- Back in Active Duty since Apr 2024
- 23 official callouts
- Three lanes: Long, Mid, Tunnels
- Xbox fix 29 Apr 2026
Three lines out of T Spawn. Pick one.
- LLong line
- MMid + Catwalk
- TTunnels line
- CTCT rotation
Drawn like a transit map — distances aren't real. Station names from the CS2 map files and common player names (csdb.gg, reviewed 4 July 2026).
Dust II is the most famous map in Counter-Strike and still one of the simplest to read: three routes out of T Spawn, two bombsites, and a Mid that links everything. It was made by David Johnston for the original Counter-Strike in March 2001, left the Active Duty pool in November 2022 (still in the CS:GO days) and came back on 25 April 2024, replacing Overpass. It has stayed in the pool since and is one of the seven maps of Premier Season 5. This guide covers the callouts, the three lanes, the Mid Doors crossing, how to take Long and hit B through Tunnels, the mid-to-B split, CT roles, key smokes, Valve's 2026 fixes and the mistakes we see most. Checked 8 November 2026.
- Don't cross Mid Doors dry: smoke it, time it, or skip it.
- Never take Long without a flash — the first Long duel often decides the A side for the half.
- B lives and dies at the tunnel exit: entry flashes and instant trades, or the anchor farms you.
- The mid-to-B split (smoke Window and Doors from CT Mid) avoids the Tunnels choke entirely.
- As CT, never lose Long and Short at once — call early so mid can fall back to Catwalk.
Three lanes: Long, Mid and Tunnels
The Long line leaves T Spawn east through Outside Long, turns through Long Doors and runs up A Long, the map's longest straight sightline, to A site. Pit sits at the far end on the right; Blue and Long Corner are the T-side cover on the way. The Mid line goes straight north from Top of Mid past Xbox (the map files call it Mid Box) to the Mid Doors and CT Spawn. From Xbox, Catwalk — the map files' A Short, reached by Short Stairs — climbs right towards A. The Tunnels line runs west through Outside Tunnels into Upper Tunnels and out onto B, with Lower Tunnels branching east into Mid.
CT Spawn sits at the top between the two sites. CTs reach B through the B Doors and the Window next to them, and reach A down A Ramp. That shape gives Dust II its habits: A is attacked from two directions (Long and Catwalk) and often wins by pincer; B has one narrow entry (the tunnel exit) unless the Terrorists win Mid and come through B Doors as well. Rotations through CT Spawn are short, so the side that wins information early — usually in Mid — usually wins the round.
Dust II callouts
Dust II's map files define 23 location names; players use 33 more. The community names here are some of the oldest in Counter-Strike — Goose, Xbox, Suicide and Blue were in use long before CS2.
Built into the map 23 names · shown on your radar
- A Site
- A Ramp
- A Long
- Pit
- CT Spawn
- B Site
- B Doors
- Extended A
- Side
- Under A
- Long Doors
- Outside Long
- T Spawn
- T Ramp
- Outside Tunnels
- Upper Tunnels
- Lower Tunnels
- Tunnel Stairs
- A Short (Catwalk)
- Mid
- Mid Doors
- Short Stairs
- Top of Mid
Community callouts 33 names players use
- A Default
- Goose
- Barrels
- Elevator
- A Cross
- A Car
- Side Pit
- Pit Plat
- Short Boost
- A Ninja
- Close Mid Doors
- CT Mid
- Stairs
- Top Mid
- Suicide
- Xbox
- Palm
- B Default
- Close
- B Car
- B Closet
- Fence
- B Plat
- Back Plat
- Big Box
- Double Stack
- B Window
- B Boxes
- Scaffolding
- B Back Site
- Long Corner
- Blue
- T Plat
On A, Goose, A Car, Barrels and Elevator are the spots a Long or Catwalk entry has to check. On B, Car, Closet, Plat, Back Plat and Big Box are the anchor spots Terrorists have to clear, and B Window is where the CT rotation arrives. In Mid, Suicide is the T-side ramp down into Mid that the CT AWPer can see.
