant position if there are CTs playing on CT Lane.
CT Lane
The area that connects CT Spawn A Site. It is one of two quick entrances to A Site for CTs.
Temple
Elevated temple room and bridge corridor overlooking A site and connecting to CT Spawn.
CT Spawn
Counter-Terrorists starting area; rotations lead to both sites via Mid and connectors.
Red
Red room/window room overlooking Mid; key CT sniper angle.
Top Mid
Upper portion of Mid closer to T side; key space for controlling rotations and splits.
Pit
Low pit/depressed area used for cover; common for tucked defensive positions.
Mid
Central lane of the map; controlling it helps with splits and rotations to either site.
Donut
The circular donut room connecting Mid to A site; major connector and contest area.
Short
Short is one of two main entrances for Ts to use when entering A Site. It connects directly to A Site, however is more difficult to push from when unsupported from Long.
Xbox
Xbox is the set of two crates placed next to Heaven on Mid. It gives access for players looking to enter Heaven through Mid.
Heaven
Elevated lane connecting Mid and Xbox to Lamp Room/Jaguar and T Lower.
Lamp Room
The area of the map which connects Heaven to Dark.
Dark
Dark is the small area which connects Lamp Room and House. It also has a small cubby which CTs can use to surprise unsuspecting Ts.
T Lower
T Lower is the region between Ramp and Heaven. It gets it name through having the lowest height between these two points.
Ramp
Generic ramp on Ancient (often used for Mid Ramp or A Ramp depending on context).
Cave
Cave corridor connecting Lamp Room/Jaguar and Dark to B Site.
B Site
Bombsite B — plant area reached via Cave/Lane or Ramp side.
Pillar
Pillar is the stone and wooden structure placed on B Site, which is a great cover point for CTs to use when defending the site.
Short
Left lane and corridor from Back Halls/CT side entering B Site.
Back Halls
Back Halls is the area which connects Alley to Short and Long.
Alley
This is the area connecting CT Spawn to Back Halls.
Long
Right lane and corridor from Back Halls/Alley entering B Site.
Wood
Wooden platform and staging area below B site along the Lane approach.
Boost
Crate boost position on the CT side of B Ramp / Lane.