All Dust 2 callouts

A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.

Bombsite A i Long 12

A Site 

The bombsite itself

LongA Long

The long T route to A

Long DoorsBlue

The doors opening into Long

Outside Long 

The stretch before the doors, on the T side

Long Corner 

The corner before the site entrance

Pit 

The sunken area on the left at the end of Long

Car 

The vehicle by A Cross

Goose 

The stack at the A Short entrance

Ninja 

The gap behind the crates by default

Default 

The default plant spot

A CrossCross

The open space between Short and Long

A RampRamp

The CT ramp onto the site

Mid i Short 7

Mid DoorsDoors

The doors in the middle of the map

Top Mid 

The upper part of mid on the T side

Xbox 

The crate in mid

CT Mid 

The mid stretch on the CT side

CatwalkCat

The platform leading to A Short

ShortA Short

The short entrance to A

SuicideSuicide Box

The drop from T Spawn onto Catwalk

Bombsite B and the tunnels 7

B Site 

The bombsite itself

Upper TunnelsUpper Tuns

The upper part of the tunnels on the T side

Lower TunnelsLower Tuns

The lower part of the tunnels at the B exit

B Doors 

The CT doors leading to B

B Window 

The window above the site

Back PlatBack Platform

The platform at the back of the site

Big Box 

The large crate on site

Spawns 2

T Spawn 

The attackers spawn

CT SpawnCT

The defenders spawn

How to Play Dust 2?

Dust II is a simple map in theory, but unforgiving of mistakes. Long angles, strong sniper positions, and a clear layout give a well-positioned CT a real advantage. If the defense plays patiently and doesn't give up control for free, T has to work hard.

CT - Long and Mid is everything

On Dust II, controlling the long and mid lanes is fundamental.

Standard:

  • 1 x B anchor

  • 1 x mid doors

  • 1 x short

  • 2 x long

If you lose the long without a fight, the site becomes difficult to maintain.
If you give up the mid, the short starts to fall apart.

You don't always have to push. All you need to do is:

  • early utility on long

  • info from mid

  • communication between short and A site


A site - patience wins rounds

The biggest CT mistake on A? Unnecessary peeking.

If you play:

  • long dig / place → play on info and trade

  • short → control your pace, don't lean without support

  • AWP → change position after each shot

Dust II rewards patience. T often waits for a mistake. Don't give it to them.

B site - a lonely island

B is the most difficult position mentally.

B Player must:

  • manage utility well

  • not be the first to die

  • communicate pressure from upper tunnels

Retaking B is possible if the mid is alive and provides support.
If the mid falls early, B becomes very difficult to retake and easy to capture. Unless the rotation reacts quickly enough.


T side - without mid control, it's difficult

Dust II forces a fight for mid.

Strongest moves:

  • long control → split A

  • mid to B split

  • slow pace and extracting utility from CT

A dry rush without preparation rarely works against a disciplined defense.

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