
Dust 2 Guide for Counter-Strike 2
Callouts, bombsites, timings, weapon ranges, and skins.
Dust 2 is a bomb defusal map with two sites and a Mid that links them. The game files mark 24 named places on it - the official location names shown by the radar and in team chat. The two default plant spots are 2,472 units apart, about 63 metres in a straight line.
A CT gets from spawn to the A plant spot in about 3.4 seconds with the knife out, a T in about 16.1 - almost five times as long. Both are measured along the map, around the walls - more in Timings. This page goes through the callouts, both sites, the timings, which guns suit the distances here, and the skins.
Dust 2 Map Overview
Where the map came from, and what the game files say about it.
Dust 2 came out on 13 March 2001 in Counter-Strike 1.1. David Johnston built it as a sequel to his own Dust, with textures by Chris "MacMan" Ashton. He worked on it as Dust 3, expecting it to fall short of the first map - Jess Cliffe talked him into the name Dust 2 before release.
Long A was not in the first layout. By Johnston's own account it exists because he ran out of world space: he could not build further out, so he went long.
Valve rebuilt the visuals in CS:GO in October 2017 and again for CS2, where Valve classified Dust 2 as a touchstone map - new lighting and materials, but essentially the same layout. In March 2026 Valve briefly changed Xbox, but rolled the change back the next day. On 28 April it returned intentionally, uncovering the Mid Box to reveal a hidden jump spot; a day later Valve blocked visibility through one corner of the box.
The radar overview in the game files is still labelled de_dust2_v2.
Timeline
| 13 March 2001 | Released in Counter-Strike 1.1 |
| 3 February 2017 | Removed from Active Duty, replaced by Inferno |
| October 2017 | The remake comes out in CS:GO |
| 20 April 2018 | Back in Active Duty, replacing Cobblestone |
| 18 June 2019 | A retro 1.6 version added for Counter-Strike's 20th anniversary |
| November 2022 | Removed from Active Duty for Anubis |
| September 2023 | In CS2 from launch |
| April 2024 | Back in Active Duty, replacing Overpass |
| March - April 2026 | Xbox in Mid rebuilt |
Hidden in the map
The Goose graffiti at the back of A, which gave the spot its name, is usually read as a nod to Minh "Gooseman" Le, co-creator of Counter-Strike. It was there in 1.6, missing in Source, and came back to CS:GO in an update in January 2015.
The 1.6 version also hides two messages you can only see with noclip: a credits board from Dave Johnston near CT Spawn, and a memorial to Justin DeJong, an early Counter-Strike level designer who made cs_siege and died in December 2000.
The map
| Type | Bomb defusal |
| Map code | de_dust2 |
| Created by | David Johnston, textures by Chris Ashton |
| Released | 13 March 2001, Counter-Strike 1.1 |
| Active Duty | Until Feb 2017, Apr 2018 - Nov 2022, again since Apr 2024 |
| In CS2 | Since launch, September 2023 |
From the game files
| Named places | 24 |
| Spawn points | 15 T, 15 CT |
| Buy zones | 2 |
| Bombsites | 2 (A and B) |
| Plant to plant | 2,472 u (about 63 m) |
| Bomb radius | 700 u (about 17.8 m) |
CS2 Dust 2 Callouts
The 24 official names from the map files and the ones players use.
The left map shows only the 24 names stored in the map files. In the lists below they carry an official tag. The right map and every name without a tag is what players call the spots. The two bombsites have their own section, Bombsites.
On Dust 2 the gap between the two is wide: players use 29 names the map does not have, and several official ones sound different in a lobby - Long A in the files is A Long, Hole is B Window, Side is Pit Plat.
CS2 Dust 2 T Spawn Callouts
Open full size
- T Spawn official
- Where the Ts start the round. Three ways out: Outside Tunnels towards B, Suicide down to Mid, and Outside Long towards A.
- T Plat
- The raised platform between T Spawn and Outside Tunnels, next to T Ramp.
- T Ramp official
- The ramp running down from T Spawn towards Outside Tunnels.
- Outside Tunnels official
- The open ground in front of the B tunnels entrance on the T side. In the game files: Outside Tunnel.
CS2 Dust 2 Outside Long Callouts
Open full size
- Suicide
- The drop from T Spawn down to Top Mid, straight in line with Mid Doors.
- Outside Long official
- The open ground on the T side between T Spawn and Long Doors.
