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.
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.
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.
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.
A main smoke
Smoke A main to block the CT hold and get onto A for a fast plant.
Palace smoke (A)
On an A execute, smoke palace to cut the high CT angle and protect the plant.
B short smoke
Smoke B short on a B execute to block the site player and plant behind pillar.
Palace molly
Molotov palace on an A retake to flush a terrorist holding the high ground.
B main molly
Molotov B main to stall a B push and buy time for the mid or CT rotate.
Water flash
Pop a flash from water toward connector to blind the roamer before a flank to either site.