About Dust II
The infamous “de_dust” and “de_dust 2” maps have featured in all the Counter-Strike games in one form or another. The names have changed slightly over the years but both of the maps have stuck around since the original game. Both created by David “DaveJ” Johnston, these maps haven’t seen many changes over the years and have inspired many imitation maps for other games.
For 2017 however, Dust II did get a remake from Valve. The principal aim of the overhaul was to improve player readability through the entire map, update the visuals, and also to refine the movement around the map with new updated cover options.
Full details of this and a comparison of the new and old versions can be found on the official website here. The overhaul has done little to change how the map plays but it does look much more modern now and the extra cover options make fights more interesting.
Dust II is a very balanced map, it’s part of the reason it’s so beloved by the Counter-Strike community. It’s been a Bomb Defusal map since it was first designed for the original game and it doesn’t look like this will change soon.
Dust 2 callouts (overview)
Dust II is a large and varied map with large open areas, large corridors, narrow hallways, chokepoints, tunnels, and all kinds of hiding spots. Players should keep in mind that the Bombsites are relatively close together on this map and that the CT Spawn is in the middle of them both while the T Spawn is on the opposite side of the map. Despite the obvious headstart for the Defenders, there’s a variety of Attacking options too.
Bombsite A is tucked into a corner while Bombsite B is at the back of a larger room. While the Terrorists spawn far from both, it’s an equal distance to both zones. The Mid of the map is closer to the Terrorists spawn and is formed of long hallways that can be difficult to travel through if the other team tries to hold it. The Defenders have a clear advantage over the Attackers on this map with a line of sight and chokepoints on their side. However, Attackers have route options, smoke grenades, and potential cover positions on their side here.
Coming from the Attacking side, there are a lot of winding narrow hallways and corridors that can seem a little confusing. Therefore it’s important to learn the Callouts as it also helps you know where you are in relation to the other areas on the map. Getting confused on Dust II is a death sentence because of the chokepoints and open rooms someone might blindly run into if they don’t know where they are.
Dust 2 Bombsite A
Found on in the top right room of the map, Site A is hidden in a corner that can be used to the advantage of both teams.
The CT Spawn is meters from it and turning around the Goose corner leads into a long hallway which is one path that the Attackers can use to reach the zone. The A Long hallways also have lots of hiding spots with indents in the wall where players can sit.
There is also the addition of the wider Cross area with a Boost point that allows players to cross over the wall into the Site A area.
Being one of the Bomb planting spots makes this a consistent fighting area. The Boost behind Site A means it’s possible to jump over the wall into the A Short corridor next to it. The position of this site allows for different methods to both attack and defend this location.
How to defend bombsite A
Site A offers some protection for holding the site, but if you’re pushed from both sides, then there’s no way to protect yourself. It’s much easier to retake this Bombsite than it is to hold it when the Attackers move in.
The Pit at the end of the A Long corridor is a useful place for one Defender to hide, it allows them to watch the hallway and protect the Platform there. To reach it, another player would need to throw a flashbang or smoke grenade around the Long Corner so the first player is safe.
It’s an excellent idea to wait once they’re in a position to see if the Attackers will try to move on them.
Depending on the information that the second player has, they could either rotate back to Site A or to Mid if the Attackers don’t seem to be looking to move up A Long yet. A third player would hold A Short via the Stairs, and a Fourth would hold Mid. This leaves one person to hold B Site.
Dust II allows for just one person to hold B Site thanks to the Platform there, though it can be held on the Bombsite as well. Site A, however, does need multiple players to hold it and get proper visuals to collect the needed information to protect it.
How to attack bombsite A
There are a lot of options when Attacking Site A, but it’s important to remember that most Defending teams will have multiple players defending this area on the map. It’s very common for a Defender to be found at the Pit in A Long. However, the layout of the map allows Attackers to plan movements first.
The most effective thing to do is to take advantage of the Defending teams positioning on the map by using smoke grenades and other throwables. With this method it’s also possible to “force” the Defenders to move and rotate before they were ready, putting them at a disadvantage. It’s key to control the Pit before trying to move through A Long so a smoke into A Long and a flashbang into the Pit lets the Attackers kill any players there quickly.
The player at Mid is one to be concerned about but a smoke grenade thrown on top of the Xbox at the end of the Catwalk and the Lower Tunnels makes it harder for Defenders. Even if your team decides not to approach via Catwalk, it forces the Defenders to pay attention to that area. The more places the Defending team need to watch, the easier it is to attack. It’s also possible to have a player jump over the wall from the A Long Cross into the CT Spawn if someone else throws a smoke grenade in as well.
