All CS:GO Dust 2 Callouts Guide (2022)

You either make dust, or eat dust.

Anwell Patdu
Anwell Patdu
18 Min Read

Are you looking to learn more about Dust 2 in CS:GO and get better? Here are all the CS:GO Dust 2 callouts that you should know.

Callouts are one of the most important things in any tactical game. They serve as a universal name for specific places within each map. This makes it easier and faster to communicate with your team, resulting in a higher chance of winning and an overall better gameplay experience.

Dust 2 is one of the most popular maps on CS:GO. It was initially released as part of Counter-Strike 1.1 in March 2001, but it was later adapted to CS:GO. Today, it still remains one of the go-to maps if you want to climb the CS:GO ranks.

Learning the various CS:GO Dust 2 callouts is a critical part of any player’s arsenal if you’re looking to get better. It doesn’t matter if you have the best CS:GO crosshair and the best aim. You’ll still have difficulty playing the game if you don’t know how to communicate using callouts. CS:GO is still a team game at the end of the day.

To help you out, I’ve created a CS:GO Dust 2 callouts guide containing all the callout names, locations, and even a few strategies on the map.

CS:GO Dust 2 Callouts

an image of the Dust 2 map

I’ve divided the callouts into three main areas, A site, B site, and middle. This helps separate the callouts and focus only on specific areas on the map before moving on to the next.

Dust 2 has been around for a long time. It has also received a ton of changes throughout its lifespan, with its most recent change done during Operation Riptide. It saw a massive change in the middle area and dramatically changed how each round started.

Some callouts in Dust 2 changed and evolved as time passed, while some areas were even removed. This means that even if you’ve played on Dust 2 before, especially during the early days when it was still on CS 1.1, the callouts you remember may be different from what people use now.

The original version of Dust 2 was added to CS:GO when it was first released. It featured new visuals and texture improvements but was pretty much just a copy of the Source version of the map.

But, a reworked version of Dust 2 was released on October 18, 2017, and became the fourth CS:GO map to undergo a revamp, following the likes of Train, Nuke, and Inferno. This is the version of Dust 2 that we know today, aside from a few minor tweaks and changes here and there.

I definitely recommend brushing up on your Dust 2 callout knowledge, even if you’ve already played on the map before. Here’s our complete Dust 2 callouts guide.

A Site Dust 2 Callouts

Here are all the Dust 2 callouts that are commonly used on A site. I’ve also explained each callout, their locations, and some general things you need to know about them.

Long Doors

Long doors are a set of double doors that is the first entry point of the Terrorists into the general area of A site. Counter-Terrorists can contest this location from A long, long corner, or even pit.

Blue Crate / Crate

Blue crate/ crate is a large blue shipping crate located directly opposite the entrance from long doors. This can be used as a hiding spot for aggressive CT pushes.

Long Corner

Long corner is simply the corner you can find on A long. This is generally a safe place for CTs to contest long doors using a rifle or an AWP.


Pit is at the T-side end of A long and has a sloped-down area where players can stay while being hidden from A site.

Side Pit

Side pit is simply the callout used for the left side of the pit. It’s just the area between long doors and pit. It also provides a great place for Terrorists to watch for lurks through long doors.

Pit Plat

The pit plat is the callout used for the area to the right side of the pit. This is a commonly used area to defend the bomb using an AWP from A long because it has a great direct line of sight to the plant area.

A Long

A long is just the general lengthy area that directly connects long doors to the A site. The whole narrow stretch is called A long. It provides little to no cover when crossing, so make sure to use smokes to block vision.

A Cross

A cross is an intersection between A long, A site, and CT spawn. This is another wide-open area that you’ll have to be careful of.

A Car

A car is an old car parked on the right side of A long. It’s a common area for players to hold when defending A short or even A long.


Elevator is the corner closest to the CT spawn on default. It’s a very common boost spot that CTs like to play when retaking sites, thus earning the name “Elevator.”

Boost/ Short Boost

This is a set of boxes that are used as a boost spot opposite of elevator. It gives players instant access to A short


Default is simply the most common plant spot on A site. It’s located right at the edge of the raised platform and gives a great line of sight from numerous angles, making it hard for CT’s to defuse the bomb.

A Ramp/ Ramp

A ramp or simply ramp is the inclined area connecting A cross to the A site.


This is a set of barrels that are at the corner of A ramp. It’s common for AWP-ers to play this area because it provides good cover.


This area is called “goose” because there’s a spray-painted picture of a goose on the wall. It’s another common AWP player location or a cheeky hiding spot from players coming from A short.


Ninja is a spot behind a stack of boxes near A short. This is a great hiding spot because It’s an area that isn’t usually cleared if the Terrorists all attack from A long.

Platform/ A Plat

Platform is the general area of the A site that isn’t covered by the plant site. It’s referred to as the area between the bombsite and A short, making it very wide.

A Short/ Bridge

A short is an area that connects A site and mid. This area can also be called “bridge” sometimes, and a short will be the area closer to mid.


Stairs is the callout used for the set of stairs that connects mid and a short/bridge.

B Site Dust 2 Callouts

Next, let’s move on to Dust 2’s B site callouts. B site is a little bit simpler than A site because it’s smaller. There’s also only one main entrance to the B site unless you’re willing to go through mid and CT spawn.