The Mid Doors crossing
Most Dust II rounds start with the same question: does the CT AWPer have the gap between the Mid Doors? Both AWPs can contest it at round start, Terrorists often smoke it, and CTs answer with off-timings and deeper holds. Here are the four duels that shape the first 30 seconds:
Mid control is also Dust II's main source of information. The Terrorist in Mid sees whether the CT AWPer and the Short player are where they usually are, and the call follows: Long if Short is busy, B split if Mid is free, Tunnels if the CTs are stacking A.
Taking (and holding) Long
A Long take is a fight in three steps. First, flash through Long Doors — the CT holding Long waits right outside, and a dry peek through the doors is the most common way to die on Dust II. Second, win the Pit or Corner duel and trade it if you lose it. Third, smoke the CT cross so the CTs can't see you walk from Long onto the site, then go in with a Catwalk player arriving at the same time.
- Flash · through Long Doorsfrom Outside Long
- Smoke · CT crossfrom Long
- Flash · over the sitefrom Long
- Molotov · A Car or Goosefrom Long
- Smoke · Xboxfrom Top of Mid
- Flash through Long Doors and peek with two players; the second trades.
- Clear Pit and Corner, then smoke the CT cross from Long.
- Smoke Xbox from Top of Mid so a teammate can take Short Stairs and Catwalk safely.
- Hit together: Long players onto the site, Catwalk player on Goose; plant and hold from Pit and Car.
As a CT, Long is a layered defence: an aggressive flash-peek for the opening pick, then reset to Pit or deeper site angles. Never lose Long and Short at the same time — call it the moment it happens so the mid player can fall back to Catwalk.
B through Tunnels — and the mid-to-B split
B has one natural entry for the Terrorists, the exit from Upper Tunnels, and the CTs know it. A fast hit needs smokes on B Window and B Doors (where the CT rotation comes from) and flashes over the tunnel exit; the goal is to catch the site before the rotation arrives. The alternative avoids the choke: take Mid, then smoke Window and Doors from CT Mid and hit B from Doors and Tunnels together.
- Smoke · B Windowfrom Upper Tunnels
- Smoke · B Doorsfrom Upper Tunnels
- Flash · over the tunnel exitfrom Upper Tunnels
- Flash · over the tunnel exitfrom Upper Tunnels
- Molotov · B Car or Closetfrom Upper Tunnels
- Stack in Upper Tunnels quietly; walk the last metres.
- Smoke B Window and B Doors to block the rotation from CT.
- Two flashes over the exit, thrown so they pop as the first player steps out.
- Clear Car, Closet and Plat, plant fast, then hold from Plat, Car and Tunnels.
CT side: the 2-1-2 roles
The usual Dust II CT default is a 2-1-2: one player on Long, one on Short or Goose, one in Mid (often the AWPer in the Doors or on the CT Mid platform), and two on B — one at Window or Doors, one on the site or Back Plat. Holding the Doors gap also denies the Terrorists their best source of information. Here are three ways to run it:
2-1-2
Long, Short/Goose, mid AWP in Doors, B Window and B site. The mid player is the first to rotate.
Long push
Two players flash-peek Long Doors for an early pick, then reset to Pit and site. Short is covered by mid.
B off-angles
Close holds at Car and Closet one round, deep Plat the next; the mid AWP collapses through Window on first contact.
On B, patience wins: off-angles at Car, Closet and Back Plat, a smoke on the tunnel exit the moment a rush starts, and trust in the Window rotation. One tunnel-exit smoke beats a hero peek every time.
