Anubis Callouts

The map Anubis, which bears the name of the deity of ancient Egypt, is thought to be situated in Egypt. Its unique qualities include sunny skies, walls with old marks, and a landscape of sandstone. As of right now, the CS2 Active Duty map pool is the singular community-made map.
This map and the callouts are the same (or very similar) in both CS2 and CS:GO.
Anubis Callouts
  • 1
    T Spawn: At the start of every round, T Spawn is where the Terrorist side first spawns.
  • 2
    Alley: The region near T spawn that offers access to the map's center and B side is known as Alley.
  • 3
    Ruins: The area that lies between B Long and T Spawn is known as the Ruins. It makes it possible to reach the B bombsite and top mid with ease.
  • 4
    Top Mid: As the player moves in the direction of Bridge, Top Mid may be found on the T side of Middle.
  • 5
    B Long: The entire area of land between the B Bombsite and the Ruins is included in B Long. This is the bombsite's primary entrance.
  • 6
    Gate: The big archway that leads from B Long to the B Bombsite is known as Gate
  • 7
    Ivy: Ivy is the little space outside the gate that faces the Ruins' archway. The foliage that dangles from the wall above gave rise to the name.
  • 8
    Heaven: The lofty area inside the Ruins is employed as a lookout point to monitor CTs attempting to push B long with aggressiveness.
  • 9
    Pillar: One of the two pillars in the B Bombsite is referred to as Pillar. When approaching the B Bombsite from the B Long, the close right pillar is typically the target of the 'pillar' callout. The Back Site region is the term commonly used to describe the other pillar.
  • 10
    Default: On the B Bombsite, default is the most often used location for bomb installation. T players typically plant themselves on the side facing the gate, out of sight of CTs observing from the street.
  • 11
    Connector: Middle and the B Bombsite are connected by the B Connector, which is the inside area close to Pillar.
  • 12
    Water: As its name suggests, the Water callout is the bottom middle area of the map that is home to a sizable body of water.
  • 13
    Arches: The area of the canal/water region with two rounded archways pointing in the direction of the map's A side is known as Arches.
  • 14
    Wood: The Wood callout refers to the little area next to the Boat that is next to a closed door and is distinguished by its wooden-paneled flooring.
  • 15
    B Site: B Pillar, Gate, Ninja, and Back Site encircle the whole central area of the B Bombsite.
  • 16
    Back Site: Accompanied by two massive pillars, Back Site is the portion of the B Bombsite that is hidden from Gate's view.
  • 17
    Ninja: The little, unnoticed nook next to Back Site is known as Ninja. Never plant at B without first checking Ninja; cunning CTs like to hide here!
  • 18
    Bridge: The lengthy passage that leads to Double Doors in the center of the map is called Bridge. This area is raised above the canal or water.
  • 19
    Double Doors: This section of the map includes the two doors in the center as well as the little area that leads up the short stairs to the bridge.
  • 20
    Palace: The spacious interior space that links B Site to Middle and T Spawn is home to an Egyptian statue. frequently utilized as a secure rotation path by CTs.
  • 21
    Street: Street is the lengthy path that runs beneath Sniper and connects CT Spawn to B Site. It also serves as the entrance to Cave.
  • 22
    Sniper: Sniper is the raised standing location from which T players may see well when they cross from Gate to B Site.
  • 23
    Stairs: The stairs from Alley that drop to the Water/Canal area are the subject of the Stairs callout. The fastest path from T spawn to Canal is by this route.
  • 24
    Middle: A crucial area of the map for CTs to control, Middle is the sizable central area on the CT side of Double Doors.
  • 25
    Cave: The callout for the cave explains the expansive path that extends from CT Spawn to the B side of the map.
  • 26
    A Connector: The short path that connects Middle to A Site and is typically used by CTs.
  • 27
    Plateau: Plateau is the large area that may be accessed by passing through A Site's Connector, which serves as a doorway to A Heaven.
  • 28
    Drop: Ts can use the drop area in the boat to descend from T Side Upper to the canal.
  • 29
    CT Spawn: Every round, the Counter-Terrorist side's initial spawn spot is located here.
  • 30
    Heaven: Heaven is A Site's lofty perch from which CTs can observe Terrorists entering A Site from Main.
  • 31
    Main: The region between Water and the A bombsite is known as Main. The most popular entrance to A Site for the Ts is Main.
  • 32
    Headshot: Headshot is the view from behind a few boxes that are utilized to contain CTs that are being pushed through Main from A Bombsite to the Water area.
  • 33
    Boat: The term "Boat" describes the large body of water next to the Canal that provides access to A through Main, Water, and T Upper.
  • 34
    Tunnel: Tunnel is the little inside space that connects CT Spawn and A Heaven.
  • 35
    Fountain: Fountain describes the elevated space in front of A Main that is marked by a fountain next to a pillar.
  • 36
    Upper: The Ts exploit the space above Drop as a secure means of seizing control of Water.
  • 37
    A Site: The area around a pillar in the middle of the A Bombsite that resembles a cut tree trunk is known as A Site.
  • 38
    Beach: Beach describes the remote area behind CT spawn, which is identified by a sandy beach that has a boat parked there.
  • 39
    Corner: As you approach the B Bombsite from the Long / Gate area, the corner is the close left triangle region.
  • 40
    Back Site (A): The region next to a guarded door on the CT side of the A bombsite is referred to as Back Site.

Why Is It Important To Know A Map’s Callouts?

Basically, callouts are standardized shortcuts for map locations, allowing for swift and accurate communication. Callouts create a shared mental map for your team. By knowing places such as  “under balcony” on Dust 2 or “tetris” on Mirage, everyone instantly pictures the same location. This shared understanding eliminates confusion and allows for coordinated plays.

Calling out enemy positions, rotations, and equipment also allows your team to formulate winning strategies. Clear communication fosters trust and cooperation within the team. When teammates understand callouts, they can rely on each other’s information and react cohesively. This eliminates hesitation and missed opportunities, leading to smoother rotations, coordinated attacks, and ultimately, more wins.

At the end of the day, callouts are a community-driven language. While some variations might exist, such as “newbox” on Inferno being called “Stewie” after Jake “Stewie2k” Yip’s famous 14-15 clutch at the Boston Major, focus on learning the most common ones used by your teammates or in the region you play. Don’t be afraid to ask for clarification if you’re unsure about a callout.