CS2 Nuke Callouts: A Complete Overview
Nuke, also called de_nuke, is one of the most well-known maps in Counter-Strike. It was first released in November 1999 and takes place in a nuclear power plant. The map is unique because it has two bombsites stacked on top of each other, creating a complex layout with both horizontal and vertical areas to control. Over the years, Nuke has changed in both appearance and design, but its challenging structure has kept it an important map in competitive play.
Good communication is essential in team-based shooters like Counter-Strike. Players use callouts, which are specific names for different areas of a map, to quickly share important information. Callouts help teams know where enemies are, plan strategies, and react faster during fights. A shared understanding of these locations makes it easier for teammates to work together, execute tactics, and improve overall performance.
Nuke Layout and Structure
Nuke’s layout is unique because it has two main levels: the upper level (A Site) and the lower level (B Site). Players must move between floors using ladders, vents, and ramps. This design requires careful movement and planning since controlling both levels can influence the game. Teams often use fake attacks on one site to force defenders to move, then quickly switch to the other site, taking advantage of the map’s layered structure.
- Outside (Yard): This large open area connects Terrorist Spawn to important locations like Garage, Secret, and Main. Controlling Outside is important because it gives the Terrorists several attack options, including flanking. Counter-Terrorists try to control this area to gather information and block enemy movement.
- A Site (Upper Bombsite): Located on the upper floor, A Site has multiple entry points, including Hut, Squeaky Door, Main, and Heaven. The site has elevated positions like Rafters and Heaven, which give defenders good vision and cover. Attackers need to use well-planned smokes and flashes to block defenders’ sightlines and take control.
- B Site (Lower Bombsite): Positioned below A Site, B Site is accessible through Ramp Room, Secret, and Vents. The site has narrow hallways and limited entry points, making it easier for defenders to hold. However, attackers can still succeed by using coordinated pushes and smoke grenades to cut off defenders and secure the bomb plant.
- Lobby: Located near Terrorist Spawn, Lobby connects to Hut, Ramp, and Outside. Controlling this area helps Terrorists keep their strategy hidden, forcing defenders to spread out and prepare for attacks from multiple directions.
- Ramp Room: This sloped passage links Lobby to B Site. Controlling Ramp is important because it offers a direct path to the lower bombsite. Defenders often hold this area to slow down enemy pushes, while attackers try to take control to force defenders to rotate to B.
General CT and T Objectives
Counter-Terrorist (CT)
A strong CT defense on Nuke depends on good positioning, smart use of utility, and quick rotations to counter the Terrorists’ strategies.
On A Site, the Heaven/Hut player usually stays on rafters or the catwalk (Heaven), watching Hut and Door to stop enemy pushes. This player also has a good view to help teammates at Outside or Ramp when needed. Another CT, the Door player, stays near Mini to guard the main entrance to A from Lobby and stop any rush through Door, Hut, or Squeaky.
At Ramp, a dedicated Ramp player holds near Radio or Ramp, using smokes and molotovs to slow down fast T-side attacks. If the CTs lose control of Ramp, the Terrorists can move quickly to B site, making it harder to retake. A well-positioned Ramp player can hold off the attackers long enough for teammates to rotate or fall back to defend B site.
At Outside, the Outside player usually holds from Garage, Heaven catwalk, or Mini and watches for T-side smokes and movement toward Secret. This player provides important early-round information about where the Ts are going. If the CTs lose Outside control, they must fall back to defensive positions, making it easier for Ts to attack through Secret or Heaven.
A rotational/support player moves between Heaven, Hell, and Ramp, helping teammates based on enemy movements. This player’s role is to adjust quickly when the Ts attack a site and to coordinate rotations between A and B. Good communication and proper use of grenades can make the difference between a successful defense and losing control of a bombsite.
Terrorist (T)
On the T side, the main goal is to control the map, force CTs to move, and use Nuke’s vertical layout to find openings.
Outside control is a key part of many T-side strategies. Ts often throw smokes like “Red Smoke,” “Garage Smoke,” and “Mini Smoke” to block the CTs’ vision from Garage and Heaven. This allows them to move into Secret without being seen or to wrap around Mini and attack A. When the Ts take control of Outside, the CTs must either fight back or fall back, making it easier to attack A or B later.
A Ramp rush is another effective strategy, especially if the CTs only have one defender there. By using flashbangs and molotovs, Ts can force the Ramp player to retreat to B or Control Room. If the attack is successful, the Terrorists gain a direct path to B and force the CTs to rotate quickly, creating space for the attack.
Vent dives provide a fast way to take control of B early in the round. A player breaks open the vent from Door or Hut and drops down to B site, while teammates create distractions elsewhere. This move is risky but can be very effective if done correctly. It forces the CTs to split their defense, making it harder for them to react.
CS2 Nuke Callouts
Outside
- T Spawn – The area where Terrorists start the round. Some teams divide it into Left Spawn and Right Spawn for better positioning, but most just call it T Spawn.
- Silo (Marshmallow / Twinkie) – A large white tank near T Spawn. Ts use it to gain a high vantage point and take shots at CTs in Garage or Heaven. Some players call it “Marshmallow.”
- T Red – A big red crate on the T side of Outside. It provides cover and is often used for smokes when crossing Yard.
- CT Red (Big Red) – A red box closer to the CT side. Both CTs and Ts use it for cover, especially when smokes are deployed.
- Garage (Outside Garage) – A building on the CT side of the Yard. CTs hold angles from inside, watching Outside through windows or doorways.
- Mini-Garage / “Mini” Entrance – A narrow passage next to Garage that leads into A site’s Mini area. Do not confuse this with Mini inside A site, as this callout refers to the passage near the Garage door.