- Long Doors official
- The two sets of double doors between Outside Long and A Long.
CS2 Dust 2 A Long Callouts
Open full size
- A Long official
- The long stretch from Long Doors and Pit up to A Ramp. In the game files: Long A.
- Side Pit
- The ground between Long Doors and Pit.
- Pit official
- The sunken area at the T end of A Long, next to Long Doors.
- Pit Plat official
- The raised platform on the right of Pit, looking up A Long. In the game files: Side.
- Blue
- The big blue container across from Long Doors.
- Long Corner
- The corner of the building nearest Long Doors, where CTs hold against a Long push.
CS2 Dust 2 A Site Callouts
Open full size
- A Car
- The car on the right of A Long, close to the site.
- A Cross
- The T-shaped crossing where A Long meets Under A, in front of A Ramp. A CT crossing it is open to Ts from Long Corner and the A Short side.
- A Ramp official
- The ramp up from A Cross onto the site.
- Barrels
- The barrels behind the site, by the mesh fence.
- Goose
- The pocket behind the site and Barrels, named after the graffiti on its wall.
- Extended A official
- Everything from the box at the top of A Short to the site, A Plat and Ninja included. A T coming out here has four spots to check, from Goose down to the bottom of A Ramp.
- A Plat
- The platform between the A plant and A Short.
- Ninja
- The gap behind a stack of boxes on the A Short side of the site.
- Under A official
- The passage below the site from CT Spawn towards A Long, with Short Boost at one end and Elevator by the site.
- Elevator
- The corner of Under A at the foot of the site, next to the default plant.
- Short Boost
- The dumpsters in Under A by the A Short exit. A CT who boosts off them gets into Short faster than by running round.
- A Short
- The way from Stairs up to Extended A - the fastest T way onto A, see Timings.
- Stairs official
- The steps joining Catwalk to A Short. In the game files: Short Stairs.
- CT Spawn official
- Where the CTs start the round, between A Short and Mid Doors. How long the runs from here take is in Timings.
CS2 Dust 2 CT Mid Callouts
Open full size
- CT Mid
- The space between B, Mid Doors and CT Spawn. The game files count it as part of B Doors.
- B Doors official
- The double doors from CT Mid into B.
- B Boxes
- The boxes between CT Mid and B Doors.
- B Window official
- The gap in the wall between B and CT Mid, reached by climbing the boxes under it. In the game files: Hole.
- Scaffolding
- The building materials outside B on the B Window side. You can stand on them to watch pushes from Mid towards B.
CS2 Dust 2 B Site Callouts
Open full size
- B Car
- The car on B. Called when someone is right behind it - the corner beside it is B Closet.
- B Closet
- The corner of B where the car sits.
- B Boost
- The crates against the back wall on the CT side of B.
- Fence
- The fenced stretch of wall on B. A CT here stays hidden until the Ts are out of Upper Tunnels and on the site.
- Big Box
- The large box on B, between B Plat and the plant spot.
- B Plat
- The raised part of B next to the plant spot, straight across from the Upper Tunnels exit.
- Back Plat
- The far end of B Plat.
- Double Stack
- Two boxes stacked one on top of the other in the middle of B.
- B Back Site
- The back of B as seen from the Upper Tunnels exit, behind all the boxes.
CS2 Dust 2 Mid Callouts
Open full size
- Mid Doors official
- The double doors between Mid and CT Mid.
- Xbox
- The box in Mid by the doors, used to climb onto Catwalk. Rebuilt in 2026 - see Overview.
- Mid official
- The middle of the map, from Mid Doors to Top Mid. In the game files: Middle.
- Catwalk official
- The raised walkway on the side of Mid, from Top Mid to Stairs, where it turns into A Short.
- Palm
- The wooden pole at Top Mid, by the start of Catwalk. Players kept the name from the palm tree of older versions.
- Top Mid official
- The T end of Mid, where Suicide comes down. In the game files: Top of Mid.
- Right Side Mid
- The recess on the right of Mid, looking from Mid Doors towards T Spawn.
CS2 Dust 2 Tunnels Callouts
Open full size
- Upper Tunnels official
- The tunnels from the T side entrance to the exit onto B. In the game files: Upper Tunnel.
- Tunnel Stairs official
- The curved staircase between Upper Tunnels and Lower Tunnels.
- Lower Tunnels official
- The lower passage from the bottom of Tunnel Stairs to the archway into Mid. In the game files: Lower Tunnel.
