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.
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.
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.
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.
A long doors smoke
Smoke A long doors to block the CT cross-fire so Ts can take long control safely.
CT smoke (A take)
On an A execute, smoke CT spawn to block the rotation, then flash and plant default.
Mid doors smoke
Smoke mid doors to take mid control and open the catwalk and lower tunnels options.
B tunnels smoke
Smoke upper tunnels from B site to stall a tunnels execute and buy time for rotates.
B site molly
Molotov the B entrance or back plat to delay a tunnels hit and force Ts to wait it out.
A site flash
Pop a flash over the site from short or long to blind the CT holding goose before entry.