Tunnels is basically B main. It’s the main entrance that connects the T-spawn to the site. It’s a relatively large area but can be a chokepoint when entering the B site from it.


Close is literally the area on your close left when first entering B site from tunnels. This area is usually played on eco rounds using a shotgun, trying to get some cheeky kills.


Fence is another cheeky spot that’s just a little further away from close. This is called fence because there’s literally a fenced area placed here. It’s invisible to players from B tunnels and can only be seen once you enter the site.


Like A site, there’s also another car on B. The car on B is located to the right of tunnels and can be a good defending spot for CTs.

Cubby/ Closet

Cubby/ closet is the corner tucked into car. This is another cheeky angle where it’s hard to see people unless you fully clear it. It’s recommended to throw a grenade lineup here to ensure that nobody gets free kills on your team.


Platform is the general elevated area right next to the bomb site.

Back Plat

Back platform is the furthest part of the platform and serves as a great AWP location since it gives you a clear view of tunnels.


Default is located right next to the brick wall below B window and is the most common planting spot.

Double Stack

Double stack refers to the two boxes stacked on top of each other on B site, hence the name. This can be another cheeky angle, so make sure to clear it.

Big Box

Big box is the crate located right in front of platform and B site.

B Doors/ Doors

B doors or simply doors refer to the set of doors that separates the B site and the CT spawn. This is a great angle to play from if you’re a CT because it gives you a good line of sight of tunnels while still being able to retreat to safety when needed.


Window is the gap in the brick wall, located at the corner of B site. This is another common area for AWP players to hold.


Scaffolding is used to describe the area behind B window because there’s literally a scaffolding located here. It’s an angle commonly used to watch mid-to-B pushes.

B Boxes

Finally, we have B boxes. This just refers to the set of boxes outside of B doors, near CT mid.

Middle Area Dust 2 Callouts

The final area on our CS:GO Dust 2 callouts guide is the middle part of the map. The middle part of the map gives you direct access to A site or a great flanking route into tunnels. It’s also a great way to catch defenders off-guard by pushing through their own spawn. Here are some of the most common callouts that you should know.


T-spawn is simply the location where the Terrorist players spawn.


Suicide is the area directly in front of the ledge on T-spawn. It became known as “Suicide” because CTs often use AWPs to watch this area. You’re basically setting yourself up for failure if you know that there’s an AWPer watching mid, and you still jump to this area.

Top Mid

Top mid is pretty straightforward and is the upper area of mid from the doors. It connects suicide, mid, catwalk, and outside long doors for the Terrorists. AWPers usually watch this area as well, so be careful when crossing.

Right Side Mid

Right side mid is at the opposite side of top mid and is the cubby found within that area. It’s typically used as a hiding spot from AWPers while smokes are being thrown. It’s known as “right side mid” because it’s literally located at the right side of mid from the CT’s perspective.

Palm/ Pole

Palm/pole is a very specific area in mid that points toward the upper edge of catwalk. It’s called “palm” because there used to be a palm tree in this area during the early versions of the Dust 2 map. Some people also call this “pole” because there is now a wooden pole located here.


Mid is the whole general area that doesn’t have a callout. It’s pretty much the whole lane that starts from doors and ends at top mid. It’s a relatively large area that connects tunnels, doors, suicide, and catwalk.


Xbox is the huge box located near doors that can be used to easily access A short or catwalk from mid or lower tunnels. This is a common smoke spot on Dust 2 because it can be used to block off vision from mid and save your teammates from AWPers.


The small walkway on the side of mid is called “Catwalk.” It connects mid to A short and provides a great way to get to A short. Just be careful because enemies watching from doors can see you crossing this area.

Lower Tunnels/ Tunnels

Lower tunnels or simply tunnels is the other part of tunnels and connect them to mid. It features a set of stairs that leads directly to upper tunnels and can be used to flank B site from mid. You can be seen playing inside lower tunnels by players holding A short.

A Short

A short is a passageway that connects catwalk to the A site. You can gain access to this by jumping onto xbox.

Mid Doors/ Doors

Mid doors, or simply doors, are the set of doors located in mid. It provides an excellent angle for CT AWPers and can be deadly if Ts go through mid without smokes.

Close Mid Doors

Close mid doors is the small cubby area directly to the right of doors from mid. It’s a cheeky spot that can be played using shotguns or rifles and can easily result in kills if Terrorists push through doors. Some players also call it “Hiko” because of a famous play done here by Hiko himself.

CT Mid

CT mid is the area between CT spawn and B site. However, sometimes you don’t have to be as precise, and you can just simply call it “CT” and your teammates should still be able to understand it.

CT Spawn

Finally, we have CT spawn. This is straightforward and is where the Counter-Terrorists spawn. It’s technically not a part of the middle area because it rests right under A short but can only still be accessed through mid.


That’s the end of our CS:GO Dust 2 callouts guide. Those were all the different callouts used by the CS:GO community. Any CS:GO player should know about these locations by heart, especially if they want to climb the ranks. Using callouts allows your team to understand where exactly enemies are instead of simply using generic terms like “here,” “in front,” or “behind.”

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