Key smokes, in words
Xbox
- From
- Top of Mid / T Spawn
- Blocks
- The CT view down Mid onto Short Stairs
- Use
- Turning Mid control into Catwalk
CT cross
- From
- Long
- Blocks
- CT Spawn's view across A
- Use
- Every Long take
Mid Doors
- From
- Mid
- Blocks
- The CT AWPer's gap
- Use
- Safe Mid crossings; mid-to-B splits
B Window + B Doors
- From
- Upper Tunnels or CT Mid
- Blocks
- The CT rotation onto B
- Use
- Every B hit
Long / Short (from spawn)
- From
- T Spawn
- Blocks
- Early CT peeks while you set up
- Use
- Defaults and fakes
Catwalk / tunnel exit
- From
- A site / B site
- Blocks
- The Short push, or a B rush
- Use
- Buy time for the rotation
Lineup names from csdb.gg's Dust II lineups and strategy page (reviewed 4 July 2026). Valve's in-game map guides (since 18 March 2026) open from the pause menu in the first five rounds of each half in Competitive.
Xbox, fixes and the 2026 change log
Dust II's layout didn't change in 2026, but Valve fixed it several times. The most visible line is the Xbox one: Valve blocked an unintended line of sight through the corner of Mid Box. If you learned a peek through that corner from an old video, it no longer works.
Fixed pixel gap Outside Tunnel · Clipping adjustment Outside Tunnel
Blocked unintended visibility through the corner of Mid Box (Xbox)
Fixed a pixel gap in a door Outside Long.
Nothing since has touched Dust II — the newest update we read (5 November 2026) only changed Retakes. In Premier, since 22 September 2026 Team 1 picks one map, Team 2 picks two maps, Team 1 picks a final map, and one of the four maps is drawn at random. Dust II is a common pick, but it only comes up when the draw lands on it — see the CS2 map pool guide.
Retakes and post-plants
On A, the Terrorists hold the CT-cross line from Pit and Car and keep one player on Catwalk or Long; the CTs come down A Ramp from CT Spawn and from Short if they still have it. On B, CTs retake through Window and Doors together with a flash over the wall — two players arriving one at a time just feed the post-plant. Terrorists after a B plant hold from Plat, Car and the tunnel exit, with one player in Tunnels to catch a flank. The retakes guide has the full method.
Common Dust II mistakes
- Crossing Mid Doors without a smoke at the same time every round.
- Peeking Long Doors dry. The CT is pre-aimed at the gap.
- Five players into Tunnels with no flashes. The B anchor needs only a crossfire.
- CTs losing Long and Short in silence. The call has to come before the plant.
- Ignoring Lower Tunnels. It's the Terrorists' quiet way into Mid and onto B Doors.
- Use Mid for information first, then call the line.
- Pincer A from Long and Catwalk at the same moment.
- Split B through Mid when the Tunnels choke is stacked.
- As CT, vary the B anchor between close and deep angles.
- Keep a smoke for the tunnel exit on every CT round.
Next: the Mirage guide and the Ancient guide complete the most-played maps, the AWP guide goes deeper into the Mid Doors duel, and our movement guide covers the counter-strafe every Long peek needs.
- Valve — CS2 release notes (Dust II: 12 Mar, 29 Apr and 9 Jul 2026; Premier map pick, 23 Sep 2026; newest read 5 November 2026) · CS2 news on Steam · "Season 5, Armory, and More" (8 Jul 2026) · "Rush Hour" (22 Sep 2026) · "Guns, Guides, and Games" (18 Mar 2026)
- Release-note text as dated by patched.gg (29 Apr 2026) and notes.thourcs2.com
- csdb.gg — Dust II callouts and strategy (official vs community names, duels, executes, CT roles; reviewed 4 July 2026) · Dust II lineups
- Wikipedia — List of competitive Counter-Strike maps (David Johnston, 2001; out in 2022, back 25 April 2024). Grenade prices: our weapon prices guide. Setup variants: BoostPirate's advice.
All free tools: calculators, percentiles & season countdowns →
Common questions
What are the callouts on Dust II?
How do you cross Mid Doors on Dust II?
What is the standard CT setup on Dust II?
When did Dust II come back to CS2's Active Duty pool?
Did Valve change Xbox on Dust II?
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