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CS2 Caller
Interactive Radar

Ancient Callouts

41 callout zones · Click or tap radar pins to view names, AKAs, and angles
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T
T Spawn
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A Site
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CT Spawn
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B Site
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Ancient Callouts Directory

Showing 41 of 41 callout zones

T Spawn

Spawn

Terrorists’ starting area; routes branch toward Mid and both site approaches.

Tunnel

Callout

Enclosed tunnel route used to move safely between key areas (often toward Mid/B-side paths).

Water

Callout

Water channel area; common path/landmark on approaches and rotates.

Ruins

Callout

Old stone ruins area used as a landmark for fights and positioning near routes.

Doors

Callout

Doorway choke point connecting lanes; commonly referenced for timing pushes.

Split

Callout

Split junction area where routes branch, used to call multi-lane pressure setups.

Stairs

Callout

Staircase connector used for elevation changes and common hold angles.

Elbow

Callout

Bent corridor (‘L’ shape) that’s easy to anchor; common for delaying and utility usage.

A Halls

CalloutAKA: A Long / Long Halls

Indoor hallway leading toward A-side; used for controlled A approaches and late lurks.

Outside A

CalloutAKA: A Lobby / Outside Main / Courtyard

Courtyard area outside A connecting A Halls to A Main.

A Main

CalloutAKA: Main / A Choke

Primary entry choke and corridor from Outside A directly into A Site.

Boost

Angle

Boost spot used to gain elevation for a stronger angle or unexpected peek.

Big Box

Angle

Large box cover landmark used for calling fights around a major choke/entry.

Single

Callout

Single box/cover landmark used for quick, precise position calls.

Plat

Angle

Platform area offering elevation; common anchor/hold spot near site approaches.

A Site

Bombsite

Bombsite A — plant area reached via A Main, House, or Temple side.

Triple Box

Angle

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

Callout

The area that connects CT Spawn A Site. It is one of two quick entrances to A Site for CTs.

Temple

CalloutAKA: A Temple / CT Temple

Elevated temple room and bridge corridor overlooking A site and connecting to CT Spawn.

CT Spawn

Spawn

Counter-Terrorists starting area; rotations lead to both sites via Mid and connectors.

Red

CalloutAKA: Red Room / Window

Red room/window room overlooking Mid; key CT sniper angle.

Top Mid

CalloutAKA: Mid Doors

Upper portion of Mid closer to T side; key space for controlling rotations and splits.

Pit

CalloutAKA: Cubby

Low pit/depressed area used for cover; common for tucked defensive positions.

Mid

Callout

Central lane of the map; controlling it helps with splits and rotations to either site.

Donut

CalloutAKA: Tunnels / Donut Room

The circular donut room connecting Mid to A site; major connector and contest area.

Short

Callout

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

Angle

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

CalloutAKA: Upper Mid / Mid Heaven

Elevated lane connecting Mid and Xbox to Lamp Room/Jaguar and T Lower.

Lamp Room

CalloutAKA: Jaguar / Cave

The area of the map which connects Heaven to Dark.

Dark

Callout

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

CalloutAKA: Lane / Construction / B Lane

T Lower is the region between Ramp and Heaven. It gets it name through having the lowest height between these two points.

Ramp

CalloutAKA: B Ramp

Generic ramp on Ancient (often used for Mid Ramp or A Ramp depending on context).

Cave

CalloutAKA: House / B Cave / Ruins

Cave corridor connecting Lamp Room/Jaguar and Dark to B Site.

B Site

Bombsite

Bombsite B — plant area reached via Cave/Lane or Ramp side.

Pillar

Angle

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

CalloutAKA: B Short / Short B

Left lane and corridor from Back Halls/CT side entering B Site.

Back Halls

Callout

Back Halls is the area which connects Alley to Short and Long.

Alley

Callout

This is the area connecting CT Spawn to Back Halls.

Long

CalloutAKA: B Long / Long B

Right lane and corridor from Back Halls/Alley entering B Site.

Wood

CalloutAKA: B Wood / Wood Plank

Wooden platform and staging area below B site along the Lane approach.

Boost

AngleAKA: B Boost / CT Boost

Crate boost position on the CT side of B Ramp / Lane.

Round Strats

Ancient Execute Strats

Review Mid-to-A splits, fast B Cave floods, and CT retake rotations.