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A / B sitesReleased 2020-12 · Reviewed June 22, 2026

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.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteA mainTripleBoxHeaven (A)MidMidDonutT midCT midRiverBB siteB siteB mainB shortPillarHeadshotCT spawn / Connector / Ladder

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.
T side

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.

CT side

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.

SmokeT

A main smoke

Smoke A main to block the CT crossfire and enable a clean entry onto A site.

SmokeT

Heaven smoke (A)

On an A execute, smoke heaven to cut the high CT angle and protect a default plant.

SmokeT

Mid donut smoke

Smoke donut to take mid control and open the cave and B short splits.

MolotovCT

B main molly

Molotov B main to stall a B push and buy time for the mid or CT rotate.

MolotovCT

Triple molly

On an A retake, molotov triple to flush a terrorist holding the plant behind the boxes.

FlashT

Cave flash

Pop a flash toward cave to blind the CT holding the A split before pushing through.

Back to all mapsMap guide reviewed June 22, 2026