Ancient
A temple map with a strong mid and a heavily contested A site.
Overview
Ancient is a temple-themed map with a central mid that strongly influences both bombsites. A site is open and reached through main and triple, while B is tighter and reached through B main and mid. Mid control is the most important part of Ancient: it opens rotations and lets terrorists split either site. It leans slightly CT-sided and rewards coordinated utility.
Callouts
The standard names for every area, grouped by bombsite and lane.
Mid
- Mid
- The central temple area linking T spawn to both sites.
- Donut
- The circular mid structure, a key hold and rotate point.
- T mid
- The T side entrance to mid, near spawn.
- CT mid
- The CT side of mid connecting to A and B rotations.
- River
- The water lane through mid used for flanks and splits.
- Cave
- The tunnel linking mid toward A, a key A split route.
A site
- A site
- The open temple bombsite with the plant zone and broken walls.
- A main
- The main entrance from T side onto A site.
- Triple
- The stacked boxes near A used as plant cover and hold angles.
- Box
- The main box on A site, a key post-plant position.
- Heaven (A)
- The raised position overlooking A from the CT side.
- T ramp
- The ramp from T side up toward A main.
- Default plant
- The standard plant on A behind triple, safe from heaven.
B site
- B site
- The enclosed bombsite with the pillar and ramp plant area.
- B main
- The entrance from T side onto B site.
- B short
- The close entrance from mid side onto B.
- Pillar
- The central pillar on B used as plant cover.
- Headshot
- The angle on B where a CT can one-shot an entering T.
- Rock
- The rock cover on B used to hold and hide post-plant.
CT spawn and rotations
- CT spawn
- The counter-terrorist spawn between A and B.
- Connector
- The route from mid to B, also part of the CT rotation.
- Ladder
- The ladder near B used for flanks and rotates.
Default tactics
Default T play fights for mid early, then splits A between main and cave, or hits B through main and short. Because mid opens both sites, losing mid usually means a slow round. A common execute is a full A main hit with smokes on heaven and triple.
Default holds
CTs play two A, two B, and a mid roamer. A is held from triple, box, and heaven; B from pillar, headshot, and rock; mid from donut and CT mid. Mid control is contested hard because it enables rotations, so the roamer often re-takes mid with utility.
Standard utility
The smokes, flashes and molotives that define rounds on Ancient. Descriptions are general references, not pixel-perfect lineups.
A main smoke
Smoke A main to block the CT crossfire and enable a clean entry onto A site.
Heaven smoke (A)
On an A execute, smoke heaven to cut the high CT angle and protect a default plant.
Mid donut smoke
Smoke donut to take mid control and open the cave and B short splits.
B main molly
Molotov B main to stall a B push and buy time for the mid or CT rotate.
Triple molly
On an A retake, molotov triple to flush a terrorist holding the plant behind the boxes.
Cave flash
Pop a flash toward cave to blind the CT holding the A split before pushing through.