There are lots of options, but causing chaos is the aim of a successful Attack on Site A.
The Spawn is in a large open area which has some boxes that can be used as cover if needed.
However, there is a Boost Box point over the wall and behind Site A which can be used to jump onto and over the wall by attackers. Defenders can also use this when re-taking Site A or when trying to surprise Attackers.
For Dust II, the CT Spawn is at the top of the map and between both Bombsites. While it’s closest to Site A, the spawn location is also very close to Site B. For Defenders, it’s easy and quick to move between both areas. Mid is also close to the spawn point, Defenders would only need to continue towards Site B to reach the CT Mid then turn down the first left to reach the Mid corridor of the map.
To reach the Catwalk, which is another crucial area, Defenders only need to go down the Stairs at spawn and follow the hallway round to reach it.
Attackers spawn in the largest and most open area of the map.
It is also the furthest point from both Bombsites with no options to cover. The closest location of potential importance it the T Platform near the spawn as it allows someone to watch the Tunnels to prevent the team from being flanked or suddenly attacked. The T Spawn is up against a wall, going around that corner leads into a dangerous area known as Suicide. Players can jump into Suicide to rush Top Mid but they’re exposed and easy kills for someone with an AWP.
The safest route to Site A is to go right from spawn into Outside Long, through the doors, and then into A Long. Following that up will lead to Site A. However, Defenders often try to hold the Pit area at the bottom of A Long and a player from Mid could pin down Attackers. It’s important to take control of Mid if possible.
For Site B, Attackers need to go left and down the T Ramp then into the Tunnels. Once at the Upper Tunnel, going left will lead to a chokepoint doorway that opens out into the Bombsite B room. The Tunnel also connects to the Lower Tunnels and to Mid.
On Dust II, Bombsite B is found in the top left room and pressed between a wall and a Platform.
It has some potential hiding spots there with boxes on the site itself and some other potential hiding spots in the room as well.
Including a powerful hiding spot known as the “Fence” just before the Platform, a Defender can hide there without being seen by Attackers in the Tunnels.
Site B is closest to the CT Mid wall and the CT Spawn is very close. The other connecting door to this zone comes from the Upper Tunnels. Attackers usually come from the Tunnels due to their spawn point on the other side of the map and this being the fastest route.
How to defend this bombsite B on Dust
While Dust II allows the need for only one player to hold Site B, having two would work best for holding it. There are various strategies for this map, some encourage a 2 person team on both Bombsites with 1 on Mid and other encourage for 1 player on Site B and 4 to protect A. They can all work.
No matter the number of players, the focus is on the Tunnels as it’s unlikely that Attackers will come from the other direction. To prevent this, and to provide information if the Attackers are attempting another approach, there should be a player in Mid. The person positioned in Mid is to provide information and help to both Sites when needed.
With two players, one would be positioned behind boxes at Site B and the other could hold the Tunnel entrance, at the Fence or on the Platform. If there is only one player on Site B then they can use the boxes there or use the Platform. Either of those positions provides an excellent line of sight and cover.
How to attack bombsite B
Like with Site A, splitting the Defenders up is crucial. It’s difficult to know how many players are on Site B if you intend to attack it first and the short distances between Site A and B along with Mid can make it hard to know how fast the other team will respond. With this in mind, assume there are two players at Site B and one at Mid that can be there within 5 seconds.
Attackers should focus on using throwables to gain safe entry to Site B via the Tunnels. A smoke will make it safer to enter the room through the chokepoint and a Molotov would force a player out from behind the boxes. Keep in mind there is a Car and a box by the Tunnels exit that players might sometimes use.
Unlike Site A, the aim is to quickly take the site at once if possible. Block line of sight into the room from CT Mid, ensure you cannot be flanked by the Mid Defender via the Lower Tunnels, force out any hiding players in the room, and kill them. Most teams only assign one player to Site B but this isn’t always the case. Once the site is controlled, use the Site B boxes, Platform, and the Car as well for cover. While it’s safe to assume most Defenders will try to use the CT Mid door, some will attempt to use the Tunnels as well to retake the room. It’s a bad idea to have a player at Fence since they can be seen from the CT Mid doorway. However, it is possible to have a player in the Upper Tunnels to monitor the Lower Tunnels and throw a Molotov or another weapon into them if they hear players.
Like with all CSGO maps, Mid is important for Dust II, and holding this area can win the game.
Mid is equal distance from both spawns, however, both teams have different access points and accessibility. Both teams can get onto the Catwalk at Mid but Defenders have the advantage of spawning close to the A Short which leads onto the Catwalk. Attackers have the option of attempting to Suicide to quickly reach Catwalk, but it is much riskier for them to do so.
