ENGINE ARCHITECTURE // DE_DUST2

[GRID_SPEC_V2]

Tactical Blueprints

Precision map geometry, exact round-start sprint timers, and engagement radii calibrated for tournament-grade competitive browser play.

SERVER TICK

128.0 SUB-TICK

SECTOR CALIBRATION

4 ZONES SYNCED

SECTOR_01// LOC_A99
CRITICAL OBJECTIVE
Site A
Elevated Platform & Ramp Defusal Zone
DEFENSE LOCKANG_138 deg
Site A
CHOKE: Crossfire / CarDIFF: High

Open platform layout vulnerable to high-trajectory utility from Long and Short. Defense relies on crossfire angles and rapid Goose repositioning.

CT SPRINTFIRST CONTACT

0:04.2s to Ramp

T SPRINTPUSH WINDOW

0:07.1s via Long

SECTOR_02// LOC_B42
ENCLOSED HUB
Site B
Enclosed Perimeter & Upper Tunnels Nexus
DEFENSE LOCKANG_92 deg
Site B
CHOKE: Tunnel ApertureDIFF: Extreme

Close-quarters site restricted by two narrow choke thresholds. Post-plant crossfires favor Terrorist bunker setups from Upper Dark and Window.

CT SPRINTFIRST CONTACT

0:03.8s to Window

T SPRINTPUSH WINDOW

0:05.4s via Tunnels

SECTOR_03// LOC_LD12
TACTICAL CHOKE
Long Doors
High-Velocity Exterior Engagement Corridor
DEFENSE LOCKANG_45 deg
Long Doors
CHOKE: Blue Door ThresholdDIFF: Medium

Decisive opening rifle clash zone. First flashbang synchronization dictates pit control, long-range sniper duels, and Site A access.

CT SPRINTFIRST CONTACT

0:05.1s to Corner

T SPRINTPUSH WINDOW

0:05.8s to Pit

SECTOR_04// LOC_CW88
ELEVATION ADVANTAGE
Catwalk
Mid-to-A Spine & Short Ramp Choke
DEFENSE LOCKANG_165 deg
Catwalk
CHOKE: Stairs / Top MidDIFF: Moderate

Crucial vertical pivot lane that enables split executions toward Site A or rapid rotate denials across lower mid and Xbox.

CT SPRINTFIRST CONTACT

0:03.1s to Mid Doors

T SPRINTPUSH WINDOW

0:06.3s to Lower Mid

ENGINE RUNTIME: THREE.JS PCFSOFT SHADOWS // BOMB DETONATION TIMER: 40.0s // FIRST TO 13 WINS
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