CS2 Anubis Callouts Guide

Anubis is one of the most visually striking and strategically complex maps in CS2. Set against the backdrop of ancient Egyptian ruins, it offers players a unique blend of tight corridors, open spaces, and vertical gameplay. Understanding Anubis callouts CS2 is essential for players aiming to coordinate effectively with their team and secure victories. These callouts refer to specific locations on the map, such as A Site, B Site, and Mid, and are critical for precise communication during matches. BloodyCase experts ensure that these callouts allow teams to plan their strategies, control key areas, and execute plays with accuracy, giving them a strategic edge over their opponents.

The Unique of Anubis in CS2

Anubis stands out in CS2 for its distinctive design and gameplay mechanics. The map comprises narrow streets, large open areas, and quite a bit of variation in height, enabling a variety of strategies to be employed by both attackers and defenders. Nevertheless, it is disabled, whereby, for the most part, players suffer significant consequences in terms of map control, unlike Anubis, where there are moveable elements such as water on the map, wherein players can move through water or canals. The design of this map enables players to move around, and confrontation is frequent, with the bomb sites having numerous routes that will lead to them.

The map also comes with ancient ruins and complex structures in Anubis, so this is a visually appealing map that makes people change things they are doing as per the map’s surface and level. Learning the Anubis map callouts in CS2 is essential for every player as this way, the coordinates and the flow of the game will be properly managed, which makes the map oriented towards teamwork and coordination.

Key Callouts on Anubis

The Anubis CS2 callouts are essential for map navigation and effective communication between the members of your team during matches. For example, areas like A Site, B Site, Mid, T-Spawn, and CT-Spawn are some of the important callouts that will be included in this article. These callouts tend to help players provide aggressive and defensive coordinated strategies by helping them relay information about enemies’ locations easily. Remembering these critical areas and their associated callouts is certainly very important in a CS game since matches are usually tactically executed, and having faster decision-making is always an advantage for the whole team.

anubis callouts cs2

Callouts List

  • CT Spawn – The initial spawn point for the Counter-Terrorist side at the beginning of each round.
  • Heaven – An elevated platform in A Site, offering a vantage point for Counter-Terrorists to monitor Terrorists entering from Main.
  • Main – The area between the A Bombsite and Water, commonly used as an entrance to A Site by Terrorists.
  • Headshot – An angle behind a couple of boxes, used to hold Counter-Terrorists pushing from A Bombsite to the Water area through Main.
  • Boat – Refers to the expansive water-filled area adjacent to Canal, offering entry points to A through Main, Water, and T Upper.
  • Tunnel – A narrow indoor region leading to A Heaven from CT Spawn.
  • Fountain – The raised area distinguished by a fountain beside a pillar, directly in front of A Main.
  • Upper – The area above Drop, used by Terrorists as a safe way to gain control of Water.
  • A Site – The region surrounding a pillar resembling a truncated tree trunk, in the center of the A Bombsite.
  • Beach – An isolated zone behind CT Spawn marked by a sandy beach with a boat resting upon it.
  • Corner (B) – The close left triangular area when entering B Bombsite from Long/Gate.
  • Back Site (A) – The area towards the Counter-Terrorist side of the A Bombsite, next to a gated door.
  • Ninja – A small hidden corner next to Back Site. Always check Ninja before planting at B, as Counter-Terrorists often hide here.
  • Bridge – The long pathway in the middle of the map leading to Double Doors, elevated above Water/Canal.
  • Double Doors – Consists of two doors in the middle of the map and the small area leading up short stairs to Bridge.
  • Palace – A large indoor area containing an Egyptian statue that connects B Site to Middle and T Spawn. Commonly used by Counter-Terrorists as a safe rotation route.
  • Street – A long pathway below Sniper leading to B Site from CT Spawn, providing an entrance into Cave.
  • Sniper – An elevated standing area that provides a clear view of Terrorists crossing to B Site from Gate.
  • Stairs – Refers to descending stairs leading to Water/Canal area from Alley. This is the quickest route to Canal from T Spawn.
  • Middle (Mid) – The large central region on the Counter-Terrorist side of Double Doors, vital for Counter-Terrorists to control.
  • Cave – Describes the cavernous walkway leading towards the B side of the map from CT Spawn.
  • A Connector – A narrow walkway connecting Middle to A Site, typically used by Counter-Terrorists.
  • Plateau – A spacious area reached after passing through A Connector to A Site, providing an entrance to A Heaven.
  • Drop – The area in Boat that Terrorists can use to drop from T Side Upper to Canal.
  • T Spawn – The initial spawn point for the Terrorist side at the beginning of each round.
  • Alley – The area close to T Spawn that provides access to Middle and the B side of the map.
  • Ruins – The region between B Long and T Spawn, facilitating easy movement to both Top Mid and the B bombsite.
  • Top Mid – The section of Middle on the Terrorist side, reached while heading towards Bridge.
  • B Long – The entire stretch of ground between the B Bombsite and Ruins, serving as the main entrance to the bombsite.
  • Gate – The large archway that allows entry to the B Bombsite from B Long.
  • Ivy – A small area outside Gate, opposite Ruins, named for the vegetation hanging from the wall above.
  • Heaven – An elevated spot within Ruins, providing a vantage point to monitor Counter-Terrorists pushing aggressively through B Long.
  • Pillar – Refers to one of the two pillars in the B Bombsite. The ‘pillar’ callout is usually for the close right pillar as you enter B Bombsite from B Long. The other pillar is generally referred to as the Back Site area.
  • Default – The most common bomb planting spot on B Bombsite. Terrorists typically plant on the side facing Gate, hidden from Counter-Terrorists watching from Street.
  • Connector – The indoor section near Pillar that links Middle to the B Bombsite.
  • Water – The lower central region of the map characterized by a significant body of water, giving this area its name.
  • Arches – The section within the canal/water area that has two rounded archways leading towards the A side of the map.
  • Wood – A small corner near Boat, distinguishable by its wooden-paneled flooring and adjacent closed door.
  • B Site – The entire central region of B Bombsite, surrounded by B Pillar, Gate, Ninja, and Back Site.
  • Back Site – The part of B Bombsite not visible from Gate, accompanied by two large pillars.