- Heaven Catwalk (Outside Catwalk / Cat) – A high walkway above A site that extends toward Outside. CTs often use this position to spot and shoot Ts crossing Yard.
- Secret Entrance / Secret Stairs – A below-ground passage leading to B site from Outside. Ts often throw smokes here to move into B without being spotted.
- Credit Card (Older Callout) – A small white box or panel near Outside or the entrance to A. This callout is not commonly used in newer versions.
- Outside Crates / Forklift (If Present) – Some versions of Nuke or certain servers have crates or a forklift near Outside paths. These objects provide partial cover.
Lobby Areas
- Lobby (T Lobby) – A central space near T Spawn connecting to Ramp, Radio, Hut, and Door. Ts often wait here to gather information or prepare an attack.
- Radio (Trophy) – A small room between Lobby and Ramp. Older versions of the game called it “Radio”, while newer ones refer to it as “Trophy”. This is an important chokepoint for controlling Ramp.
- Hut (Top Hut) – A doorway from Lobby into A site. Ts use this for quick pushes into A, often alongside a Door push.
- Door / Squeaky Door – A metal door next to Hut that leads into A site. It was commonly called “Squeaky” in older versions due to its loud opening sound. Ts use it as a key entry point to A.
- Vending / Snack Room (If Present) – Some versions of Nuke have vending machines near the Lobby/Radio area. This is a minor callout but can help refer to a specific cover spot.
Ramp
- Ramp Room (Ramp Entrance) – A hallway that connects Lobby to the sloped Ramp area. Ts often gather here to push toward B or force CTs to rotate.
- Lower Ramp (Fall / Ramp Slope) – A sloped path leading down to B site. Usually, one or two CTs defend this area from behind boxes or from B site.
- Control Room (Window Room) – A small room inside B site with breakable windows. Players use this spot to watch B site, hold angles after planting the bomb, or throw grenades for a retake.
- Hell (Under Heaven) – The area below Heaven, where the Ramp hallway meets Outside and connects to B site. This is an older callout but still used by many players.
- Trophy Boxes / Ramp Boxes – A stack of crates or boxes in the Ramp Room. CTs sometimes use these for cover when peeking or falling back to B.
A Site
- Bombsite A – The upper bombsite on Nuke, surrounded by Rafters, Hut, Door, and Mini entrances.
- Mini – A small entrance from Outside into A site, located near Garage. CTs often hold this position to watch Hut and Door, while Ts may enter from here if they come from Outside.
- Heaven (A Heaven) – The high platform above A site, offering a clear view of the site, Hut, and Door. CTs frequently rotate here to defend or retake A.
- Rafters (Upper Rafters / Catwalk) – Metal beams above A site that provide elevated positions for CTs. Rafters are often divided into Upper Rafters, Right Rafters, Left Rafters, High Rafters, and Low Rafters based on position.
- Vents – The vertical paths that connect A site to B site. There are usually two vents: one near Door (Squeaky Vent) and one near Hut. Ts often use them to quickly drop to B or for rotations between bombsites.
- Site Boxes – Large containers or boxes on A site used for cover. Players often refer to them as Front Site Box, Back Site Box, or Side Boxes based on their position.
- Mustang & Rafters (Legacy Callout) – Some older players call Rafters “Mustang” or “Mustang Rafters.” While this term is not widely used today, it can still be heard occasionally.
B Site
- Bombsite B – The lower bombsite located directly beneath A site. Players can reach it through Ramp, Secret, or Vents.
- Decon (Decontamination) – A small room that leads into B site from the outside vent area or Secret. It usually has a door or breakable window, allowing players to peek into B before entering.
- B Doors (Double Doors / Old Vents Entrance) – A set of rotating double doors that connect the Ramp/Secret hallway to B. This is a main entry point for Ts pushing from Ramp or Secret.
- Toxic – A small corner or enclosed space near B site. Players use it for cover or hiding. Some versions of the map have a closed-off area labeled “Toxic” with a sign or distinctive color.
- Vents (Lower Exit) – The bottom end of the vent system that connects A and B sites. Players often call out “He’s in vents!” when someone is rotating through this passage.
- Control Room Window / Windows – Located inside the Control Room, these breakable windows provide a clear view into B site. CTs use them for retakes, while Ts use them to hold post-plant angles.
- Dark / Shadow – A dimly lit corner near B site, usually behind site boxes or in a corner. Players hide here to surprise enemies or stay safe after planting the bomb.
- Back Site / Silo – Some versions of the map have a small silo or cylindrical structure at the back of B site. This is a common spot to plant the bomb because it offers better cover for the attacking team.
The Importance of Clear Callouts in Nuke
Callouts play a key role in Nuke’s fast and tight spaces. The map’s multiple levels and small areas make clear communication necessary to follow enemy movements, plan attacks, and work as a team. When players use callouts correctly, teammates can react faster, move efficiently, and gain an advantage.
To improve communication, players should practice callouts during matches, coordinate with teammates, and watch professional games to see how experienced players use them. Knowing the correct names for each location helps teams work together better and make smarter decisions in important moments.
Good communication matters as much as aiming skills. Players who know where their teammates and enemies are will have a better chance of winning rounds. A team that shares information well will always perform better.
Callouts are specific names for different locations on a map. Players use them to communicate enemy positions, coordinate strategies, and improve teamwork.
Nuke is a complex map with multiple levels and many hiding spots. Knowing callouts helps players navigate the map, react faster, and give clear instructions to teammates.
Practice by playing the map regularly, using callouts in voice chat, and studying maps with labeled locations. Watching professional matches also helps.