Dust 2 is probably the most iconic map in Counter-Strike history, and if you’ve played more than five matches, you know why communication matters here. The map’s been around since 1.6, which means callouts have evolved – some stuck around, others got replaced, and a few are just regional variations that’ll confuse your teammates if you’re not careful.

Getting callouts right on Dust 2 isn’t just about knowing where Long A is. You need to know what your teammates mean when they yell something mid-round, and you need to give info that actually helps. A bad callout wastes time. A good one wins rounds. The
The SkinKings team has compiled this list of positions for Dust2 in such a way that it is useful for both pro players and beginners who are just learning to play CS2. Here is everything you need to know about effective communication on this legendary map.
List of All Dust 2 Callouts
T Spawn Area

- T Spawn – The Terrorist starting position. Pretty straightforward. Some players say T Base but that’s rare now.
- Suicide – The narrow corridor connecting T Spawn to Mid Doors. Called this because rushing through it alone usually ends badly. You’ll also hear Connector sometimes.
- Outside Tunnels – The area right outside the tunnel entrance leading to B site. When someone says outside tuns, they mean here, not inside the actual tunnels.
Mid Section

- Mid Doors – The double doors at the end of Suicide. This is where CTs love to AWP from the start of rounds. Also called Top Mid by some players.
- Xbox – The large box near CT spawn side of Mid. Named after its resemblance to the original Xbox console. If someone’s on Xbox, they’re using it for cover or boost.
- Lower Tunnels/Lower Tuns – Not to be confused with B Tunnels. This is the small passage under Mid that connects to B site. Lower or Lowers works too.
- Mid to B – The pathway from Mid toward B site through Lower Tunnels. Sometimes just called B Connector.
- Catwalk/Cat – The elevated walkway from Mid to A site. One of the most important positions on the map. You might hear Short A instead, especially from older players.
- Top of Mid – The CT-side area of Mid, near the doors. Where AWPers post up early.
- Bottom of Mid/Suicide – T-side portion of Mid, already covered above as Suicide.
Long A

- Long Doors – The blue double doors at the start of Long A from T side. Long by itself usually means this general area.
- Outside Long – The area immediately after exiting Long Doors, before the corner. Gets smoked constantly.
- Corner – The 90-degree turn on Long A. When holding Long, this is your first real cover point.
- Side Pit – The small alcove on the left side when going up Long (right side when defending). Not used as much in CS2 but still worth knowing.
- Long A – The entire long pathway to A site. Specific callouts matter more than just saying Long after the initial sighting.
- Pit – The recessed area at the top of Long A, near the A site entrance. Great defensive position. Also called Goose by some players, though that name’s less common now.
- A Ramp – The sloped area leading up to A site from Long. Ramp is usually enough.
A Site

- A Site – The bomb site itself. When you need to be specific, break it down further.
- A Default – The corner of A site near the boxes, where Ts typically plant by default. Just Default works.
- Elevator – The tall stack of boxes on A site. Named because it looks like an elevator shaft. Super common hiding spot.
- Ninja – The corner behind the boxes near CT spawn side of A. Called this because it’s a sneaky defuse position. Some call it Goose but that gets confused with Pit.
- Stairs – The steps leading from A site down toward CT spawn.
- A Ramp – Already mentioned, but it’s also part of the site area.
- Short/Catwalk – The entrance to A site from Cat. You’re defending Short when holding this angle.
- Long – The entrance from Long A to the site.
B Tunnels

- Upper Tunnels/Upper Tuns – The main tunnel entrance from T spawn. Uppers is a common shorthand.
- Tunnels/Tuns – When someone just says Tunnels, they usually mean Upper Tunnels, but context matters.
- Lower Tunnels – Already covered under the Mid section. Connects to B from underneath.
- B Halls – Some players use this for Upper Tunnels, but it’s not standard. Stick with Uppers.
- Back of Tunnels – The T spawn side of the tunnel system. Where you’d fall back to when retreating.
- Outside Tunnels/Outside Tuns – The exit area before entering B site.
B Site

- B Site – The bomb site. Like A, you’ll want to be more specific during clutches.
- B Platform/Plat – The raised platform in the middle of B site. Key position for both offense and defense.
- B Default – The typical plant spot on B, usually near the back wall or platform.
- Car – The car wreck on B site. Simple enough.
- Back Plat – The back corner of the platform area, near the wall.
- Fence – The chain-link fence area on B site. Less common callout but useful when someone’s hiding there.
- Closet – The small cubby area near CT spawn entrance to B. Good for off-angles.
- B Doors – The entrance to B from CT spawn side. Not the tunnel entrance.
- Window – The window room overlooking B site from CT side. Prime holding position. Also called B Window for clarity.
CT Spawn Area

- CT Spawn – Starting position for Counter-Terrorists.
- Back of A – The area behind A site toward CT spawn. Where you rotate from when heading to B.
- Mid to B – The connector from CT spawns through the Mid to B site.
- B to CT – The pathway from B site back to CT spawn.
Alternative and Regional Dust 2 Callouts
Some callouts vary by region or have fallen out of use. If you’re learning Dust 2 callouts cs2 for the first time, knowing these variations helps you understand what teammates from different regions might say:
- Goose – Used to mean either Pit or the Ninja corner on A. It’s confusing, so most players avoid it now.
- Short A – Older name for Catwalk. Still used but Cat is more common.
- Plat vs Platform – Same thing, just shortened.
- A Cross – The open area you cross when going from Long to A site. Not a standard callout anymore.
- Barrels – There used to be barrels on the map in earlier versions. You might hear this from very old-school players, but it’s outdated.
Pro Tips for Callouts on the Dust2 Map
Mastering cs2 Dust 2 callouts map positions requires more than memorizing names. Here’s what professional players recommend for effective team communication:
- Don’t just say Mid when an enemy could be Xbox, Lower, Cat, or Top Mid. Those are four completely different threats. Call exactly where you see them.
- Saying Long A doesn’t help much. Are they at doors? Corner? Pit? Ramp? Your teammates need to know if they’re pushing or holding.
- If you see two players going Cat, say two Cat not just Cat. Numbers matter more than perfect callout names.
- When you clear an area, call it. Pit clear tells your team they don’t need to check it. Saves time and mental energy.
- If someone already called two Lower Tunnels, don’t repeat it unless you have new information. Comms get messy fast.
- Mid-fight, keep it to two words max: One Long, CT pushing, Flash out. Save the details for after.
- If your teammate’s in a 1v1 and needs info, the northeast corner or behind you left works better than callout names they might not remember under pressure.
- Don’t just say bomb down. Call if it’s Default, back of site, open, or hidden. Your team needs to know before rotating.
- Only call what you see or hear. Saying probably A when you have no info just confuses everyone.
- If your regular stack calls Catwalk Short every time, just roll with it. Consistency beats being technically correct.
More CS2 Callout Guide
| Map | Callout Guide |
| Ancient | Ancient Callouts |
| Anubis | Anubis Callouts |
| Cache | Cache Callouts |
| Cobblestone | Cobblestone Callouts |
| Inferno | Inferno Callouts |
| Mirage | Mirage Callouts |
| Nuke | Nuke Callouts |
| Office | Office Callouts |
| Overpass | Overpass Callouts |
| Vertigo | Vertigo Callouts |
