Counter-Strike 2

Ancient

Defusal map, in the Active Duty pool now.

Ancient loading screen
Active Duty

When did you last play?

Full history

Until you pick a month the page shows every change. Pick the month you last played to keep only what is new to you. The date is shared by every map page.

Since you last played

Joined the Active Duty pool May 2021

33 layout changes across 13 updates, condensed below to what still matters.

Layout changes by area

  • ◆
    Removed Anubis and Ancient11 changes
  • ◆
    Map pool Added to the Active Duty map pool.2 changes
  • ◆
    B site Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable8 changes
  • ◆
    A site Adjusted clipping around tree base on A-site boost5 changes
  • ◆
    Mid Flattened out cubbies in red house top of mid4 changes
  • ◆
    Spawns Reverted "house" roof decorations near CT spawn.3 changes

Most recent change 18 August 2025

  • ◆
    Spawns Reverted "house" roof decorations near CT spawn.

Where Ancient stands

Ancient is in the Active Duty pool right now.

  • ▲
    Joined the pool

Pool history is replayed from the release notes starting Feb 2017. Community map rotations are not tracked.

Radar overview

Ancient radar overview, the top-down map used for callouts

The overview as it is in the game today. Open it full size to read the callouts.

Loading screens

Ancient loading screen 1Ancient loading screen 2Ancient loading screen 3Ancient loading screen 4

Every Ancient change, update by update

All 108 lines Valve listed for the Ancient since Dec 2020, newest first, fixes and visual changes included. Last changed 22 September 2026.

  • ◆
    Adjusted door geometry and grenade clipping inside Jaguar.
  • ◆
    Fixed holes in world in Long A Main Hall. fix

  • ◆
    Updated clipping to prevent certain boost locations

  • ◆
    Fixed a gap in the wall. fix

  • ◆
    Fixed a case where map guides for Ancient wouldn't load in the nighttime version fix

  • ◆
    Various map audio adjustments in Baggage, Shoots, Ancient, Nuke, and Vertigo. visual

  • ◆
    Ancient / Shoots

  • ◆
    Various grenade and player clipping fixes.

  • ◆
    Restored some grenade lineup visuals.
  • ◆
    Misc clipping fixes.
  • ◆
    Fixed a bug where matchmaking was avoiding servers playing the nighttime version of Ancient. fix

  • ◆
    Spawns Reverted "house" roof decorations near CT spawn.
  • ◆
    Restored the ability to wallbang the plywood in "cave".
  • ◆
    Various changes to the daytime soundscape.
  • ◆
    Player clipping adjustments.
  • ◆
    Fixed items getting stuck behind the rubble pile on T side of B. fix

  • ◆
    Refreshed all ancient materials to use latest CS2 shaders. visual
  • ◆
    Added new blending options for ancient materials including wetness and moss. visual

  • ◆
    Fixed some lighting errors. fix
  • ◆
    Fixed some collision gaps. fix
  • ◆
    Fixed some bad wall bang spots. fix
  • ◆
    Fixed a stuck spot. fix

  • ◆
    Reworked collision on the staircase to A-main for better player movement.
  • ◆
    Adjusted collision to better match visible geometry so that players can hug the walls more closely.
  • ◆
    A site Removed a tree that was creating a distracting shadow at A site. visual
  • ◆
    Fixed a few lighting bugs. fix
  • ◆
    Reduced shadows to increase perf in some areas. visual
  • ◆
    Fixed some spots in house where you could get stuck. fix
  • ◆
    Fixed collision gap at the bottom of B ramp. fix
  • ◆
    Fixed some disappearing mesh. fix

  • ◆
    Spawns Fixed a bad clip edge that players were getting stuck on at T spawn fix
  • ◆
    Fixed a pixel peak fix

  • ◆
    A site Fixed clipping on crates at bombsite A to allow players to jump on top again. fix

  • ◆
    Fixed c4 stuck spots, holes in the world, and non-solids causing problems fix

  • ◆
    B site Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable

  • ◆
    B site Added simplified grenade collisions to corner trims and central pillar on B site

  • ◆
    Adjusted grenade clipping volume at cave entrance

  • ◆
    Closed gap that looks into Jaguar area
  • ◆
    A site Adjusted clipping along fence near A-site
  • ◆
    A site Adjusted clipping around tree base on A-site boost
  • ◆
    B site Adjusted position of stone near B-site that player could crouch in
  • ◆
    Added clipping to the top of the map to help minimize player exploits
  • ◆
    Fixed various gaps in the world fix
  • ◆
    Fixed various texture seams fix

