de_dust2 - radar callouts and map notes
de_dust2 in CS2 - the callouts, sightlines, and rotation patterns you actually need on the radar. Long A, Catwalk, Tunnels, Mid - what to watch and why.
Last updated: 2026-06-02
de_dust2 is the most recognisable map in the franchise - two bombsites separated by a long mid corridor, a layout that rewards AWPing and patient map control. A radar surface is at its most useful here because Dust2's sightlines reward knowing where everyone is at all times.
Key callouts
- Long A - the long-range duel lane from T spawn to A site. AWPer territory.
- Catwalk / Short A - the elevated approach to A from mid. Pinch point with Long.
- Mid Doors - the choke between mid and CT spawn. Smoke target.
- Lower Tunnels / Upper Tunnels - the T-side path to B.
- B Plat / B Tunnel exit - the B site contact point.
- Goose / Pit / Car - A site geometry. Common defensive positions.
- CT Spawn / Window - the rotation route between sites.
What to watch on the radar
On Dust2, three radar reads matter more than the others:
- Mid-to-Catwalk crossings. CT-side mid control sets up the catwalk pinch. T-side mid control sets up a Short A take. The radar tells you who controls what without leaning blindly.
- Tunnel pushes. B-site executes funnel through tunnels - the radar shows who's stacked there and who's rotating. A full radar surface that doesn't lose enemies after a spot is the difference between "we knew" and "we guessed".
- AWP position on Long. The Long AWPer determines whether A-Long executes are even possible. Tracking that player's rotation off Long is the read.
Sightlines that punish
Dust2's geometry is honest - sightlines are long and obvious. The most-punishing ones: Long A pit toward Long Doors, Mid Doors toward T spawn, CT Mid toward Lower Tunnels exit, B Doors toward B Tunnels. A radar surface plus an ESP overlay lets you commit to crossings instead of pre-aiming.
How Favade handles de_dust2
Full top-down geometry, accurate callout overlay, and the same per-player HUD fields (armor, helmet, defuser, cash, active weapon) as every other map. See the radar HUD reference for the field list.