Dust 2 Bombsites
How big each site is, where the bomb goes, and every way in.
The game files hold the exact zone where you can plant on each site. On B Site it is about 9.7 × 9.3 metres, on A Site about 6.9 × 7.3 - B has twice the room to plant, 91 m² against 44.
A site
| Plant zone, game files | 272 × 288 u (6.9 × 7.3 m) |
| Plant zone area | 44 m² |
| CT Spawn to default plant | 842 u (21.4 m) |
| T Spawn to default plant | 4,014 u (101.9 m) |
| T side entrances | A Long, A Short |
| CT side entrance | CT Spawn |
| Retake plant spots | 5 |
B site
| Plant zone, game files | 384 × 368 u (9.7 × 9.3 m) |
| Plant zone area | 91 m² |
| CT Spawn to default plant | 1,825 u (46.3 m) |
| T Spawn to default plant | 3,925 u (99.6 m) |
| T side entrance | Upper Tunnels |
| CT side entrances | B Doors, B Window |
| Retake plant spots | 4 |
The plant zone is the invisible box in the map files that decides where the bomb can go - on the radar it is the outline around each site. On A it is made of two boxes, so it is slightly L-shaped. Spawn distances are measured along the map, from the middle of each spawn to the default plant spot - the times are in Timings. In Retake mode the bomb starts already planted on one of the fixed spots per site: five on A and four on B. They are the dots on both maps below: the filled one is the default.
A Site
Three ways in: A Long up A Ramp, A Short through Extended A, and straight from CT Spawn.
A is the near site for the CTs: 842 units from spawn to the default plant, against 4,014 for the Ts. The CT lead on A is 3,172 units, half as much again as on B.
B Site
Three ways in: Upper Tunnels for the Ts, and B Doors and B Window from CT Mid.
B is the far site for the CTs: 1,825 units from spawn, more than twice the run to A. Ts have 3,925 units to go, so the CT lead on B is 2,100 units - about 8.4 seconds with the knife.
Dust 2 Timings
How long the runs take - straight through the walls and along the map.
Every route below has two distances. Straight line is the gap between the two points, walls and all. Along the map is the shortest way around the walls on the in-game radar - the way you actually run. Time is the second distance divided by run speed: 250 units a second with the knife, 215 with an AK-47, 200 with an AWP. Stairs, height, boxes and drops are not counted, so treat the seconds as a close estimate, not a stopwatch. Times are measured from the center of each team's spawn area. The 15 CT spawn points sit close together, while the 15 T points are spread wider: depending on where you start, a CT time can vary by about 0.7 seconds, and a T time by up to about 1.6 seconds, with the largest difference on the route to Long Doors.
| Route | Straight line, u | Along the map, u (m) | Knife, s | AK-47, s | AWP, s |
|---|---|---|---|---|---|
| T Spawn → Outside Long | 1,409 | 1,484 (37.7) | 5.9 | 6.9 | 7.4 |
| T Spawn → Top Mid | 1,418 | 1,513 (38.4) | 6.1 | 7.0 | 7.6 |
| T Spawn → first seen from Long Corner | 2,015 | 2,166 (55.0) | 8.7 | 10.1 | 10.8 |
| T Spawn → Long Doors | 2,089 | 2,255 (57.2) | 9.0 | 10.5 | 11.3 |
| T Spawn → Upper Tunnels | 2,230 | 2,305 (58.5) | 9.2 | 10.7 | 11.5 |
| T Spawn → Short Stairs | 2,691 | 2,886 (73.2) | 11.5 | 13.4 | 14.4 |
| T Spawn → B plant | 3,397 | 3,925 (99.6) | 15.7 | 18.3 | 19.6 |
| T Spawn → A plant, through Short | 3,772 | 4,014 (101.9) | 16.1 | 18.7 | 20.1 |
| T Spawn → A plant, through Long | 3,772 | 4,335 (110.0) | 17.3 | 20.2 | 21.7 |
| CT Spawn → A plant | 842 | 842 (21.4) | 3.4 | 3.9 | 4.2 |
| CT Spawn → Mid Doors | 872 | 875 (22.2) | 3.5 | 4.1 | 4.4 |
| CT Spawn → B Doors | 1,451 | 1,483 (37.6) | 5.9 | 6.9 | 7.4 |
| CT Spawn → Long Corner | 1,454 | 1,785 (45.3) | 7.1 | 8.3 | 8.9 |
| CT Spawn → B plant | 1,685 | 1,825 (46.3) | 7.3 | 8.5 | 9.1 |
| A plant → B plant | 2,472 | 2,665 (67.6) | 10.7 | 12.4 | 13.3 |
The flat radar cannot tell a drop from a floor, so the drop at Suicide is not in these routes. Straight lines miss the most on the long T runs: to the B Site plant the real run is 3,925 units against 3,397 in a straight line, to A Site through Long 4,335 against 3,772.
