Named Dust II positions and connections
| Callout | Connection or map-reading use |
|---|---|
| T Spawn | Top of Mid; starting branch toward Long A, Mid or Tunnels |
| Suicide | Exposed upper Mid crossing watched from beyond Mid Doors |
| Mid Doors | Central gate between sloped Mid and CT Spawn; route for CTs rotating toward B |
| Catwalk / Short A | Flat Mid-side route and stairs into A opposite Long A |
| Long A | Wide T approach through two double doors toward A |
| Pit | Cover at the T-side end of Long A |
| Upper B | Upper Tunnel branch connecting Tunnels to Bombsite B |
| Lower B | Lower Tunnel branch connecting Tunnels to Mid |
| Window | Elevated opening between CT Mid and Bombsite B |
Map overview
Dust II uses the Bomb Defusal objective. Terrorists carry the C4 Explosive toward Bombsite A or B and must defend a plant until detonation; Counter-Terrorists prevent the plant, eliminate the attackers under the round rules, or defuse an armed bomb. Information and remaining time are therefore part of every route decision.
The map’s connected layout is commonly described in three lanes. Tunnels connect the Terrorist side with B. Mid links the approach from Terrorist Spawn with the Counter-Terrorist side and Catwalk. Long leads toward A. The routes meet and branch, so presence in one lane does not prove that a site is clear or that the team has committed there. Familiar callouts such as Long, Mid, Catwalk, Tunnels, A and B let players pass that distinction quickly.
Routes & map control
Terrorists can apply pressure in more than one lane, learn which approaches the defense is holding, then group for an attack. A push down a single route spends time and reveals the team’s direction. Mid offers connections toward both sites, but entering it also exposes the player to opponents watching its openings. The C4 carrier should avoid getting separated from the teammates who can protect a plant.
Counter-Terrorists balance early information with the risk of losing a player far from support. Holding Long or Mid can delay a push and reveal opponents, while giving up the open ground keeps players closer to the sites. When pressure arrives, report whether attackers are actually entering or only showing presence. A rotation based on partial information may leave the other site undefended. Players abandoning a position should tell the team which approach is now open.
Sightlines & utility
The long approaches expose players to rifles and scoped weapons. A smoke can obscure one sightline and let teammates cross, while a flash can support a peek or site entry. The grenade changes visibility for a limited time; it does not clear the area beyond the cloud or stop an opponent from moving into it. Teammates should know which route the smoke is intended to cover and when to move.
After a plant, attackers can position around the site and use cover to protect the bomb. Counter-Terrorists need to regain a safe path to the device, clear the relevant positions and coordinate the defuse. A plant does not instantly finish the round. Give a precise call if an enemy is on the bomb, has started defusing or has been forced off it.
CS2 version & availability
The CS2 map retains Dust II’s recognizable route structure with Source 2 lighting and presentation. The description here concerns the CS2 objective and layout. Map-pool membership changes independently when matchmaking updates rotate a map. Use dated Map Rotations records for a season or mode; the map’s existence alone does not establish that it is currently selected everywhere.
Spawns and opening route choices
Terrorists start at the top of Mid. From spawn they can enter Upper Tunnels toward B, pass through the Long A double doors toward A, or descend Mid. The exposed upper crossing called Suicide gives Counter-Terrorists a direct sightline from beyond Mid Doors; the flatter route toward Outside Long and Catwalk avoids that open crossing but takes a different approach. Calling the exact route matters because “Mid pressure” can mean either the exposed slope or the safer Catwalk-side lane.
Counter-Terrorists start in a roofed area beneath Catwalk. They can move directly toward A to cover Long and Short, or cross Mid Doors toward B. That B rotation is dangerous when Terrorists watch from their elevated T-side view down Mid. Defenders should distinguish a confirmed crossing from a possible fake before leaving a site, and communicate which route is no longer covered.
Mid, Mid Doors and Catwalk
Mid has a sloped lane running from T Spawn and Suicide down to CT Spawn through the large Mid Doors. The same slope connects to Lower Tunnels, creating a route between Mid and B’s tunnel approach. A second, flatter lane links Outside Long to Catwalk. Near Catwalk, a player looking across that lane can see into Lower Tunnels, so movement between those positions can reveal or contest a rotation.
Catwalk, often called Short A, turns ninety degrees at the end of the flat Mid lane and climbs a staircase into the upper side of A. It reaches the same site as Long A but approaches from a different direction. When both approaches are watched, a team can use Mid to draw attention and then coordinate the actual entry; a defender who rotates toward Catwalk should still report whether Long remains open.
