Skinrave Logo
Feature Image
Author Avatar

Hrachya Harutyunyan

Guides
August 18, 2025

All CS2 Nuke Map Callouts You Need to Know

Have you ever been told where the enemy is, but had no idea where that actually was? It’s a common issue among new players—and a costly one. If you don’t know the callouts, you can’t give or act on crucial information. That doesn’t just hurt your own gameplay; it also makes your teammates less effective.

To improve as a player—and be someone your team can rely on—you need to learn the map names and common callouts. In this article, we’ll break down every callout on Nuke, one of Counter-Strike’s most iconic maps.

Nuke: One of Counter-Strike’s Oldest Maps

Callouts of CS2 map Nuke on the map itself, on a black-and-green Skinrave background

Nuke has been part of Counter-Strike since the beta version in 1999. Over the years, it has received multiple visual and structural updates, but the map has kept its signature complexity.

Unlike flat maps like Mirage, Nuke is vertically layered, with one bombsite stacked directly above the other. This allows for fast rotations, clever fakes, and a level of strategic depth that keeps the gameplay dynamic and unpredictable.

Let’s dive into the full list of Nuke callouts and what each area means.

Spawns & Surroundings

Before we get into the bombsites, let’s start with the spawn areas and Outside. This part of Nuke is one of the most critical and open zones, where many rounds are decided early. Whether you're defending or attacking, control over Outside often shapes the entire flow of the round – it’s where most of the chaos happens. 

Unlike the bombsites, which might see slower-paced play, Outside is fast, open, and full of surprises. There are no “mids”, no “shorts”, so it’s a bit more interesting to explore. 

An image of CS2 map Nuke, displaying T Spawn, T Roof, entrance to Lobby, Silo, and Outside
  • T Spawn – The starting point for Terrorists. Offers access to Lobby, T Roof, and Outside, and serves as a common spot for smoke line-ups.
  • T Roof – Just ahead of T Spawn, this rooftop allows Ts to throw utility toward Heaven, Mini, and Yard, or jump onto Silo.
  • Silo / Marshmallow – The tall, white silo in Outside. Snipers often hold this position to peek Garage, Secret, or CT Red.
  • Outside / Yard – A wide-open area on the map’s right side. This space sees frequent long-range duels and offers routes to Secret, Mini, and Main.
An image of CS2 map Nuke, displaying Silo, Outside Boxes, Outside, T Red, Main, Garage, Secret, CT Blue, and CT Spawn
  • Outside Boxes – A stack of boxes beneath Silo that provides cover and a path forward for Ts sneaking toward T Red or lining up smokes.
  • T Red / Red Box – A large red container in Outside that provides cover while crossing to Secret. Often used to throw smokes or pause mid-push.
  • Secret – A hidden stairway next to Garage that leads to B Site. Ts often smoke their way across Yard to sneak into Secret undetected.
  • Garage – A key CT building overlooking Outside. Often occupied by AWPers to stop T pushes or control Secret access.
  • Garage Roof – CTs can boost each other onto this roof to gain a surprise angle on Ts crossing Outside.
An image of CS2 map Nuke, displaying Garage, Ct Blue, Outside, T Red, Main, Small Box and Lockers
  • CT Red / CT Blue – Large metal boxes to the right of Garage. CTs often use the space between them to peek Yard or hold passive angles.
  • Small Box – A small cover object near CT Red, offering protection when watching Outside.
An image of CS2 map Nuke, displaying CT Spawn, CT Box, Small Box, Hell, and Heaven
  • CT Box – Located closer to CT Spawn, this box provides a defensive angle against players pushing from Yard or lurking toward Heaven.
  • CT Spawn – Where Counter-Terrorists begin the round. From here, they can rotate to Heaven, Ramp, or Outside via Turnpike.
An image of CS2 map Nuke, displaying Lockers, Hell, and Turn Pike
  • Hell – The room below Heaven. It connects to Lockers, Turnpike, and Heaven via a ladder. A popular CT rotation point.
  • Lockers – A corner room near Hell, used for peeking into Yard or rotating quickly between levels.

Besides the outside locations, we have much more stuff inside the building. Let’s get to them one by one.

A Site

Once you’re inside the building, A Site sits on the upper floor. It’s a chaotic battleground with multiple entry points, layered verticality, and tricky angles. Whether dropping down from Rafters, bursting through Hut, or silently creeping through Squeaky, there’s always pressure here. Let's break it down.

