Counter-Strike Wiki

Dust II (de_dust2), also known as Dust2 is a Bomb Defusal map featured in the Counter-Strike series. It is the successor to Dust.

One of the most popular maps in the Counter-Strike series due to its strong balance, Dust II is an iconic map for the Counter-Strike franchise. It is widely played on many servers and is a popular choice for Counter-Strike tournaments as well.


The map appears to be set in the Middle East, similar to its predecessor Dust. An earlier version of the map lack many identifying features, with the only identifying features being what looks like sandstone textures for walls and sand for floor.

Later games added more visually identifiable features to show the map's setting. The original Global Offensive version featured Islamic architecture and presence of military and conflict activity such as Humvees and bombed walls, reflecting a contemporary view of the Middle East.

In the revamped version, the map is set in Morocco, which is not in the geographic region of Middle East, but featured similar architectural styles.[1]

The map can be loosely divided into three interconnected lanes: Tunnels connecting T Spawn to bombsite B, mid connecting T Spawn to CT Spawn and catwalk, and Long connecting T Spawn to bombsite A. Pathways branch out from these lanes and form an interconnected map allowing for tactical player movements.



CT Spawn

Counter-Terrorists spawn in a roofed section underneath the catwalk. From here, they can either go directly to bombsite A to defend Terrorists coming from catwalk and long or pass through the mid doors to defend bombsite B from Terrorists coming from Tunnels.

T Spawn

Terrorists spawn at the top of mid. They can either go to the tunnels to attack B, go through the Long A doors to attack A from Long, go down mid either by going through Tunnels, going down the upper section of the mid path (known as Suicide due to being directly exposed to CT fire from beyond the mid doors), or avoid suicide and take a less risky path by to the area just before entering the long doors and enter mid on the catwalk side.

The area itself is a long slope that is flat at the top.

Bombsite A

Bombsite A is connected to T Spawn, Long, and Catwalk. It is a two-layered area with a few boxes for cover at the center on the bombsite.

Bombsite B

Bombsite B is connected to Tunnels and CT Mid. It connects to CT Mid via a double door and an elevated hole known as Window. Many boxes are present in the area, providing the defending CT with lots of cover and hiding places to defend against the attacking Ts.


The tunnels connect to Bombsite B, T Spawn, and mid. This section is fully roofed-off, preventing grenades from entering or exiting the area. It is divided into two levels connected by a 90 degree spiral staircase, known as Upper B and Lower B. Lower B is connected to mid, while Upper B is connected to bombsite B. A few boxes are placed in the area for some cover.

Tunnels connects to the bombsite B via a single tunnel that completely lacks cover. Terrorists will need to take care when attacking B via this route as Counter-Terrorists have multiple hiding spots beyond the tunnels and can guard the tunnels from safe positions.


Mid is a long path going down the middle of the map, connecting to many major points on the map. The path is divided into two lanes. One is a sloped one, connecting Suicide and T Spawn at the top to the CT Spawn area at the bottom via a large, partially opened gate known as Mid Doors (also known as Mid Double Doors), as well as connecting to the Lower Tunnels (Lower B).

The other is a flat lane connecting Outside Long to catwalk. Due to catwalk's elevation, it is possible to directly see into Lower Tunnels from this lane when standing near catwalk.

CT players need to traverse across the Mid Door to enter bombsite B, creating a risk as Terrorists have easy sight on the passing CT due to their elevated spawn area and direct sightline down mid. However, trying to actually kill CTs going across the Mid Door is difficult due to the small size of the gap between Mid Doors, but any CTs coming through it are very easy targets.


Catwalk is a small 90-degree turn located at the end of the flat path down mid. The path connects directly to the upper area of the bombsite A (known a Short A, in contrast to Long A) after an ascending staircase.


Long (also known as Long A) is a long and wide road giving the Terrorists a direct path to bombsite A. At the Terrorists' side, they have two double doors that they must traverse through to enter Long. After entering Long, a large blue trash container provides useful cover, and a pit at the Terrorist's end of Long gives cover for CTs to hide during an attack or for Ts to use when sniping down Long.