What the numbers mean
The race for A Long decides a lot of rounds. A CT who runs from spawn through Under A is at Long Corner in 7.1 seconds with the knife; if he pulls out the AWP on arrival (1.27 seconds to deploy), he is ready at about 8.4. The first T comes into view through Long Doors at 8.7 with the knife, about 21 metres away. With knives out it is a dead heat - 0.3 seconds is well inside the spawn spread, so the closer spawn wins. A T with an AK in hand is in view at 10.1 and gives the CT almost 2 seconds.
To A Site itself the CTs are there in 3.4 seconds, the Ts in 16.1 through A Short - more than 12 seconds later. Through Long the T run is 1.2 seconds longer again.
On B Site it is 7.3 seconds against 15.7, 8.4 seconds of head start. Ts reach both plants at almost the same time, 15.7 and 16.1 seconds, but CTs need 3.9 seconds more to get to B than to A.
From CT Spawn to Mid Doors is 875 units - 3.5 seconds with the knife, an AWP ready at about 4.8. The first T reaches Top Mid at 6.1 with the knife, 7.0 with an AK, so the CT at Mid Doors is set more than a second early.
The rotation from the A plant to the B plant through CT Spawn and CT Mid is 2,665 units - 10.7 seconds with the knife, 12.4 with an AK. That is how long a lone CT on B has to hold before help from A arrives.
Weapons on Dust 2
Which guns fit the distances on this map, and which don't.
Every gun in CS2 has an accurate range - how far its first shot, fired standing still, stays tight enough to rely on. Dust 2 has fixed distances between the spots where fights happen. Compare the two and you get a useful picture of which weapons suit each sightline. The distances below are straight lines between positions on the in-game radar that can see each other, so they are approximate. Height is not counted either, so from the top of A Ramp down to Pit the real distance is a little longer. The accurate range figures are from the game update of 18 March 2026.
| Duel | Distance, u (m) | Area |
|---|---|---|
| Pit → top of A Ramp | 2,112 (53.6) | A Long |
| Top Mid → CT Mid | 1,695 (43.0) | Mid |
| Pit → A Cross | 1,519 (38.5) | A Long |
| Long Corner → top of A Ramp | 1,510 (38.3) | A Long |
| Right Side Mid → A Short | 1,422 (36.1) | Mid |
| Upper Tunnels → Back Plat | 1,277 (32.4) | B |
| Extended A → Goose | 1,240 (31.5) | A |
| Extended A → A Car | 1,229 (31.2) | A |
| Extended A → top of A Ramp | 1,118 (28.4) | A |
| Extended A → bottom of A Ramp | 967 (24.5) | A |
| Long Corner → A Cross | 913 (23.2) | A Long |
| Extended A → A Cross | 898 (22.8) | A |
| Long Corner → Long Doors | 840 (21.3) | A Long |
| Upper Tunnels → B Plat | 814 (20.7) | B |
| Extended A → A boxes | 727 (18.5) | A |
Accurate range is only one number. The guide for each gun has the rest: damage at every distance, how many hits it takes through armour, movement, and the spray pattern for every single bullet. The links are on the gun names below.
Dust 2 is a long map. Eight of the fifteen fights in the list are over 30 metres, and the shortest one, 18.5 metres, is already past every SMG - the best of them, the MP9, is accurate to 15.9.
Mid: scope distance
From Top Mid through Mid Doors to CT Mid is about 43 metres. Only sniper rifles are accurate that far: the AWP (69.3 m), the SCAR-20 and G3sg1 (66.3), and the SSG 08 (47.2 m). The scoped rifles fall short - the AUG at 38.3, the SG 553 at 37.1.
The other Mid line runs from Right Side Mid up Catwalk to A Short, about 36 metres. That one the scoped AUG and SG 553 do cover, and the FAMAS in burst mode (35.5 m) is half a metre short.