An image of CS2 map Nuke, displaying A site, Mustang, Rafters, Bridge, Heaven, Blue Box, and Default
  • A Site – Located on the top floor, this is one of the two bomb sites. With multiple access points and vertical cover, A is chaotic and strategic at the same time.
  • Heaven – A raised platform above A Site that gives CTs a full view of the bomb plant area. It's accessible through Hell or by rotating from CT Spawn.
  • Rafters – The catwalk above A Site, directly behind Default. CTs often hold this spot to surprise attackers from above.
  • Bridge – A narrow catwalk extending to the left of Heaven. Offers a sneaky angle over the A Site.
  • Mustang – The elevated platform to the right of Rafters. Often used by defenders watching Hut or Squeaky entrances.
  • Blue Box – A blue container just under Rafters, used for cover or fast peeks onto Heaven and the bomb site.
An image of CS2 map Nuke, displaying A Site, CT Vent, Main, Vent, Squeaky, Tetris, and Hut.
  • Hut – A small room on the upper floor that leads from Lobby to A Site. Players frequently drop down from here or play on top of Hut Roof.
  • Tetris – A stack of boxes near Lobby, used to boost up to Hut Roof for utility throws or unexpected peeks.
  • Squeaky – A narrow hallway and metal door next to Tetris. Often used to pop into A Site. Its loud door gives away player movement unless opened silently.
  • Vents – Two vents inside A Site near Squeaky. Terrorists use them for a fast drop into B Site or to fake a rotation. One is fully open, the other (CT Vent) is usually watched by defenders.
  • CT Vent – The vent in front of Squeaky that can't be dropped into. Used defensively by CTs to peek both Squeaky and the Vents themselves.
  • Main – The entrance to A Site from Outside, located between the Vents. CTs use it for rotations and controlling mid-level access.

Statistically, A Site is more commonly pushed, as CTs have most control over the ways to B Plant. However, there are some essential ways to rotate.

Lobby, Radio, and More

This cluster of rooms makes up the transitional zone between Outside and the bomb sites. It's often where Terrorists decide whether to commit to A, or rotate to Ramp. Holding this space gives Ts the flexibility to pivot their attack mid-round.

An image of CS2 map Nuke, displaying Radio, Lobby, Hut, Sandbags, and Squeaky
  • Lobby – The central area for Terrorists. From here, Ts can choose to hit A Site through Hut or Squeaky, rotate to Ramp and B Site, or go up to T Roof.
  • Sandbags – The short hallway between T Roof and Lobby, known for its tight angles and early-round encounters.
  • Radio – A small room beside Lobby, previously containing a radio (now vending machines). Leads toward Ramp and Control.
An image of CS2 map Nuke, displaying Radio, Trophy, and Control
  • Trophy Room – The room past Radio, full of trophies. From here, Ts can go toward Control, Ramp, or circle back to Lobby.
  • Control Room – The room with windows overlooking B Site. Offers access to the bombsite via Double Doors, Window, or the long route through Ramp.

B Site

B Site is the lower level of Nuke, and although it may seem more defensible at first, it comes with its own complexities. With multiple entrances—from Secret, Ramp, and Vents—it can be both a sneaky entry point and a tough retake. Timing and coordination are key here.

An image of CS2 map Nuke, displaying Headshot, Ramp, Bottom Ramp, Big Box, Stack, Turn Pike, Boost, and Control
  • B Site – Located directly under A Site, B is tighter and more defensible. Teams often rotate here through Secret, Vents, or Ramp.
  • Ramp – The ramped hallway that leads from Trophy Room to B Site. Frequently held by AWPers or riflers for early picks.
  • Bottom Ramp / Lower Ramp – The bottom portion of the Ramp. It connects to B Site through two doors.
  • Headshot – A small corner behind Ramp, commonly held by CTs. Named because only the top of a player’s head is visible when peeking from it.
  • Turnpike – A long hallway connecting Hell, Ramp, and Control Room. CTs use it to rotate between bomb sites.
  • Ramp Hall / Ramp Connector – The transition zone between Control Room and Turnpike.
  • Stack – A tight corner behind boxes on the left side of Turnpike. Can be used to hold pushes or bait players into crossfires.
  • Boost – A box on the right side near Control. Players can boost each other for unexpected peeks into B Site.
  • Big Box – A large box on the left side of Control. Offers cover when entering or defending the site.
An image of CS2 map Nuke, displaying B Site, Window, Dark, Doors, Rafters, Default, and Decon
  • Window – A glass window (often broken) between Control and B Site. Opens a path to Double Doors.
  • Dark – A hidden corner under the Window. Common post-plant position where Ts hide after planting.
  • Double Doors – Two doors leading from Control Room into B Site. Can be opened or broken for fast entries or fakes.
  • Blue Box – A stack of blue crates in the corner of B Site. Can be used for cover or to boost onto Rafters.
  • Rafters – A platform running above B Site, similar to A Site Rafters. Often used to hold afterplants or catch rotating players off guard.
An image of CS2 map Nuke, displaying Secret, Back Vent, Vents, Double Doors, and Decon
  • Secret – The hallway leading from Outside to B Site. One of the most important routes for sneaky Terrorist plays.
  • Back Vents – A short corridor connecting Secret to Decon.
An image of CS2 map Nuke, displaying Single/ Decon and Back Vent
  • Single / Decon – A single door located on the far side of B Site. Opens from Back Vents. Often used for fast CT rotations or surprise retakes.

