Tips and tricks for CS:GO’s newest map, Ancient

 

CS:GO’s most recent and controversial introduction into the map pool, Ancient, features several unique elements.

With Train being removed from the active map rotation in competitive play and being replaced with Ancient, both veteran and new CS:GO players are left in an unfamiliar position. Many players have spoken on the rather puzzling layout of this new map, which may just result from it’s relatively recent introduction into the viable pool. In truth, Ancient is not so different from many others CS:GO players should already be well acquainted with, just with more bending hallways. Here are our tips on how you should play this new map.

CT set-ups and Middle priority

While callouts are still heavily disputed across Twitter by pros and fans alike, these will be the names used in this article for all intents and purposes.

The triple fork at the start of CT spawn may appear to necessitate a classic 2-1-2 set up across A, middle, and B, however I recommend a variation of this. A site has only one unique entrance along yard and A-main, therefore a single player can act as the anchor for this site. Control over middle should be an absolute priority for CTs, not just for gathering information but also to deny terrorists another avenue into the A bombsite.

Following along with this, CTs may find sending two players mid best. Perhaps only comparable to Mirage, Ancient features an incredibly elongated middle that can provide various interesting peeking opportunities. An important factor to keep in mind when setting up in middle on CT side is that you have a significantly quicker route than terrorists. 

 

Though middle control may alleviate some pressure, A-site is still incredibly easily accessible from attackers on T-side. Once on A-site, the first notable feature is that the actual plant location is incredibly small with very open areas vulnerable to attackers. To combat this, A site requires a great deal of utility to fend off attackers.

B-site has several unique features to it. Firstly, there are two large obelisks that take up a majority of the site that most B defenders will likely call home. Second is a pillar in the middle of a once again cramped bombsite. With two entrances into the site for T-side players and plenty of narrow corridors that discourage playing aggressively, this undoubtedly a difficult site to defend with perhaps playing for the retake being the more prudent strategy.

T-side routes and important smoke locations

The seemingly countless twisting corridors out of T-spawn may make this map appear like a nightmare initially, however terrorists may actually have an easier time taking and holding sites.

The previously stated ease of access into the A-site makes it easy for terrorists to wait out utility from defenders before piling onto the site. No matter where you are pushing, utility will be incredibly important. A smoke that might facilitate an A take faster, tossing a smoke over the temple will put defenders between a smoke screen covering their spawn and yourself. After taking the site, plenty of utility will have to be invested to prevent retakes as a lack of mid control will undoubtedly result in flanks coming from tunnels.

The B-site is absolutely fraught with choke points where skirmishes here could be decided based solely on peak advantage. If rushing B site through the main doors and ramp, it may be fortuitous to stack up to give plenty of re-frag capability if you are contested early. Be incredibly weary of the corners and nooks created by the two large square stones, and invest utility such as mollies to clear these out before planting.

As stated before on B-site, defenders may find it more advantageous to play off the site initially and opt for the retake given it’s various routes to catch the site holders off guard. T-side players can easily punish this passive playstyle with an easy smoke, denying control of the site and hindering retake ability. In the far right corner of outside B, a jump smoke will block CTs primary entrance to the site. Another smoke on stairs will effectively cut off any conventional entrance into the site and leave only the cave as the possible entry for CTs.

Conclusion

Ancient will certainly be an interesting inclusion in the regular map rotation. Elements such as the long middle, narrow corridors, and tight bomb sites are unique though not entirely different from those in the existing map pool. Ancient’s layout promotes rotations that will result in some interesting games.

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Image Credit: Valve / CS:GO
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