A Long: the longest lines on the map
From Pit to the top of A Ramp is about 54 metres, the longest fight on Dust 2. Here even the SSG 08 is short - it is AWP distance, or the auto-snipers at 66.3. To A Cross from Pit it is 38.5 metres, and from Long Corner to the top of the ramp 38.3: the scoped AUG is right at its edge on both.
Closer in it turns into rifle distance. Long Corner to Long Doors is about 21 metres - AK distance (AK-47 21.7 m), too far for the Galil AR (16.3 m) and the FAMAS (18.6 m). Long Corner to A Cross is 23 metres, past the AK by a metre and a half and easy for the M4s (M4A4 27.7 m, M4A1-S 28.2 m with the silencer).
A Short: six angles at once
A T coming out of A Short into Extended A has six spots to check, from 18.5 metres to 31.5: the boxes on the site, A Cross, the bottom and the top of A Ramp, A Car, and Goose. No unscoped rifle covers all six. The AK reaches only the boxes, the M4s add A Cross and the bottom of the ramp, and the top of the ramp at 28.4 is under 20 centimetres past the M4A1-S. A Car and Goose, at 31 metres, need a scope.
B Site: Tunnels
From the Upper Tunnels exit it is about 21 metres to B Plat - AK distance again - and 32 metres to Back Plat, where only scoped guns are accurate. The Galil AR and FAMAS are short of both.
On a pistol round Dust 2 is hard going. The Desert Eagle (24.6 m) covers six fights in the list, up to the bottom of A Ramp from Extended A. The USP-S with its silencer (23.8 m) covers five of them, the Glock-18 (20.1 m) only the closest one, the boxes on A.
Shotguns are left out of this: their accurate range is 2-3 metres by design and says nothing about where they work.
Rule of thumb: scopes suit Mid and the long A Long lines, rifles cover Tunnels and most of the Short fights, and an SMG is out of range in every fight on this list.
Common Mistakes on Dust 2
Seven common mistakes, each tied to a measurement above.
Each point below links back to the measurement behind it.
- Dry Long
- Walking through Long Doors with a rifle out and nothing on Long Corner. An AWPer there is ready at about 8.4 seconds, a T with an AK comes into view at 10.1, 21 metres away. Smoke or flash Long Corner first. Timings
- Early A rush
- CTs reach the A plant in 3.4 seconds, Ts in 16.1 - more than 12 seconds later. A rush with no utility meets players who are already set. Timings
- Dry Short
- Stepping out of A Short into Extended A with no utility. There are six angles from 18.5 to 31.5 metres, and no unscoped rifle covers them all - clear them with grenades, not one peek at a time. Weapons on Dust 2
- Dry Mid
- Crossing Top Mid with nothing on Mid Doors. A CT there is set with an AWP at about 4.8 seconds, the first T reaches Top Mid at 6.1 - more than a second late. Timings
- Rifle from Pit
- Taking the fight from Pit to the top of A Ramp with a rifle. It is about 54 metres, past even the SSG 08 (47.2 m) - only the AWP and the auto-snipers are accurate there. Weapons on Dust 2
- Lone B peek
- Help from A takes 10.7 seconds with the knife. A lone CT on B Site who peeks Upper Tunnels early dies with nobody near to trade. Play for time and call what you see. Timings
- Side or Side Pit
- The game's official Side is the area players usually call Side Pit. Pit Plat is the raised platform beside Pit, so the two should not be confused. Calling "Side" off the radar sends help to the wrong spot. Callouts
Dust 2 Skins & Collections
Dust 2 skins by market listings and price, and how to get them now.
Dust 2 has no case of its own. Its skins come in two collections: The Dust 2 Collection from 27 November 2013, and The 2021 Dust 2 Collection, added with Operation Riptide on 22 September 2021.
Each collection below has three tabs. Most listed are the skins with the most offers across the markets I track. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and Souvenir variants included.
The 2021 Dust 2 Collection
19 skins. The top two are Covert rifles, the AK-47 | Gold Arabesque and the M4A1-S | Imminent Danger - the two guns that cover most rifle fights on this map, see Weapons on Dust 2.