Official description

Counter-Terrorists: Prevent Terrorists from bombing chemical weapon crates. Team members must defuse any bombs that threaten targeted areas.

Terrorists: The Terrorists carrying the C4 must destroy one of the chemical weapon stashes.

Other Notes: There are 2 chemical weapon stashes in the mission.



While David Johnston's Cobblestone was considered by some as a spiritual successor to the original Dust, he wanted to create a true "sequel". During the alpha and beta stages, the map was titled Dust 3 "on the basis that the third installment of any movie trilogy is typically never as good as the first one". Before launch, however, Jess Cliffe advised DaveJ to change the map's name to a far more sensible Dust 2.[2]

Counter-Strike 1.1 Patch

It was included as an official map with the Counter-Strike 1.1 patch.

Counter-Strike (Xbox)

Dust II is featured in Counter-Strike Xbox and reuses the textures from Counter-Strike: Condition Zero. The official factions for this map are SEAL Team 6 in desert uniforms and the Elite Crew in jungle uniforms.

Counter-Strike: Source

Like other maps, Dust2 received a graphical update and is very similar to Dust.

Some changes include adding an additional set of doors at the side and making the large crate in the middle easier to jump on at ground level.

Counter-Strike: Global Offensive


CSGO Dust2 Mid 2 10 July 2014 Update

The map is largely a copy of the Source version, though there are some noticeable textural and environmental improvements, such as making the floor textures into concrete.

Set dust 2

On November 27th, 2013 the Dust II collection would be added to Global Offensive along with a map icon.

In an update, the wooden doors were replaced with metal ones, that are much harder to penetrate.

A simplified variant of the map present in Counter-Strike: Global Offensive Beta, called 'De_dust2_se' (_se standing for Simplified Edition) with disabled ambient sounds, less fog and less props for max visibility, but was later removed. It is available for download from the Steam Workshop.

On the February 3, 2017 update, Dust II was removed from the Active Duty map group in matchmaking, replaced by Inferno, & was moved into its own exclusive map group. Dust II has been the only map revered enough by the community to have a map group all to itself.


CSGO Dust 2 10th June 2020 update Mid pic 2

On October 9, 2017, the Official CSGO twitter account and CSGO Instagram announced the upcoming depot beta testing for the reworked map.[3][4] The announcement was accompanied by a screenshot of the new map, which Jess Cliffe confirmed was taken near T spawn to way to tunnels.[1] Dust II made it to the beta depot a day later where it underwent bug fixes.

Csgo set dust 2 new

The revamped version of Dust II was released on October 18, 2017. It is the fourth map in Global Offensive to have underwent a map revamp, after Train, Nuke and Inferno.

On the June 18, 2019 update, in honor of the 20th anniversary of Counter-Strike series, the retro version of Dust II was released.

Counter-Strike 2

Cs2 dust2 mid

During the development of Counter-Strike 2, alongside all other Active Duty maps, Dust II received graphical upgrades. The map was referred to by Valve as a "touchstone" map, meaning that it received graphical and lighting enhancements but would retain relatively the same layout.[5]

