de_ancient - radar callouts and map notes
de_ancient in CS2 - Mayan ruins map. Mid, Donut, B Tunnels, A Main, Cave. Callouts and utility patterns on the utility-heaviest map in the pool.
Last updated: 2026-06-02
de_ancient is the Mayan-ruins entry in the active duty pool - jungle aesthetic, narrow chokes, and one of the most utility-heavy round structures in the game. Site takes are defined more by smokes and molotovs than by aim duels, which makes the radar useful for tracking utility lifetimes more than positions.
Key callouts
- Mid / Top Mid / Tunnels / Donut - the central rotation hub. Donut is the round-feature room.
- A Main / Ramp / Pillar / Boost - the A approach lanes.
- A Site / Default / Heaven / Halls - A site geometry.
- B Tunnels / Cave / B Site / B Default - the B approach and site.
- CT Spawn / Connector - rotation lanes.
What to watch on the radar
- Donut control. Donut is the structural choke. Whoever holds Donut controls mid; mid control on Ancient sets up both site takes.
- Utility timings. Ancient rounds are smoke-heavy and molotov-heavy. Tracking who's behind which smoke and when the molotovs decay is most of the read.
- B Tunnels execute. B executes funnel through tunnels - the radar tells you whether CTs are stacked for the contact or have rotated to A.
Sightlines that punish
Ancient's sightlines are short and utility-defined: Top Mid toward A Main, Heaven toward A default, Cave toward B default, Pillar toward A site. Few long duels; mostly post-smoke clearouts. A radar plus ESP reduces the post-smoke coin-flip into a known fight.
How Favade handles de_ancient
Full top-down geometry, accurate Donut / B Tunnels / A Main callouts, smoke and molotov overlays (critical on Ancient), and the per-player HUD fields. See the radar HUD reference for the field list.