Top Mid is on the Terrorists side of the map and there is a small potential hiding area on the left side though it is often called “Right Side Mid” instead since the Defenders use the callout most. Top Mid connects to the true Mid which is where the Lower Tunnels connect to the hallway. Going through the Mid Doors leads into the CT Mid which is a sizeable room with few cover options and connects to the CT Spawn.
The Mid areas are narrow on this map, they are potential chokepoints. Attempting to move through them without having control is risky.
The area connecting Site A to the Terrorists is called the Long and is also where the Pit can be found.
Long refers to a wide area and for the Terrorists, going the long way to Top Mid also brings them past the Outside Long.
Going through the Long Doors there will lead into an extensive area with distinct types of Pit areas but going towards Site A is the A Long.
The A Long area itself is a big fighting point since Mid can become a chokepoint, making this the only ‘safe’ route to Site A. Towards the top end of A Long there is a cross-section with a Boost Box that can be used to jump over the wall into the CT Spawn Zone and Site A too.
It has limited hiding options with a few cubby hole areas in the walls and also a Car at the A Cross-section. Defenders often try to hold the A Long from different positions, one could also be in the Pit on the Terrorists side of A Long.
At Mid there is a tiny walkway opposite the Tunnel exit which is known as the Catwalk.
It’s a shortcut into A Short and Bombsite A which makes this an important area of the make for Dust II and results in a lot of fighting over it.
Directly opposite the Lower Tunnels door, there are boxes known as Xbox which can be used to climb onto the Catwalk. It’s also possible to throw a smoke grenade onto them and smoke the Catwalk area that connects to A Short.
The narrow Catwalk leads into a wider corridor called A Short and following that round to the Stairs lead up into the CT Spawn area. A Short covers the path from Catwalk and through the CT Spawn into Site A. There are few places to hide once in A Short however there is a cubby section on the first left once entering it from Catwalk.
The Outside Tunnels is a large open area that connects to the Upper Tunnels from the Terrorist spawn.
The Tunnels comprise of the Upper, Lower and Outside Tunnels.. The Upper Tunnels, and Lower Tunnels areas are more interesting.
Upper Tunnels leads into the room with Bombsite B while the Lower Tunnels lead into Mid. Once inside the Tunnels, the Upper Tunnels are a decent-sized room with few cover options leading into a chokepoint at the doorway into Site B. To move into the Lower Tunnels, players need to go down the curved staircase and into the much narrower section. Once inside the Lower Tunnels, there is a cover hiding players from someone who might be on the Catwalk looking into the doorway. From that doorway, it’s possible to jump onto the Catwalk via Xbox or go through the Mid Doors into the CT Mid.
There are actually three potential areas called “Pit” on this map, but only one is the ‘true’ Pit.
At the Terrorist side of A Long, there is an area split into three which are all called a variation of “Pit”. The one most players know as the real Pit is the middle section with a ramp going down. Players can use this area to get an excellent line of sight on the entire A Long hallway, making it useful as a tactical position for both teams.
The two other parts are called the Side Pit and the Pit Platform. The Platform area can allow for suitable sniping positions onto Site A while the Side Pit is less valuable. However, the Side Pit provides a sightline to the Car area further into the A Long and by the Long Cross section.
Best nades, smokes and molotovs
Dust II has a lot of throwable options as there are a variety of potential approach methods for both Bombsites on this map. Attackers will find that smoke grenades are very useful for approaching both Bombsites.
When coming from Upper Tunnels into the Site B room, the chokepoint is very dangerous to pass through without using smokes for both doorways in that room. A Molotov or another throwable could also be useful for forcing players out of position in that room. Meanwhile, with Site A, Attackers and Defenders can use smokes when jumping over the wall via the Boost Box for safer access.
Smokes are always useful on this map, but others also play important roles here. Molotovs and grenades can also be handy to bring to Dust II.
Dust II is a Counter-Strike classic for a reason, and it’s no surprise that the more recent version of the map is popular with players. It’s one of the most balanced maps in CSGO and provides a lot of freedom regarding strategies for both sides. Due to the layout of the map, it’s also forgiving if Attackers need to stop and rethink their strategy.
The famous map is a combination of larger rooms and narrow sections that players need to manoeuvre through. To keep it interesting, there are Platforms, Boost Boxes, Pits, and other interesting areas that can be used in unique ways. It ensures that teams aren’t forced to keep using the same strategies, making it entertaining to play and watch online.