Counter-Strike: Source/de dust2

de_dust2 is one of the most popular bomb diffusion maps in Counter-Strike: Source. It is set in the Middle-East, and has the two teams start on opposite sides of the map, the counter-terrorists quite close to both bomb sites, and the terrorists not too much further away.

Terrorists
The terrorists start at the top end of the map, far away from both bombsites. To their right is the pair of double-doors which provide a long-standing battle with any counter-terrorists moving that way, to their right is a hall which also provides long and grenade-filled battles, and forward is the main ramp, which is a good point for attack. If there are any snipers on the terrorist team they should stay at spawn for the first few seconds of the game, as it is possible to snipe down any advancing counter-terrorists through the tunnel, down the ramp and through the doors at the bottom.

A small group should always defend the double-doors on the right from any advancing counter-terrorists, as if any get through, they can sweep round behind the other terrorists and knife them. Throwing flashbangs and frag grenades into the double-door area is a surefire way to succeed.

Another group should go left and tackle any counter-terrorists at bombsite B. Again, grenades help - especially if the counter-terrorists already hold the hall - but a sniper rifle is also good if any counter-terrorists are camping behind the crates in the bombsite B area. If this area can be cleared fast enough, and the bomb carrier is with the group, the bomb should be planted at bombsite B as soon as possible, and a defense mounted.

The remaining players (usually half of the team) should go down the centre of the map and branch off: a few going up the stairs to the hall on the left, a few breaking through the doors and attacking any counter-terrorists in the underpass, and a few going up to the right and taking on any counter-terrorists at bombsite A. If the bomb carrier is with this group, the bomb should be planted as early as possible at bombsite A, and a defense should be mounted again, specifically concentrating on defending from attacks from the centre of the map, which are more likely than from the double-doors.

Counter-terrorists
The counter-terrorists have a convenient position, starting near both bombsites. However, most counter-terrorists completely disregard this, and go out hunting the terrorists.

To the left of the spawn point are the double-doors, which are highly dangerous, but a group should go to tackle terrorists there, or the terrorists will break through and cut the counter-terrorists up from behind. Flashbangs, frag grenades and lots of patient waiting will result in a likely victory at the double-doors, but be warned that the terrorist team will most likely be doing the same, and somebody will have to break the stalemate at some point.

Above the spawn point is bombsite A, and one of the exits from it leads down some stairs to the middle of the map. A small group of maybe only two players flashbanging, jumping down the stairs and round the corner, then firing spray weapons (such as the TMP) at close range into any advancing terrorists will result in a victory here. Once any terrorists in the centre of the map are neutralised, the counter-terrorists have the choice of where they go, but a good plan of action is to carry on up into the hall on the left, shooting any terrorists in the back: this strategy is especially useful if it's early on in the game.

It is ill-advised to go straight up the centre of the map from the counter-terrorist spawn, as the terrorists have a straight line of sight from their spawn down through the doors, and any snipers will cut adventurous counter-terrorists down. However, skilled counter-terrorist snipers could be of some use here.

The remaining counter-terrorists should head to bombsite B, where they can engage the terrorists in the hall. Usually, the counter-terrorists will get into the hall first, but in any case, flashbangs and frag grenades should be used extensively. A smoke grenade into the hall if it is occupied by terrorists is also quite useful. At all costs should the terrorists be prevented from planting at bombsite B, as it is much easier for the terrorists to defend once the bomb's been planted than bombsite A is.