Update History

December 6, 2023
  • Changed the collision properties on railings to emit the correct footstep sounds
September 21, 2021
  • Re-tired visblocker from T spawn to mid
  • Blocked unintended wallbang
September 21, 2021
  • Slight visibility tweak from T spawn through mid
  • Improved visibility into B back site from upper tunnels
June 10, 2020
  • Flipped B site doors
  • Simplified background when looking from B tunnels towards truck in mid
  • Changed fog start distance from 1000 to 512, changed max density from .2 to .4
  • Raised windows by A site ramp to make characters stand out more
January 29, 2020
  • Opened up skybox from B halls towards site
March 29, 2018
  • Removed one-way wallbang from CT spawn up to cat
  • Fixed some minor bugs
  • Fix for mip bias exploit
November 8, 2017
  • Increased overall luminance 20% for all Kasbah materials and models for visibility.
  • Fixed missing textures on some polygons of tarp model.
  • Fixed flashbangs not blinding player through chain-link fences.
  • Fixed edging around Kasbah alcove window which had shadowing artifacts.
  • Adjusted penetration value for wood doors.
  • Fixed wallbang values on Mechanique Generale.
  • Fixed ambient lighting values at CT spawn entrance.
  • Smoothed out clipping on block stack at Mid.
  • Fixed some models that were embedded in the ground.
  • Fixed dev text on loading screen.
  • Fixed cover props at B site that would expose player feet.
October 27, 2017
  • Adjusted bullet penetration value of wooden doors
  • Smoothed out ground displacements for more predictable grenades
  • Adjusted shadow ambient color temperature
  • Clip improvements to curbs
  • Refined stairs at Cat to Short for movement
  • Refined Window cutout model on B Bombsite to remove head shaped shadow
October 24, 2017
  • Performance optimizations on low-end and medium-end computers.
  • Removed windows and awning on Catwalk for visibility.
  • Moved door awning on Short A for player movement.
  • Fixed slit in boxes in Lower Tunnels.
  • Removed small port hole windows from towers at Short A for visibility.
  • Removed grain sack from Bombsite A.
  • Removed awnings from Salon on Long.
  • Grenade Clipped stone trim pieces.
  • Fixed room at CT Spawn eating weapons.
  • Moved windows and conduits from wall looking from CT Ramp to Short A.
  • Fixed a number of small holes in the world.
  • Fixed fade distance on barrel at Mid.
  • Upped light value on a number of windows for visibility.
  • Lowered noise and contrast on some texture sets for visibility.
  • Fixed non-precise clipping on dumpsters at Outside Tunnels.
  • Set ‘surfaceproperty’ on Cars to ‘metalvehicle’.
  • Addressed visibility on Pit.
  • Removed rollup door on Salon for visibility.
  • Fixed some noisy walls in Tunnels for visibility.
  • Addressed some visibility issues in Back B Plat.
  • Upped contrast for some cover props at Bombsite B.
  • Fixed clip that players could get stuck on in Pit Plat.
  • Updated radar to reflect building at Car.
  • Fixed errant displacement at Side Pit.
  • Added a few rooftop faces that can be seen while boosting.
October 20, 2017
  • Fixed sun not showing..
  • Smoothed out terrain by CT spawn to allow smoking off from X-Box.
  • Removed taxi sign from certain car models.
  • Cleaned up alpha painting on Tunnels building for player reads.
  • Added window shutter above Catwalk.
  • Fixed glowing CT player models on low end settings.
  • Adjusted fog values.
  • Cleaned up player reads from CT Mid up toward Suicide.
  • Improved collision of cover props at B Bombsite.
  • Fixed bad surface property sounds on cover props at B.
  • Some clipping refinements.
  • Fixed a few wall-bang bugs on buildings.
  • Grenade clips added to CT spawn.
  • Fixed small walls at Outside Tunnels not being reliably jump-able.
  • Adjusted a number of models that were not lined up properly.
  • Fixed interpenetrating barrels at Mid.
  • Fixed some crates at A there were hanging players up.
  • Smoothed out wall behind Car at A.
  • Fixed displacement that had too high an angle at CT Ramp.
February 3, 2017
  • Fixed various spots where C4 could get stuck
November 29, 2016
  • Removed barrels from Dust2 radar.
November 28, 2016
  • Removed barrels outside of doors leading into B site
  • Blocked visibility through some props around A site
  • Fixed some spots where C4 could get stuck
  • Fixed some minor graphical bugs
September 3, 2015
  • Fixed a spot near mid doors where C4 could get stuck
  • Fixed some texture bugs in A site
  • Raised lamp near T spawn towards mid
  • Added commemorative grafitti
July 9, 2015
  • Fixed 30 exotic spots where C4 could get stuck[1]
April 15, 2015
  • Fixed a bug where a spot in Long A had the wrong radar name.
March 31, 2015
  • Opened up skybox around Long A double doors, Catwalk and Short
  • Improved visibility around blue car in Long A
  • Fixed render distance on a crate in CT spawn
January 8, 2015
  • Fixed bullet penetration through arch models in tunnels
  • Fixed collision for door top of mid
  • Added Goose to Goose
September 2, 2014
  • Expanded bomb plant zone at Bombsite A to include outside of boxes
  • Smoothed out collision on door to Bombsite B
July 10, 2014
  • Replaced all game-play affecting double doors with the new metal ones.
  • Fixed some bad geometry in various places that allowed bullet penetration when it shouldn’t.
July 1, 2014
  • Fixed some spots where C4 could get stuck.
  • Reduced post processing effects.
March 26, 2014
  • Removed some small gaps between crates in Bombsite B
March 6, 2014
  • Fixed tiny gaps between boxes in Bombsite A
  • Fixed killer box in Bombsite B
February 5, 2014
  • Removed dark texture near tunnel stairs.
  • Removed sky collision over building near T spawn.
  • Covered up shadow that looked like a player near CT spawn.
  • Fixed invisible ledges on curved corners.
July 3, 2013
  • Improved visibility
  • Bug fixes