Master the Map, Master the Game

Knowing your callouts on Nuke isn't just about memorization — it’s about becoming a better teammate and a more strategic player. Whether you're coordinating a vent dive, holding Outside with an AWP, or clutching from Decon, communication is key.

Next time you're in a match, try using some of these callouts in real time. The more you practice, the faster they’ll become second nature. And once they do, you’ll find yourself making faster decisions, giving clearer comms, and winning more rounds.

you may also like

Feature Image
Guides

October 29, 2026

MP7 | Amberline Patterns Guide: Best Patterns in CS2

Author Avatar

Alex Stone

Explore the best and rarest MP7 Amberline patterns in CS2. Find Full White, Full Gold, and mixed-color seeds, plus pattern tiers and collector picks.

Feature Image
Guides

October 26, 2026

How to Show FPS in CS2

Author Avatar

Kostadin Chuchulayn

Learn how to show FPS in CS2 using the developer console, Telemetry HUD, Steam's FPS counter, or NVIDIA and AMD overlays. Follow these simple steps to monitor your frame rate, identify performance issues, and keep your game running smoothly.

0
Skinrave Logo24.69
RAIN
POOLLIVE

Official takeover by BirbCS - kick.com/skinravegg

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

PURPLE DRY PLEASE

Avatar Level BorderUser AvatarAvatar Level BG22
CHOKE YOUR MIND

be max rn

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

DLOREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Avatar Level BorderUser AvatarAvatar Level BG29
Tontons

WTFFFF

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

DLOREEEEEEE

Avatar Level BorderUser AvatarAvatar Level BG22
CHOKE YOUR MIND

OMG

Avatar Level BorderUser AvatarAvatar Level BG47
viggo

i think its rapijng you time

Avatar Level BorderUser AvatarAvatar Level BG77
Affect

okay already paying

Avatar Level BorderUser AvatarAvatar Level BG49
MUTLAK BURHAN

PLS BOT JIM

Avatar Level BorderUser AvatarAvatar Level BG20
The outpost tweaker @bandit

@Thai Ming omfg

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

MY CASE IS GOATED THO LMAO

Avatar Level BorderUser AvatarAvatar Level BG29
Tontons

wtf

Avatar Level BorderUser AvatarAvatar Level BG57
redEASTER_KING_2026_4

wtf

Avatar Level BorderUser AvatarAvatar Level BG54
111111

Cash out

Avatar Level BorderUser AvatarAvatar Level BG22
CHOKE YOUR MIND

omg lockin

Avatar Level BorderUser AvatarAvatar Level BG72
Jucco #HelloryHALLOWEEN_2025

omfg

Avatar Level BorderUser AvatarAvatar Level BG48
V_soldier06AUSTIN_MAJOR_NRG

W

Avatar Level BorderUser AvatarAvatar Level BG47
viggo

what are these tickets

Avatar Level BorderUser AvatarAvatar Level BG54
111111

@montygames cash maybe

Avatar Level BorderUser AvatarAvatar Level BG71
VeLDreE

WTF IS THIS

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

HOLY FUCK

Avatar Level BorderUser AvatarAvatar Level BG28
szybkjohny

omg ;/

Avatar Level BorderUser AvatarAvatar Level BG29
Tontons

juice damnn

Avatar Level BorderUser AvatarAvatar Level BG48
V_soldier06AUSTIN_MAJOR_NRG

ooh crap

Avatar Level BorderUser AvatarAvatar Level BG49
MUTLAK BURHAN

ITS PAYING CMON SNIPE

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

LMAO

Avatar Level BorderUser AvatarAvatar Level BG80
lil bottom fragEASTER_KING_2026_2

@Jucco #Hellory IDC ABOUT COMMISSION

Avatar Level BorderUser AvatarAvatar Level BG48
V_soldier06AUSTIN_MAJOR_NRG

w

Avatar Level BorderUser AvatarAvatar Level BG29
Tontons

WWW