  • ◆
    More player and grenade clips adjustments
  • ◆
    Closed various holes and cracks in the world

  • ◆
    Various bug fixes and tweaks to Ancient

  • ◆
    Various clipping adjustments

  • ◆
    Removed Anubis and Ancient

  • ◆
    Added Ancient to Deathmatch and Casual game modes

  • ◆
    Increased bomb radius to 650 from 500
  • ◆
    Mid Flattened out cubbies in red house top of mid
  • ◆
    Spawns Pushed back CT spawn 256 units, delaying CTs ~1 sec
  • ◆
    B site Compressed blocky things on B site, to create longer sightlines and more space to move around

  • ◆
    Fixed some boost exploits fix
  • ◆
    Fixed some minor graphical bugs fix

  • ◆
    Remove cratestack outside of “cave” location
  • ◆
    Smoothed out ground outside of “cave” down towards B ramp
  • ◆
    Blocked archeological dig inside of “cave”
  • ◆
    Smoothed out corners in “donut” room
  • ◆
    Added additional cover near pillar on B
  • ◆
    A site Blocked one sidepath exit towards A site, widened remaining exit
  • ◆
    B site Reduced wallbang damage through scaffolding at B site
  • ◆
    Boosted light emitted from candles/lanterns
  • ◆
    Mid Fixed pixelgap from inside “cave” towards T mid fix
  • ◆
    Mid Fixed ground clipping bugs in mid causing players to go slightly airborne fix
  • ◆
    Mid Fixed some visual glitches when looking out towards mid from “donut” room fix

  • ◆
    Fixed pixel gap through scaffolding near B fix

  • ◆
    Updated radar image to match the latest map changes.

  • ◆
    Increased size of plantable area in both bombsites
  • ◆
    Added 1v1 arenas
  • ◆
    Fixed bullet penetration on plywood surfaces fix
  • ◆
    Further optimizations visual

  • ◆
    Mid Implemented Cubby 2.0 in mid connector to A, to remove cheap shoulder angle towards site
  • ◆
    Mid Slimmed down the fancy rock, also in mid connector to A
  • ◆
    Quieted down soundscape birds
  • ◆
    A site Removed clipping from top of bombsite sign in A site, allowing you to self-boost to planter by T main
  • ◆
    Spawns Added vphysics clip to T spawn water so guns don’t fully submerge
  • ◆
    So many clip brush tweaks
  • ◆
    Mid Blocked grenades from entering inaccessible building by T entrance to mid
  • ◆
    B site Blocked pixelgaps through scaffolding near B site
  • ◆
    A site Blocked pixelgaps through doorway trim in new CT path to A site
  • ◆
    Simplified grenade collision on rooftops
  • ◆
    Sparsed foliage and improved clipping on boost planter near A main visual
  • ◆
    General optimizations visual

  • ◆
    Updated minimap image

  • ◆
    Map pool Ancient has been added into the current competition map pool Active Duty Group and Train has been removed from Active Duty Group.
  • ◆
    Map pool Added to the Active Duty map pool.

  • ◆
    Further optimizations visual
  • ◆
    Fixed some clipping bugs fix

  • ◆
    Lowered volume of background scenery when Ancient is selected.
  • ◆
    Reduced soundscape volume.
  • ◆
    Added additional lights to dark corners.
  • ◆
    B site Removed metal pillars by backdoor entrance to B site.
  • ◆
    B site Scaffolding by B site can now be shot through.
  • ◆
    Tweaked blending for better player reads in some locations.
  • ◆
    Mossy walls no longer surface type ‘grass’.
  • ◆
    Feneral clipping fixes.
  • ◆
    Added de_ancient_zoo VMF to SDK for community map makers.
  • ◆
    Tweaked ambient light levels in some locations. visual
  • ◆
    A site Blocked visibility between boxes on A site. visual
  • ◆
    Mid Redid visual language of ledges around mid, more obvious what is/isnt pathable. visual
  • ◆
    Marked additional props for low end CPU/GPU culling. visual
  • ◆
    Fixed invisible pottery. fix
  • ◆
    Removed some visual clutter around backdoor to B. visual
  • ◆
    General optimizations. visual

  • ◆
    Added Ancient, Engage, and Apollo to Scrimmage, Casual and Deathmatch game modes.
  • ◆
    Added to Scrimmage, Casual and Deathmatch with Operation Broken Fang.