EliGE's CS:GO Ancient Map Walkthrough & Analysis
📂 Maps
# EliGE's CS:GO Ancient Map Walkthrough & Analysis
## Match Context
This is an instructional map walkthrough and first impressions tutorial, not a live competitive match. Team Liquid's Jonathan "EliGE" Jablonowski evaluates the map Ancient, focusing on its recent addition to the active duty map pool. The video is recorded on an offline practice server with the score at 0-0, the round timer set to over 337 minutes, and the starting economy maximized (`mp_maxmoney 16000`). The core focus is establishing standardized map callouts, exploring CT defensive rotational pathways (A Site, Mid, B Site), and analyzing the difficulties T-sides face when gaining map control through choke points.
## Players & Roles
* **Player/Instructor:** Jonathan "EliGE" Jablonowski (Team Liquid).
* **Role:** Professional Player functioning as an Analyst and Instructor.
* **Visual Identifiers:**
* **Out of game:** EliGE introduces the video (00:08) and concludes (09:02) wearing a blue and white tie-dye Team Liquid hoodie.
* **In-game:** Enters CT side at 01:04 and switches to T side at 05:50. Despite the empty server, he maintains rigorous professional fundamentals, demonstrating strict head-level crosshair placement and methodical "pie-slicing" of corners. He quick-switches to his knife frequently for rotational speed.
* **Equipment:** Spawns with Kevlar + Helmet and a Defuse Kit. He utilizes a Vanilla Bayonet, a StatTrak USP-S | Blueprint, and later purchases a StatTrak M4A4 (Magnesium) along with a full utility set (Incendiary, Smoke, Flashbang, HE).
## Utility & Resources
Given the practice server environment, standard economic management is bypassed to demonstrate utility trajectories and weapon mechanics:
* **A Main Clear (02:28 - 02:31):** EliGE purchases an Incendiary Grenade and bounces it off the right wall and floor of the CT entrance to A Main. It lands deep in the T-side staircase tunnel, demonstrating how CTs can systematically flush out the numerous hiding cubbies in A Main.
* **B Site Wallbangs (04:12 - 04:16):** Purchasing a StatTrak M4A4, EliGE fires through the closed wooden double doors of a cubby on B Site. This establishes that the wood offers zero hard cover, making it a critical spot to pre-fire or wallbang.
* **B Ramp Space Denial (04:28):** Throwing a direct Incendiary down the B Ramp corridor from the CT side to the lower T-side entrance. This illustrates how CT utility inherently beats the T-side rush timing.
* **A Site Isolation (07:44):** Standing at the T entrance to A Site, he bounces a Smoke Grenade off the central site boxes toward the "Temple" entrance. This highlights the necessity of using smokes to isolate A Site's overwhelming defensive crossfires.
* **B Site Skybox (07:55):** Standing in the "Ruins" area outside B Site on the T perspective, EliGE aims upwards to highlight the open skybox. The lack of an invisible ceiling allows teams to heavily bombard the site with execute smokes and pop flashes over the high walls.
## Strategy & Tactics
* **T-Side Pacing & Defaults (08:08):** The overarching strategy for Ts on Ancient must be a "very slow-paced," methodical default. Because CT spawn timings inherently beat Ts to Mid, A Main, and B Ramp, Ts cannot rely on speed. They must systematically bait out defensive utility and slowly dismantle map control.
* **A Site Split Executes (07:18):** Due to the overwhelming density of defensive angles and "cubbies," direct T rushes through A Main are unviable. Ts are forced to run split strategies, such as pressuring A Main while simultaneously taking Temple via Mid.
* **Heavy B Executes (08:29):** T-side strategies are expected to lean heavily toward B site executes, directly capitalizing on the open skybox from Ruins to mask their entry.
* **CT Mid-Centric Formations (04:58):** A theoretical CT default is a dynamic 2-2-1 setup (2 B, 2 Mid, 1 A). EliGE emphasizes fast rotations via "House" (03:20) where a B player can quickly shift to reinforce Mid.
* **A Site Defensive Setups (01:34):** CTs can utilize complex crossfires relying on verticality, specifically a boostable spot on the right side of the main A Site entrance (01:42), anchoring behind the central box, or playing deep inside Temple.
* **Bomb Plant Formations (03:55):** On B Site, Ts are restricted to planting within the light blue circle. Default plants sit safely against the central pillar, while "open" plants for Square require advanced forward map control.
## Decisions & Critical Moments
* **Establishing A Site Defenses (01:34):** *Decision:* CTs setting up overlapping crossfires utilizing vertical and deep angles. *Outcome:* Punishes any dry T entries. *Alternative:* Ts must use utility (like the 07:44 Temple smoke) rather than taking raw aim duels against these entrenched spots.
* **Prioritizing Mid Control (03:06):** *Decision:* Teams adopting setups that heavily contest Mid. *Rationale:* EliGE equates Ancient's Mid to Cache's Mid; it is the central hub connecting all vital rotational pathways. Early CT arrival dictates the map's initial pace.
* **Deploying Early B Ramp Utility (04:26):** *Decision:* CTs using early incendiaries down B Ramp right off spawn. *Outcome:* Halts aggressive T pacing and safely secures forward map control outside B doors, funneling the round into a slower macro state.
* **Approaching A Main as T-Side (06:30):** *Decision:* Ts abandoning direct A Main rushes in favor of splits. *Mistake:* Pushing five players dry out of A Main exposes attackers to multiple crossfires simultaneously due to the long, cubby-dense pathway.
## Practical Takeaways
* **Lessons:**
* **CT Timings Dictate Pace:** You must accept that CTs beat Ts to major choke points. T-sides must play a slow default.
* **Mid is Paramount:** Treat Mid identically to Cache. Controlling it allows you to pinch both bomb sites.
* **Exploit the B Skybox:** The open roof above Ruins allows for massive utility bombardment onto B Site before physical entry.
* **Anti-Patterns:**
* **Do Not Dry-Rush A Main:** Without heavy utility or a Mid-Temple split, pushing the deep cubbies of A Main is a critical mistake.
* **Avoid Wooden Cover on B:** The wooden double doors on the B Site cubby provide zero bullet resistance. Do not use them for protection.
* **Improvement Areas:**
* **Methodical Angle Clearing:** Drill pie-slicing mechanics and crosshair placement to safely clear the dense geometry of Cave/Lane and A Main without over-exposing.
* **Rotational Fluidity:** Practice dynamic 2-2-1 CT default transitions, particularly rotating from B through House to reinforce Mid.
* **Drill Ideas:**
* **B Site Execute Lab:** Load an offline server to find and memorize smoke and flash lineups from Ruins over the walls onto B Site.
* **A Site Crossfire Coordination:** Practice overlapping setups with a teammate using the A Site entrance boost and Temple.
* **Wallbang Pre-fires:** Practice pre-firing the spammable B Site cubby doors from Lane and Ramp to punish hiding defenders.
## Conclusion
This walkthrough serves as a masterclass in reading map geometry and structural timings. By explicitly breaking down how CT spawn advantages force a methodical, slow-paced T-side meta, EliGE provides a foundational blueprint for playing Ancient. The video highlights how competitive success on newer maps relies less on raw aim and heavily on understanding rotational hubs (Mid), isolating un-tradeable crossfires (A Site), and exploiting map-specific features like open skyboxes (B Site) for heavy utility executes.