Dust2 Map Veteran css Dust2 Map Veteran
Win 100 rounds on the DE_Dust2 map.

Global Expertise
Dust2 Map Veteran csgo Dust2 Map Veteran
Win 100 rounds on Dust2.

Behind the Scenes

  • Even though the revised Dust II for Global Offensive was released in 2017, information about it appeared long before it's release:
CSGO Dust2 31
 forcetextureshadow props/de_dust/hr_dust/foliage/bush_sumac_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/olive_tree_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/olive_tree_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/palm_tree_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/palm_tree_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/plant_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/sage_bush_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/weed_grass_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/weed_plant_01.mdl
 forcetextureshadow props/de_dust/hr_dust/dust_railings/dust_railing_a_16.mdl
 forcetextureshadow props/de_dust/hr_dust/dust_windows/dust_window_bars_36x64_02.mdl
    • On the March 17, 2017 update, references to reworked map's props were added to spcombinerules.txt. First references to Kasbah were found in this update. On the May 23, 2017 update, props references in spcombinerules.txt were updated. The update additionally includes Felix Riley's audio clips, suggesting that Dust II was originally planned to be featured in the Hydra Campaign.[9].


  • Dust2 has had several appearances in the Guinness Book of World Records as the most inhabited video game environment by cumulative gameplay hours.
  • A graffiti saying Goose can be found at bombsite A. This is a reference to Minh Le "Gooseman", the co-creator of Counter-Strike. A similar graffiti can be found the original Global Offensive version.
  • A graffiti on one of the doors says "Macman", a reference to texture artist Chris "MacMan" Ashton, who helped to texture the map.
  • A hidden developer note from map creator Dave Johnston thanking everyone in the making of Dust2 is hidden near the Counter-Terrorist Spawn Zone, visible only with noclip or free look.
  • Another hidden message dedicates this map for Justin DeJong.
  • The map features "Random Tiling Textures", which changes every time the map is loaded.[10]
  • In Minecraft, there is a painting based on "de_dust2".
  • Bombsite B contains a text written in Farsi, saying "فریمن اینجا بود". It means "Freeman was here", a reference to Gordon Freeman, the protagonist of the Half-Life series. This text can also be found in the original Global Offensive version of the map.
  • A text saying "سي اس سوس" can also be found. It is literally pronounced "Si As Sos", similar to the pronunciation of "CS: Source".
Global Offensive original
  • Originally, the 'Goose' sign was removed but was later put back in after an update.
  • A graffiti located top of mid showing a T with 4 AWPs was added after an incident in ESL One Cologne Grand Finals where the team Fnatic playing T side bought 4 AWPs and simultaneously peeked the CT sniper looking down mid.[11]
Counter-Strike 2 & Global Offensive revamped
  • In the logo, the Roman numeral "II" is shaped like double doors.
  • The song "Santoor and Tabla at Assi Ghat, Varanasi" by Samuel Corwin can be heard playing near T spawn.[12]
  • At Goose, the Goose graffiti has been changed into a graffiti of an actual goose saying "إوز", which means "geese" in Arabic.
  • One of the trash cans has the name "الدار البيضاء" on it, which is the Arabic name of the Moroccan city of Casablanca.
    • The license plates shown on cars bear a strong resemblance to the ones used in Morocco. The regional code (the rightmost digit) is "6", which is the regional code of the district of Anfa, Casablanca.[13]

See also