Rotations, lanes, AWP angles — the Dust 2 you need to play CSGeoguesser well.
Dust 2 is the cleanest map in CS2's active duty pool — three lanes, limited rotations, and a layout that rewards memorized timings over creative repositioning. Most rounds resolve at four chokepoints: long doors, mid doors, B tunnels, and CT mid. If you've watched a single pro game, you already know the geometry — the goal of CSGeoguesser is to internalize it well enough that any in-game frame snaps to a specific 1/100 minimap location in under a second.
Rotation timings
Approximate movement-only timings (no jump, no walk-creep) on standard run speed.
From
To
Time
Path
T spawn
Long doors
~10s
Outside long
T spawn
Mid doors
~7s
direct
T spawn
Tunnels entrance
~8s
direct
CT spawn
A site (cross)
~6s
direct
CT spawn
B doors
~9s
Mid → tunnel exit
A site
B doors (CT rotate)
~10s
CT mid
B site
A site (CT rotate)
~12s
Mid → cross
Catwalk
A short
~4s
direct
Dust 2 theory cards
Lanes & sightlines
Three primary lanes — long, mid, short/tunnels — feed two bombsites. Each lane has exactly one default mid-round sightline that lasts the whole round.
Long: pit ↔ blue/elevator car
Mid: lower tunnel-doors ↔ CT mid
Short: catwalk ↔ A short ramp
Tunnels: upper tunnels ↔ B doors / B platform
Common AWP angles
Dust 2 funnels AWP duels into four high-percentage angles. Two are CT-favoured, two are T-favoured.
CT pit (long, T-favoured)
Goose/A site (long, CT-favoured)
CT mid (mid doors, CT-favoured)
Lower tunnels (T-favoured)
Default chokepoints
Most rounds resolve at one of four chokepoints. Reading utility usage in the first 20 seconds tells you which one the round will land at.
Long doors (smoke + flash to deny pit)
Mid doors (smoke under cross)
B tunnel push (flash + molly clear)
A short (catwalk smoke + flash through)
Information vs. damage
Early-round positioning on Dust 2 is rarely about getting kills — it is about confirming which lane the enemy committed to. Two players short, one long, one CT mid is the canonical setup.
Post-plant defaults
After a successful plant, T-side spreads to the three retake angles. On A: one goose, one CT, one short. On B: one car, one upper-tunnel, one back-of-site or window.
Eco round priorities
Force/eco rounds heavily favour stacking one site. T-side eco wants short or tunnels for a cluster of kills before contact. CT-side eco wants A-cross + B platform for stalled-pick value.
Why Dust 2 still trains aim better than any other map
Long, mid, and short all give clean head-level sightlines with minimal vertical play. Compared to Mirage/Inferno, fewer head-glitch spots means more crosshair-placement-vs-flick reps in a round.