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A / B sitesReleased 2021-05 · Reviewed June 22, 2026

Anubis

An Egyptian canal map with a powerful mid and water-based flanks.

Overview

Anubis is an Egyptian-themed map built around a central canal and a strong mid. Both bombsites sit on the upper level while mid runs through water below, letting terrorists rotate under cover. Mid control is decisive because it opens flanks to both A and B. Anubis rewards coordinated defaults and good use of the underwater connectors.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteA mainPalaceHeaven (A)UnderwaterMid and waterMidWaterConnectorT midCT midBB siteB siteB mainB shortPillarHeaven (B)CT spawn / Bridge / Ladder

Callouts

The standard names for every area, grouped by bombsite and lane.

Mid and water

Mid
The central area linking T spawn to both sites through upper and lower routes.
Water
The lower canal through mid used for hidden flanks and rotates.
Connector
The hallway from mid water up toward A and B, a key cross route.
T mid
The T side entrance to mid, near spawn.
CT mid
The CT side of mid connecting to the site rotations.

A site

A site
The upper bombsite with the temple structure and plant zone.
A main
The main entrance from T side onto A site.
Palace
The raised structure on A overlooking the site, a strong hold.
Heaven (A)
The high CT angle on A, a key position to clear.
Underwater
The lower entrance to A from the water, a sneaky route.
Default plant
The standard plant on A, safe from palace and heaven.

B site

B site
The upper bombsite with the pillars and ramp plant area.
B main
The main 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 and a hold angle.
Heaven (B)
The high CT angle overlooking B site.
Canal
The water route that connects to B for flanks.

CT spawn and rotations

CT spawn
The counter-terrorist spawn between A and B.
Bridge
The connector from CT toward mid and the sites.
Ladder
The ladder from water up to a site, a flank route for both sides.
T side

Default tactics

Default T play is to contest mid and take water control, then split A through main and underwater, or hit B through main and short. The water connectors let Ts rotate without being seen, so fakes through mid are strong. A full A main execute with smokes on palace and heaven is common.

CT side

Default holds

CTs play two A, two B, and a mid roamer. A is held from palace, heaven, and site; B from pillar, heaven, and short; mid from CT mid and connector. Because water flanks are deadly, CTs must watch sound and use the roamer to re-take mid or pinch water.

Standard utility

The smokes, flashes and molotives that define rounds on Anubis. Descriptions are general references, not pixel-perfect lineups.

SmokeT

A main smoke

Smoke A main to block the CT hold and get onto A for a fast plant.

SmokeT

Palace smoke (A)

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

SmokeT

B short smoke

Smoke B short on a B execute to block the site player and plant behind pillar.

MolotovCT

Palace molly

Molotov palace on an A retake to flush a terrorist holding the high ground.

MolotovCT

B main molly

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

FlashT

Water flash

Pop a flash from water toward connector to blind the roamer before a flank to either site.

Back to all mapsMap guide reviewed June 22, 2026