Anubis is one of the most unique maps in CS2, offering a mix of tight corridors and open spaces. Its distinctive Egyptian-themed design and complex layout make it a challenge for players who are new to the map. Knowing the right callouts can give you and your team a significant advantage. Here’s a complete guide to all CS2 Anubis callouts.
- T Spawn: The starting area for the Terrorists, offering quick access to both A and B sites.
- Alley: A pathway leading right from T Spawn toward A Site. Connects to Upper and Boat.
- Upper: A raised passage offering visibility over Boat. Terrorists can drop down from here into the fight.
- Drop: A drop-down point from Upper to Boat, often used to surprise opponents holding Boat.
- Stairs: A descending staircase from Alley leading directly into Boat and Water.
- Boat: A wide, water-filled area connecting Main to A Site. Often referred to as Water by some players.
- Wood: A tucked-away spot near Boat, great for hiding or waiting for rotations.
- Headshot: Boxes near Main providing cover for CTs to eliminate approaching Terrorists.
- Main: The central entrance from Boat to A Site, often used as the primary path by Terrorists.
- A Site: The area where Terrorists can plant the bomb, featuring a central pillar as cover.
- Back A Site: A secluded corner of A Site, ideal for defending after planting the bomb.
- Fountain: A small elevated pool at A Site, offering visibility but limited cover.
- Plateau: A large open space leading from Middle into A Site, requiring careful navigation.
- Old Heaven: An elevated area overlooking A Site, providing visibility of the entire bombsite.
- Walkway : A route connecting A Site to Middle. Often used by CTs for rotations.
- CT Spawn: The starting area for Counter-Terrorists, located near B Site.
- Beach: A sandy area above CT Spawn, offering limited relevance due to its distance from key locations.
- Tunnel: An indoor path connecting Beach to A Site.
- Ruins: A direct path from T Spawn to B Site through B Long.
- Heaven (B): An elevated platform in Ruins providing a view over B Long.
- B Long: A wide path leading from Ruins to B Site, often contested early in rounds.
- Ivy: A small corner in B Long where Terrorists can regroup or wait for CT pushes.
- Gate: An entrance from B Long into B Site, commonly used by attackers.
- Pillar: A large column inside B Site, often used as a defensive position after planting.
- Corner: A hiding spot near Gate offering cover from CT rotations.
- Back Site (B): A defensive corner opposite Gate, great for holding the bomb after planting.
- Ninja: A sneaky spot inside B Site, hidden from Gate but visible from CT entrances.
- B Site: The bomb plant zone for Terrorists, centered around the Bomb Train.
- Sniper: An elevated CT position overlooking B Site, ideal for picking off attackers.
- Cave: A path from CT Spawn to B Site, providing quick access for Counter-Terrorists.
- Street: A connecting pathway between Cave and B Site. Offers visibility but can be risky mid-round.
- Palace: A path from CT Spawn offering routes to Middle or a sneaky entry to B Site.
- Bridge: A connector above the Canal linking Top Mid to Middle.
- Top Mid: A raised area above T Spawn, leading to Middle and enabling fast rotations.
- Middle: A central area on the map connecting both bombsites. Ideal for rotations but risky to control.
- Double Doors: A defensive chokepoint in Middle offering cover and visibility of approaching enemies.
- Connector: A path linking Middle to B Site. Safer than Gate but still contested.
- Canal: A water-filled path near Middle connecting to Bridge and other areas.
Conclusion
Learning the callouts for a map like Anubis is essential for effective communication with your team. Now that you have a complete list of all Anubis callouts, you can easily share enemy positions and plan strategies more efficiently. Use this guide as a quick reference during your games, and soon you’ll know every callout by heart.
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