Nuke Map Guide
Master vertical gameplay and complex rotations on CS2's most CT-sided map
Nuke is Counter-Strike's most vertically complex and CT-sided map, featuring two bombsites stacked on different floors of a nuclear facility. The unique vertical design creates challenging rotations, complex sound cues, and heavily favors the defending side. Success on Nuke requires exceptional game sense, understanding of vertical angles, and coordinated team play.
Map Overview & Layout
Nuke's two-floor design is unlike any other competitive map. A site is located on the upper floor while B site sits below it, creating unique rotation challenges and vertical gameplay mechanics.
Map Characteristics
- Balance: Heavily CT-sided (58-42%)
- Playstyle: Vertical warfare, sound-based
- Complexity: Very High (two-floor system)
- Outside Control: Absolutely critical
- Rotation Time: Slow (12-15 seconds between sites)
Key Areas
- Outside: Main T-side control area
- Ramp: Upper/Lower connection
- A Site (Upper): Upper floor bombsite
- B Site (Lower): Underground bombsite
- Squeaky: Door from T spawn to A
Essential Callouts
Nuke's vertical design creates many specific callouts. Understanding floor levels is crucial:
A Site (Upper) Callouts
- • A Site: Upper bombsite
- • Squeaky: Red door from T lobby
- • Main (Lobby): Main hallway to A
- • Outside: Outdoor T control area
- • Hut: Small building outside
- • Silo: Large silo structure
- • Heaven (Rafters): Upper catwalk
- • Hell: Under heaven position
- • Boxes: Box stack on A
- • Truck: Truck near A
- • CT Red: CT connector to A
Ramp Area Callouts
- • Ramp (Main Ramp): Central connection
- • Upper Ramp (Ramp Room): Top of ramp
- • Lower Ramp: Bottom near B
- • Big Garage: Garage near ramp
- • Blue (Control Room): Control area
- • Radio: Radio room
- • Trophy Room: Room with trophy
- • Locker: Locker room area
B Site (Lower) Callouts
- • B Site: Lower bombsite
- • Secret: Secret passage to B
- • Toxic (Vent): Vent room near B
- • Decon: Decontamination room
- • Tunnel: Lower tunnel to B
- • Back Site: Back of B site
- • Dark: Dark corner at B
- • Closet: Small room near B
- • Headshot (Box): Elevated position
- • CT Spawn: Lower CT area
CT Side Strategy
CT side on Nuke is extremely strong with proper setups. The two-floor design allows CTs to defend both sites from strong positions while maintaining fast rotations through ramp.
Standard CT Setup (2-2-1 or 3-1-1)
2-2-1 Setup:
- 2 Outside: Control outside area and hut. AWP is very effective. Watch squeaky and silo
- 2 Ramp: One upper ramp, one lower. Control the critical ramp connection between sites
- 1 B Site: Anchor B site alone. Use utility and play for info/delay. Expect rotation help
3-1-1 Setup (More A-focused):
- 3 A (Outside/Main): Very aggressive A setup. Control outside completely
- 1 Ramp: Solo ramp player. Critical position
- 1 B Site: Solo B anchor. Play defensive and delay
CT Positioning & Tips
- Outside Control: Maintaining outside control denies T access to both sites. Very important
- Ramp Control: Ramp players control rotations. Don't lose ramp without fighting
- Heaven Position: Strong A site hold from rafters/heaven. Watch main and squeaky
- B Anchor: Play defensive at B. Use utility to delay and call for rotations early
- Sound Cues: Listen constantly for vertical movement (above/below you)
- Utility Usage: Use molotovs to delay outside pushes and squeaky pressure
T Side Strategy
T side on Nuke is exceptionally challenging. Success requires controlling outside, coordinating executes, and exploiting CT rotations.
Default T Setup
- 2-3 Outside: Take outside control as priority. Essential for both site access
- 1 Squeaky: Pressure squeaky door, apply A pressure, gather info
- 1-2 Ramp: Establish ramp presence or wait for execute call
T Execute Strategies
A Site Execute (Outside)
A executes typically come from outside with squeaky support:
- Smoke heaven/rafters from outside or main
- Smoke CT red to block rotations
- Molotov truck or boxes to clear common positions
- Flash into site from multiple angles
- Push from outside while squeaky player provides crossfire
- Plant for rafters (blocks heaven retake angle)
B Site Execute (Ramp)
B executes require clearing multiple areas and using utility:
- Smoke headshot box from ramp
- Smoke back site or dark positions
- Molotov common CT positions (dark, closet)
- Flash into site from ramp
- Clear toxic/vent before pushing site
- Alternative: Secret push for surprise angle
Outside Control Priority
Taking outside control is the most important T-side objective:
- Use utility to push CTs off outside (smokes, molotovs)
- Taking outside gives access to A site and silo
- Forces CTs to play more passive
- Allows map pressure and information gathering
- Without outside control, A executes are nearly impossible
Essential Smokes
Critical smokes for Nuke that enable site executes:
A Site Smokes
- • Heaven (Rafters): From outside/main - essential for A take
- • CT Red: From outside - blocks rotations
- • Hell: From main - clears under heaven
- • Main: From squeaky - blocks main entrance
- • Truck: From outside - clears truck position
B Site Smokes
- • Headshot Box: From ramp - blocks elevated position
- • Back Site: From ramp - clears deep B position
- • Dark: From ramp/tunnel - blocks dark corner
- • Toxic (Vent): From ramp - blocks vent angle
- • CT Spawn: Delays lower rotations
Advanced Tips & Tricks
Sound Game
Nuke's vertical design makes sound absolutely critical:
- Always listen for movement above or below you
- Walking is essential - running gives away floor position
- Squeaky door is loud and telegraphs A pressure
- Learn to distinguish upper vs. lower footsteps
- Rotate based on sound cues before visual confirmation
- Use sound to track CT positions through floors
Vertical Angles
Understanding vertical angles is unique to Nuke:
- Check above/below grates and gaps in floors
- Headshot box on B allows shooting through ceiling
- Rafters on A provide vertical advantage
- Learn wallbang spots through floors
- Use vertical angles for information gathering
Rotation Challenges
Rotations on Nuke are slow and complex:
- CT Rotations: Through ramp or outside. 12-15 seconds between sites
- T Rotations: Even slower. Very difficult to switch sites mid-round
- Ramp Control: Losing ramp makes rotations nearly impossible
- Fake Potential: Slow rotations make fakes effective if timed well
- Commit Decision: Ts must commit to a site - switching is rarely viable
Squeaky Door
The squeaky door is a unique Nuke feature:
- Makes loud noise when opened - alerts entire CT team
- Apply pressure early to keep CTs honest
- Can be used for fakes (open door but don't push)
- CTs often molotov squeaky to delay pressure
- Opening squeaky late-round telegraphs A hit
Pro Tip: Outside Control Wins Rounds
The most important concept on Nuke T-side is outside control. Every round should start with the goal of taking outside:
- Use coordinated utility to push CTs off outside
- Establish silo and hut control
- With outside control, you have A site access
- Forces CTs into passive defensive positions
- Without outside, T-side becomes nearly impossible
- Practice outside smokes and flashes as a team
Common Mistakes
- Not Fighting for Outside: Giving up outside makes T-side impossible
- Running Everywhere: Sound is critical - walk more, run less
- Losing Ramp: CTs must maintain ramp control for rotations
- Solo B Defense: B anchor needs to play patient and call rotations early
- Mid-Round Site Switches: Rotating between sites takes too long - commit to one
- Ignoring Vertical Angles: Always check above and below