Sawed-Off | Parched
$0.06 - $0.36
View prices →
R8 Revolver | Desert Brush
$0.06 - $0.50
View prices →
P90 | Desert DDPAT
$0.06 - $0.31
View prices →
SG 553 | Bleached
$0.06 - $0.32
View prices →
MP7 | Prey
$0.06 - $1.69
View prices →
Five-SeveN | Withered Vine
$0.56 - $2.07
View prices →
Galil AR | Amber Fade
$3.84 - $14.99
View prices →
M249 | Midnight Palm
$0.58 - $1.09
View prices →
AK-47 | Gold Arabesque
$806.10 - $1,920.07
View prices →
SSG 08 | Death Strike
$129.82 - $309.88
View prices →
UMP-45 | Fade
$128.23 - $159.45
View prices →
USP-S | Orange Anolis
$19.26 - $57.04
View prices →
MAC-10 | Case Hardened
$18.98 - $46.58
View prices →
M4A4 | Red DDPAT
$18.88 - $134.10
View prices →
Galil AR | Amber Fade
$3.84 - $14.99
View prices →
G3SG1 | New Roots
$3.41 - $9.48
View prices →
P90 | Desert DDPAT
$0.06 - $0.31
View prices →
SG 553 | Bleached
$0.06 - $0.32
View prices →
Sawed-Off | Parched
$0.06 - $0.36
View prices →
R8 Revolver | Desert Brush
$0.06 - $0.50
View prices →
M249 | Midnight Palm
$0.58 - $1.09
View prices →
AUG | Spalted Wood
$0.57 - $1.21
View prices →
MP9 | Old Roots
$0.54 - $1.35
View prices →
MP7 | Prey
$0.06 - $1.69
View prices →Every skin with a price for every wear is on the 2021 Dust 2 Collection page.
The Dust 2 Collection
The older set has no Covert skin. Valve added the R8 Revolver | Amber Fade to it on 8 December 2015, two years after the rest.

G3SG1 | Desert Storm
$0.01 - $2.99
View prices →
P90 | Sand Spray
$0.02 - $10.50
View prices →
MP9 | Sand Dashed
$0.01 - $7.99
View prices →
SCAR-20 | Sand Mesh
$0.01 - $11.50
View prices →
Nova | Predator
$0.01 - $7.44
View prices →
P250 | Sand Dune
$0.02 - $5.39
View prices →
AK-47 | Safari Mesh
$0.06 - $22.42
View prices →
Five-SeveN | Orange Peel
$0.02 - $11.60
View prices →
R8 Revolver | Amber Fade
$0.92 - $18.00
View prices →
P2000 | Amber Fade
$0.38 - $22.30
View prices →
M4A1-S | VariCamo
$0.18 - $20.00
View prices →
PP-Bizon | Brass
$0.08 - $13.48
View prices →
SG 553 | Damascus Steel
$0.07 - $28.44
View prices →
AK-47 | Safari Mesh
$0.06 - $22.42
View prices →
Sawed-Off | Snake Camo
$0.02 - $17.50
View prices →
MAC-10 | Palm
$0.02 - $27.47
View prices →
G3SG1 | Desert Storm
$0.01 - $2.99
View prices →
Tec-9 | VariCamo
$0.02 - $4.13
View prices →
P250 | Sand Dune
$0.02 - $5.39
View prices →
Nova | Predator
$0.01 - $7.44
View prices →
MP9 | Sand Dashed
$0.01 - $7.99
View prices →
P90 | Sand Spray
$0.02 - $10.50
View prices →
SCAR-20 | Sand Mesh
$0.01 - $11.50
View prices →
Five-SeveN | Orange Peel
$0.02 - $11.60
View prices →Every skin with a price for every wear is on the Dust 2 Collection page.
How to get them now
The 2021 collection came out through the Operation Riptide store, and Riptide ended in February 2022. What is left for it: souvenir packages from Majors, trade-up contracts, and the market. The older Dust 2 Collection has the same three ways in, and according to CSGO Database it still comes in the weekly drop.
Browse all collections and all CS2 cases, or check what your own skins are worth with the Inventory Value Calculator.
Dust 2 Data Download
Every number on this page in one file, with the method behind it.
The data this guide is built on is in one JSON file: the 24 official callouts with the coordinates of all 43 zones from the map files, the 29 player callouts, all 30 spawn points, both bombsites with their plant zones and Retake plant spots, the route timings straight and along the map, and the duel distances from Weapons on Dust 2. Each part says how it was measured.
Use it in a video, a tool or your own guide - it is free under CC BY 4.0, as long as you link back to this page. Checked against CS2 build 1.41.8.8.
Download cs2-dust-2-data.json (JSON, 26 KB)
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