Dust 2

The most iconic map in Counter-Strike history. A clean three-lane layout with long sightlines, fast rotations, and the purest aim duels in the game.

IconicAim DuelsFundamentalsActive Duty

Radar do mapa

Visão geral do radar de Dust 2A RampB DoorsA SiteB SiteCT SpawnA Short (Catwalk)Extended AHoleA LongLong DoorsLower TunnelsMid DoorsMidOutside LongOutside TunnelsPitShort StairsSideT RampT SpawnTop of MidTunnel StairsUnder AUpper Tunnels

Estatísticas do jogo profissional

52.1%CT Round Win
52.2%T Round Win
52.1%Pistol Win
9.5%Pick Rate
18.9%Ban Rate
13488 Teams / Maps Played

52.2% — See all CS2 maps compared →

Todos os callouts (50 posições)

Lado CT (32)

A Site

The A bombsite on its raised platform, reached from Long, Short/Catwalk, and CT spawn.

A Default

The standard A plant spot on the edge of the raised platform, visible from Long post-plant positions.

Goose

The enclosed corner behind the A platform, named after old goose graffiti — a common CT hiding spot.

Barrels

The barrels behind A site near the mesh fence, beside Goose.

Elevator

The corner of the A platform closest to CT spawn — an off-angle against Short pushes.

A Ramp

The ramp rising from A Cross onto the bombsite platform.

A Cross

The open ground between Long and the A site that both teams must cross — usually smoked during hits.

A Car

The car on A Long near the site — cover for Long lurkers and the classic post-plant spot.

A Long

The long corridor from Long Doors to the A site — home of the map's biggest AWP duels.

Pit

The sunken area at the end of A Long by the doors — a strong CT hold and T post-plant position.

Side Pit

The shallow ground between Pit and Long Doors.

Pit Plat

The raised platform beside Pit, giving an elevated angle over Long.

Short Boost

The dumpsters outside CT spawn used to boost toward Short/Catwalk angles.

A Ninja

The hidey-hole behind boxes near A Short used for ninja defuses and sneaky holds.

Close Mid Doors

The near corner just CT-side of Mid Doors, a sneaky close hold against door pushes.

CT Mid

The area between Mid Doors and B Doors leading to CT spawn — the CT half of mid and the B-split route.

CT Spawn

Counter-Terrorist spawn behind A site, feeding rotations through CT Mid and A Ramp.

B Site

The enclosed B bombsite, defended from Car, Closet, Plat, and the Window/Doors area.

B Default

The common B plant spot near the front boxes, coverable from tunnels post-plant.

Close (B)

The left corner immediately out of the tunnel exit — the classic close CT off-angle.

B Car

The car on B site right of the tunnel exit — a standard anchor position.

B Closet

The nook by the car at the site's edge — hides a CT from tunnel peeks.

Fence

The fenced wall section on B site providing a hiding spot toward the back.

B Plat

The raised platform on B site near the plant zone.

Back Plat

The deep end of B Plat — an anchor spot that survives the first wave of a rush.

Big Box

The large box on B site (the "site Xbox") used for cover in retakes and post-plants.

Double Stack

The two stacked boxes mid-site on B — close-quarters cover during site fights.

B Window

The hole in the wall overlooking B site from CT Mid — a key retake and support angle.

B Doors

The double doors between CT Mid and B site — the CT rotation route into B.

B Boxes

The boxes between CT Mid and B Doors that cover CTs rotating in.

Scaffolding

The building materials outside B near Window, climbable for angles into the site.

B Back Site

The rear area of B behind all the boxes — the last space cleared on site takes.

Lado T (10)

Long Corner

The corner by the first building inside Long Doors — cleared by CTs pushing and Ts exiting alike.

Long Doors

The double blue doors between Outside Long and A Long — the flashpoint of every Long fight.

Outside Long

The open area between T spawn and Long Doors where Ts stage before taking Long.

Blue

The blue shipping container opposite Long Doors, used for cover and boosts on the T side.

T Spawn

Terrorist spawn, with exits to Outside Long, Suicide/Mid, and T Ramp toward Tunnels.