cs2 anubis callouts

A Site Callouts

Site A Anubis is one of the hot zones that accumulates poise and action. Callouts that can be found in A Site include A main, A long, and Temple. A Main serves as the primary place for the attackers availing from either Mid or T-Spawn to get further indoors towards the bomb site. A Long uses a long route, thus giving the attackers some more protection on the way to the site. The Temple is a critical point located just outside the bombsite area that provides additional cover and surveillance of enemies as they try to defend the site. These areas are important for both attackers and defenders, as movement will largely depend on these positions and what the result would be in that round.

B Site Callouts

B Site on Anubis serves as yet another critical point for players where utmost communication and alertness is needed. B Site has a number of CS2 Anubis callouts, including B Main, Water, and Boat. B Main is the primary point of entry for the assaulting team as it directly opens to the bombsite and has few angles of attack. Water is an interesting aspect of B Site, where players can move through a channel as a passageway providing cover and/or a sneak attack. The boat is located strategically next to the water and, therefore, provides cover and a good position from where to defend the site. These positions are important for both the attackers and defenders in this case because the design of B Site allows for swift movement and surprise attacks.

Mid Callouts

Mid is undoubtedly among the most congested and populated places in Anubis since it serves as an important control area between A and B Sites. Important callouts for Mid include Top Mid, Connector, and Bridge. Top Mid is always quite useful as enemies enter the area, and the players can gather some semblance of the flow of the enemies’ advances and general enemy positions. Mid’s Connector zone connects Mid to the bomb sites, serving as an area where the attacker and defender frequently funnel. The bridge is an important part of Mid, and it is also in a strategic position that helps with movement between the sites.

T-Spawn Callouts

As we all know, T-Spawn is the location of the Terrorists for each round and is, therefore, very important for strategizing and executing plans. Some of the important callouts for the T-Spawn include T-Entrance and T-Bridge. As spawn exits, the T-Entrance becomes the most important route, leading to other routes towards the intended bomb sites. T-Bridge is a position that also leads towards Mid and offers tactical options in early rounds and a route towards Mid.

CT-Spawn Callouts

CT-Spawn is the place where Counter-Terrorists start off action and is essential in the primary formation of defense. Some of the important callouts for the CT-Spawn include CT-Entrance and CT-Corridor. The players occupy the CT-Entrance, mainly targeting A Site, the quickest direct exit from spawn, offering access to active defense. CT-Corridor leads from the spawn area to the map’s perimeter and facilitates active structure changes away from the current site.

CS2 Anubis Callouts

How to Use Anubis Callouts for Strategic Advantage

To be able to use callouts Anubis CS2 correctly, it takes not just practice but an extensive study of the map in use. Those who are knowledgeable about the strategy and their duties within the team usually move as required quite comfortably. For example, calling out ‘A Main’ or ‘B Main’ once or twice should hopefully alert your teammate to any potential enemies in those areas. BloodyCase advises coordinating those callouts with your teammates and repeating the same calls for the same enemy positions or calling rotation cycles on your team to help greatly improve your overall game.

Common Pitfalls to Avoid on Anubis

There is no doubt that while on Anubis, there are numerous mistakes default players make that should be reversed to enhance their competencies. The mistakes made include largely ignoring areas like the water basin, for example, the canal found on B Site, which is perfect for sneak attack and flanking. Another mistake players make is not giving proper information concerning the rotations, hence making slow or sometimes ineffective movements to enemy pushes. Again, they cannot hold certain areas like Mid or use high grounds like Top Mid to their advantage and risk getting overrun by well-planned assaults. It would be wise to understand how Anubis map callouts CS2 work and ensure new players receive relevant tips like how good communication can enhance teamwork in the battle to avoid the above-mentioned.

Final Words

As per the assessments of the BloodyCase professionals, learning the Anubis callouts in CS2 is fundamental due to the complexity of this map. Such focal points encompass A Site, B Site, and Mid, which are important to gameplay because using the right callouts simplifies communication and strategic planning. Players can use callouts like Temple, Water, and Ruins to organize their attempts to control the area and pressure the opponents.

Our experts believe that the regular use of these CS2 callouts for Anubis by team members in combat situations will change the course of the battle for the team.