Bombsites, Long and Tunnels
Bombsite A connects to Long and Catwalk. The site has two levels and boxes near its center that divide cover and sightlines. Long A is a wide road reached through two T-side double doors. A large blue container provides cover after those doors, while Pit at the T-side end of Long can shelter either a Counter-Terrorist holding the approach or a Terrorist looking down the lane. Long and Catwalk approach the site from separate directions, so controlling one does not clear the other.
Bombsite B connects to Upper Tunnels and CT Mid. A double door and the elevated Window opening connect the site to CT Mid. Boxes give defenders cover, but the final Tunnels entry itself has little cover and can be watched from positions beyond it. Tunnels are roofed and split into Upper B and Lower B, joined by a ninety-degree spiral staircase: Upper B reaches the site, while Lower B opens to Mid. The split gives teams route options, but players must tell teammates whether they are in Upper or Lower before calling “Tunnels.”
Dust II route and callout reference
Use these established names to make movement and sightline calls specific. A callout identifies a position; it does not prove that connected areas are clear, so update the team when an opponent crosses or leaves a watched route.
Dated CS2 layout changes
The December 6, 2023 CS2 update changed railing collision properties so they produced the correct footstep sounds. On July 22, 2024, a crate stack outside CT Spawn toward Bombsite A was modified. On July 8, 2026, CS2 fixed a pixel gap and adjusted clipping Outside Tunnel. The July 2026 update does not describe a broad route redesign; these records identify localized sound, geometry and clipping changes while the named lane structure remains the map-reading framework.
Three lanes and their connections
Dust II’s layout can be read as three connected lanes: Tunnels lead from T Spawn toward B, Mid runs between the spawns and connects to Catwalk, and Long A gives Terrorists a direct route toward A. These are not isolated corridors. Lower Tunnels joins Mid, Catwalk climbs from the flat mid-side path toward Short A, and CT Spawn sits beneath Catwalk with access toward both Mid Doors and A. A team that reports only “Mid” leaves teammates guessing which lane or elevation is occupied; name the specific connector or door when possible.
Terrorists start at the upper end of Mid. They can turn toward Upper Tunnels, pass through the Long A double doors, or descend toward Suicide and the Mid Doors. Suicide is exposed to the Counter-Terrorists’ view through the doors, so it is a high-risk crossing rather than a protected route. The less direct path toward Catwalk can avoid that sightline but takes longer and still requires clearing the connecting angles. Counter-Terrorists start in the roofed CT Spawn under Catwalk and choose how much early pressure to apply toward A, Mid or B.
Mid Doors, Window and Catwalk
Mid contains a sloped lane from T Spawn toward the large Mid Doors and a separate flatter route from Outside Long toward Catwalk. The narrow opening between Mid Doors creates a long sightline where Terrorists can threaten Counter-Terrorists crossing from CT Spawn toward B. The opening is small, however, so hitting a player crossing it is difficult; the risk is that a CT who emerges through the doors becomes exposed to players watching from the T-side elevation. Treat a Mid Doors crossing as a timing and information decision, not a guaranteed duel.
Window and the adjacent connector link the Mid/CT Mid area with B. The route gives defenders another way to reinforce or retake B, but it also exposes anyone moving through the opening to an opponent watching the exit. Catwalk turns at the end of the flat Mid path and climbs to Short A, reaching the upper level of A. This lets attackers pressure A from a different direction than Long, while defenders must track whether a callout refers to Catwalk, Short or the site itself. A smoke across a crossing can hide the movement, but does not confirm that the far side is clear.
Long A, Upper B and Lower B
Long A is a wide road from the T-side double doors toward Bombsite A. The blue container provides cover after players enter Long, and Pit at the Terrorist end gives a lower position from which a Counter-Terrorist may hold the approach or an attacker may shelter while taking the lane. The route ends at A and can be combined with Catwalk pressure. Because Long is a direct, exposed approach, a team should distinguish a player still outside the doors from one already past the container or in Pit; each call implies a different angle and timing.
Tunnels are fully roofed and split into Upper B and Lower B, connected by a 90-degree spiral staircase. Upper B feeds directly into the B site; Lower B connects back toward Mid. The covered tunnel limits grenade travel into or out of the passage, so utility cannot simply be thrown through the roof to affect the other side. The final Upper B entry into B has little cover, while defenders on the site have boxes and positions from which to watch the opening. Attackers need to clear the immediate site and likely hiding places rather than assume that reaching the tunnel exit means B is secure.