T Ramp

The ramp from T spawn down toward Outside Tunnels.

T Plat

The raised platform beside T spawn overlooking the tunnel approach.

Outside Tunnels

The open square between T Ramp and the Upper Tunnels entrance.

Upper Tunnels

The main tunnel from the T side to B site — the choke every B rush must pass.

Lower Tunnels

The lower tunnel connecting Outside Tunnels to mid — the flank route between B and mid.

Controle do mid (8)

A Short (Catwalk)

The elevated walkway from mid up the stairs toward A site — the "short" route to A.

Stairs

The steps connecting Catwalk to the A Short platform — the choke CTs hold against Short hits.

Mid

The central corridor from Top Mid down to Mid Doors, linking T spawn to both sites.

Top Mid

The T-side end of mid below Suicide, where Ts gather info and set up Catwalk takes.

Suicide

The exposed drop from T spawn into mid — peeking it into a CT AWP is the map's famous coin-flip.

Mid Doors

The double doors halfway down mid — the AWP battleground at round start.

Xbox

The iconic box in mid beside Catwalk — smoked and used as a boost to get Ts onto Short safely.

Palm

The mast (formerly a palm tree) at the top of mid next to Catwalk — a positional reference for mid fights.

Dicas táticas

1

Respect the mid-doors AWP: smoke it or don't cross it.

2

Never take the Long fight without a flash — the doors duel is winner-takes-half-the-map.

3

Use the Xbox smoke to convert mid control into a safe Short presence.

4

As CT, one smoke on the tunnel exit breaks a B rush better than any hero peek.

5

Post-plant A, hold the CT-cross line from Pit and Car instead of sitting on site.

Estratégias comuns

Ataque pelo lado T

Long Take → A Hit

Flash through Long Doors, claim Pit and Car, then smoke CT-cross and hit the site with a Catwalk player crossing simultaneously. Post-plant holds from Pit/Car are brutal to retake.

B Tunnels Flood

Five players hit Upper Tunnels with a Window smoke and stacked flashes over the exit. Speed beats the rotation — plant fast and set up on Plat, Car, and back in Tunnels.

Mid-to-B Split

Take mid control, smoke Window and Doors from CT Mid, then squeeze B from Doors and Tunnels at once. The pincer removes the anchor's safe angles.

Double-AWP Mid Lock

Two AWPs hold Suicide and Top Mid at round start to farm the doors duel, converting picks into whichever site is left thin.

Defesa pelo lado CT

Layered Long Defence

Aggressive doors flash-peek for the opening pick, then reset to Pit and site angles. Forces Ts to re-clear Long in stages every round.

B Off-Angle Rotation

The B pair alternates between Car/Closet close holds and deep Plat positions, with the mid AWP collapsing through Window on first contact.

Perguntas frequentes

Quais são os callouts principais em Dust 2?
Dust 2 tem 50 posições principais de callout distribuídas pelo lado CT, lado T e a região do mid. Aprender esses callouts é essencial para a comunicação da equipe durante as partidas competitivas.
Como os CTs devem defender Dust 2?
A defesa CT em Dust 2 deve focar em jogar ângulos fechados, coletar informações cedo com utility e rotacionar com base nos executes do lado T. Setups de crossfire e agressão controlada ajudam a manter o controle do site.
Qual é a melhor estratégia de lado T para Dust 2?
A melhor abordagem pelo lado T depende do seu utility e da coordenação da equipe. Setups default que coletam informações antes de comprometer com um site costumam ser os mais seguros. Executes rápidos funcionam melhor quando você tem utility completo.
Qual é a importância do controle do mid em Dust 2?
O controle do mid é crucial em Dust 2, pois oferece opções de rotação e controle do mapa para os dois lados. Times que controlam o mid ganham uma vantagem estratégica significativa no planejamento do round.
Qual utility devo priorizar em Dust 2?
Priorize smokes para os choke points principais, flashes para dar suporte na entrada e molotovs para limpar posições comuns. O utility completo em Dust 2 costuma custar em torno de US$ 1000-1500 por jogador.

Ver os callouts de Dust 2 em inglês →