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A / B sitesReleased 2013-06 · Reviewed June 22, 2026

Dust II

The most famous FPS map ever made, a pure aim and mid duel map.

Overview

Dust II is the iconic desert map with two bombsites linked by a long mid and the famous double doors. It rewards strong individual aim and fast rotations more than heavy utility. A long and A short converge on a flat site, while B is reached through tunnels or mid doors. Dust II is the map most players know best, which makes it both comfortable and highly competitive.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteA longLong doorsPitA shortMidMidDouble doorsCatwalkXboxLower tunnelsBB siteB siteTunnelsUpper tunnelsB doorsWindowCT spawn / Eco stack / Mid to B

Callouts

The standard names for every area, grouped by bombsite and lane.

Mid

Mid
The long central lane from T spawn toward double doors.
Double doors
The central doors that separate T mid from CT mid.
Catwalk
The path from mid up to A short, also called cat.
Xbox
The crates in mid used to boost onto catwalk or hold mid.
Lower tunnels
The tunnel route from mid to B, connecting under cat.
Top mid
The T side entrance of mid, near T spawn.

A site

A site
The flat bombsite with the bomb train, goose, and default plant.
A long
The long lane from T spawn to A, also called long doors.
Long doors
The entrance to A long, a key early peek.
Pit
The depression at the end of A long near the site, a strong angle.
A short
The path from catwalk to A site, also called cat.
Goose
The corner behind A site near CT, a classic post-plant hide.
A ramp
The slope from short up onto A site.
Default plant
The standard plant on A site near the train, safe from long.

B site

B site
The enclosed bombsite with the platform and back boxes.
Tunnels
The T route from lower mid to B, also called upper tunnels at the end.
Upper tunnels
The entrance from tunnels onto B site.
B doors
The doors from mid to B site, the mid-to-B rotate.
Window
The opening from CT mid overlooking B site.
Back plat
The back of the B platform, a post-plant position.
Car
The van on B site used as plant cover and a hold angle.

CT spawn and rotations

CT spawn
The counter-terrorist spawn between A and B.
Eco stack
The CT route from spawn to A, also called CT ramp.
Mid to B
The rotation through mid doors to B, very fast for CTs.
T side

Default tactics

Default T play splits pressure across long, short, and mid. One player takes long doors, one or two work catwalk from mid, and the rest threaten tunnels. The mid player can drop to lower tunnels for a B hit or push cat for an A split. Dust II rewards early peeks, so aim duels decide the first ten seconds.

CT side

Default holds

CTs usually play two A, one mid, two B. A long is held aggressively at doors or passively from pit; mid from doors and window; B from site and back plat. Because rotations are fast, CTs can stack a site quickly, so Ts must hit fast once they commit.

Standard utility

The smokes, flashes and molotives that define rounds on Dust II. Descriptions are general references, not pixel-perfect lineups.

SmokeT

A long doors smoke

Smoke A long doors to block the CT cross-fire so Ts can take long control safely.

SmokeT

CT smoke (A take)

On an A execute, smoke CT spawn to block the rotation, then flash and plant default.

SmokeT

Mid doors smoke

Smoke mid doors to take mid control and open the catwalk and lower tunnels options.

SmokeCT

B tunnels smoke

Smoke upper tunnels from B site to stall a tunnels execute and buy time for rotates.

MolotovCT

B site molly

Molotov the B entrance or back plat to delay a tunnels hit and force Ts to wait it out.

FlashT

A site flash

Pop a flash over the site from short or long to blind the CT holding goose before entry.

Back to all mapsMap guide reviewed June 22, 2026