Bombsites, rotations and CS2 scope
Bombsite A connects to T Spawn through Long and to Mid through Catwalk/Short. Its central boxes provide cover, and the site’s two-level shape affects which positions players can see from the approach. Bombsite B is connected to Upper Tunnels and CT Mid; boxes provide defenders with cover, while the double doors and Window connect B back toward CT Mid. These routes let Counter-Terrorists reinforce a site, but rotations through Mid Doors, Window or the exposed outside lanes can be watched. Call the route and the last confirmed position so teammates know whether a rotation is safe or whether an attacker may still be present.
After a plant, the lane structure changes how each team can protect or retake the bomb. Terrorists can divide their attention between the tunnel entrance, CT Mid/Window and the other approach, but spreading too far can leave a teammate unable to trade. Counter-Terrorists need to clear the site and the positions that can see the defuse before committing to the interaction. A Smoke Grenade can obstruct one sightline, while a Flashbang can help challenge a held angle; neither replaces checking the named position. This article describes Dust II’s CS2 Bomb Defusal layout. Matchmaking availability is a separate, dated map-pool question tracked by Map Rotations.
Curb movement fix (June 14, 2023)
A June 14, 2023 Limited Test update fixed a movement bug that could make players slide along curbs on Dust II. The note identifies the symptom and map but provides no exact curb location or physics values. It is a dated movement correction, not a new route or map mechanic.
Replaced in Limited Test matchmaking (June 6, 2023)
Dust II was replaced by Mirage on official Counter-Strike 2 Limited Test matchmaking servers on June 6, 2023. This records a queue/map-pool transition for that test build, not the deletion of Dust II from CS2 or a change to its geometry.
Wall-hole fix (March 30, 2023)
The March 30, 2023 Counter-Strike 2 Limited Test update fixed a hole in a Dust II wall. The note does not name the wall or describe the opening’s previous sightline, so no specific angle or route is inferred.
Clipping, materials and rooftop boundaries (March 31, 2023)
The March 31, 2023 Counter-Strike 2 Limited Test update made various clipping and material adjustments on Dust II. It also sealed rooftops so grenades and Molotovs could not land in out-of-bounds places. The release notes do not name individual rooftops, clipping brushes or grenade lineups; these changes describe map collision and out-of-bounds prevention without implying any particular route.
Returned to Active Duty (April 25, 2024)
On April 25, 2024, Dust II replaced Overpass in the Active Duty Group, the then-current competition map pool and Premier matchmaking. This dated rotation restored Dust II to those competitive queues while taking Overpass out of that pool on the same date. The change did not remove either map from Counter-Strike 2: pool membership describes where a map was selected for structured matchmaking, not whether the map existed or could be played elsewhere. Map rotations are version-specific, so this record should not be used as a statement of the current pool without checking a later CS2 update.
Grenade fall-through spot above Mid Doors fixed (April 26, 2024)
On April 26, 2024, a Dust II map fix addressed a spot above Mid Doors where grenades could fall through the world. The patch identifies the general landmark and the affected object class, but gives no coordinates, route diagram or lineup. It records a map-geometry defect in that area, not a change to Mid Doors, the mid route or the grenade's normal flight model.
For players learning the map, the practical scope is narrow: a grenade could be lost through the world at the named spot, and that location was fixed in this CS2 update. The note does not establish that every throw over Mid Doors was affected, nor does it identify a particular grenade type. Avoid treating it as a new lineup or a general rule for all versions of Dust II; map collision can be revised, so the fact remains attached to the April 26, 2024 build history.
Mid Box jump spot uncovered (April 28, 2026)
The April 28, 2026 update uncovered a previously hidden jump spot at Mid Box, also called Xbox. The release note emphasizes that the spot was exposed intentionally. This is a change to what players can see and attempt around the Mid Box geometry; it does not specify the jump’s exact technique, success conditions, or whether it changes access to another route.
Because the note identifies one landmark without supplying coordinates or a route diagram, the dated record should be used to orient players to the reveal rather than as a complete movement guide. See Communication for clear map callouts and the Dust II layout sections for nearby approaches.
Mid Box visibility correction (April 29, 2026)
The April 29, 2026 update blocked visibility through a corner of Mid Box, also known as Xbox. This follows the April 28 reveal of a previously hidden jump spot at the same landmark: the later note addresses sight through a corner, not removal of the jump or a stated change to its movement requirements. The source does not specify which angles are blocked or supply a new line-of-sight diagram, so players should confirm current sightlines in the map rather than assume every Mid Box peek is closed.