map layout

Overview

Dust II, set in a North African desert town, is one of the most iconic maps in CS:GO. It features a contrast of tight tunnels and open spaces, providing diverse tactical opportunities. Bombsite A, with its signature "Long A" approach, offers long-range combat, while Bombsite B is accessible through narrower passages that favor close encounters. Its distinct sandy appearance and recognizable callouts like "Catwalk" make it a favorite among players of all levels.

Bombsite A: Dominated by its iconic "Goose" area and "Long A" corridor, Bombsite A provides opportunities for both long-range and close-quarters combat. Its open design, punctuated by crates and ramps, demands precision and coordination.

Bombsite B: Enclosed within a stone structure, Bombsite B is accessible through tight tunnels, making it a hotspot for intense firefights. The window overlooking the site adds an additional tactical layer.

Rank
Active Duty
Play Rate
T Win %
CT Win %
Matches
1
Dust II
26.7%

49.2%

50.8%

168,288
2
Mirage
23.9%

49.1%

50.9%

150,883
3
Inferno
13.1%

50.3%

49.7%

82,737
4
Nuke
4.3%

47.0%

53.0%

27,211
5
Vertigo
4.0%

47.8%

52.2%

25,390
6
Overpass
3.9%

48.2%

51.8%

24,473
7
Anubis
1.3%

51.4%

48.6%

8,055
8
Ancient
0.9%

48.7%

51.3%

5,809

Update History

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

General

Scenario

Bomb Defusal

Game Modes

Competitive / Casual / Deathmatch

Active Duty

Yes

Released

Nov 30, 2011

Last Update

Oct 7, 2021

Terrorists

Elite Crew

Counter-Terrorists

IDF

Location

Morocco

Creator(s)

David Johnston (original author) / Valve / Hidden Path Entertainment