Nuke Callouts: All Nuke Map Callouts in CS2
Contents
Nuke is one of Counter-Strike's most iconic and long-lasting maps. First released in November 1999, the map has undergone many aesthetic and functional changes over the years but has always maintained its elegant simplicity. We still see it being played by pro teams during major CS2 tournaments like IEM Katowice and PGL RMR Copenhagen.
To play it cohesively and win by cleverly coordinating with teammates, you need to know the callouts on Nuke in CS and their names perfectly. This map could be hard to grasp for beginners, as it’s full of hiding spots, multi-leveled, and overloaded with locations to remember. However, the more you practice, the more proficient you become in memorizing it as the alphabet. Hence, in this article, we’ll list all the CS callouts on Nuke so you can understand what’s happening on the map. Read on, and by the end of it, you’ll orient yourself in CS2 slang for Nuke flawlessly.
CS Nuke map callouts
As the name suggests, this map represents the reactor of a nuclear power plant. All Counter-Strike 2 Nuke map callouts can be divided into four main categories.
- T Spawn and Outside
- CT Spawn and A Plant
- Lobby and Ramp
- B Cross and B Plant
The key positions you must pay close attention to are the Outside (Silo), Lobby, Ramp, Garage, A and B plants, and Secret. The map doesn’t have a lot of tricky barrels or boxes for hiding like Inferno, so learning Nuke’s ambush spaces should be much easier than the other maps. Just memorize each position, and you’re good to go!
Knowing the positions on the map will allow you to successfully implement the well-known cs2 nuke wallbangs for more effective destruction of enemies. Now, let's break down each of these in detail and provide clear explanations for all Nuke callouts CS2 has in store.
T SPAWN AND OUTSIDE
T Spawn
The Terrorist attack team starts a round at this location. The spawn itself is a narrow corridor with a van on the right, trash cans and boxes, and some fence ahead of you.
Van
A bright white and red truck parked near the T Spawn that sometimes works as a nice hiding place.
T Start
An outside area after the fence and Van before entering the Lobby or proceeding to the Secret.
Escape
It’s the passage to the Lobby from the T Roof that you can easily see thanks to a shiny yellow door opened near the stairs.
T Roof
A roof that is great for territory control and jumping on the Silo. You can climb it from either the T Spawn’s ladder or the Lobby side.
Silo
The tall silo next to the nuclear reactor is also called the Marshmallow. Climbing it gives you an extremely advantageous position, especially if you play in a sniper role. However, be aware that the enemy’s AWPer will also wait for you somewhere near CT Blue or in the Garage.
T Red
This Nuke callout refers to the huge red crate in the Outside area below the Silo. In this case, the box acts as an entry cover closer to the Terrorists' side.
Outside Boxes
A set of three big and small crates, colored in blue and silver, covering your passage to Red and through the Outside. Usually, T-side players put a wall of nuke smokes here to block the view from the CT side and safely pass into Secret.
Outside
A large open space on which other Nuke callouts are located. It connects the T Spawn, Garage, and Secret. Plus, you can enter the A Plant from the street if you survive the Outside.
Main Drop
A roof of the A’s entrance you jump on from the Silo.
Sandwich Africa
A cozy niche area just after Outside Boxes where you can hide and ambush opponents. It’s located directly between the Silo and Main Drop’s building.
Secret
A ladder on the B Plant next to the Garage allows you to enter the underground level of the power plant.
Garage
There is a big garage near the ladder to the lower level. It’s a great place to ambush people going to B, as it’s filled with crates and boxes. Additionally, this is a highly favorable position for AWPers.
CT Blue/CT Red
While Red was named after the red crates, Blue was named after the blue ones on the street. Positioned straight opposite A’s entrance, it can be used as a cover during close firefights or AWPer duels.
CT SPAWN AND A PLANT
CT Spawn
The location of the Counter-Terrorist team's spawn. Just as for the opposing team, this is a narrow corridor leading you straight to Hell and CT Start areas. At the end of this corridor, you’ll see Small and CT boxes and various ways to reach the Outside.
Hell
A small area underneath Heaven, through which you can enter the nuclear plant room or follow through to the Ramp. This is the most popular entrance point for the Counter-Terrorist team, located right across the CT Spawn.
CT Start
It’s an outside yard you cross before storming the plant or proceeding to the CT Blue and Garage. You can see the stairs, boxes, doors to Hell, and some yellow and white tanks here.
Catwalk
A short ladder from Heaven to CT Roof, where you can hide and set up unexpected attacks.
CT Roof
As Ts have their Main Drop, Counter-Terrorists have the CT Roof between Heaven and Hell. It has a ventilation system box that works as a cool cover for Riflers and AWPers alike.
Heaven
An area above the A Plant with a street view. It allows you to effectively defend A when necessary.
Lockers
A small room with lockers for plant workers under the CT Roof. It’s close to Heaven and, thus, the A Plant.
Glass
Breakable glass windows in the Lockers that you can shoot through or use to monitor the Secret and Main.
Ladder
A bright yellow ladder leads you from Hell to Heaven.
Main
The main entrance to the power plant is located closer to the Outside and Garage.
Vent
it’s one of the oldest callouts on Nuke in CS — a convenient ventilation shaft placed between the Main and Squeaky on the A Plant. When you break the bars, it becomes a short and quick passage from A to B.
Tetris
Two blue boxes and one big gray box are stationed across Main and near Squeaky on A. You can jump on top of them to monitor the area, but it's better to use them to jump to the Above Hut.
Squeaky (A)
An orange door near the Vent. Usually, a point of attack used by Terrorists coming from the Lobby. However, you can also shoot a hole in Squeaky to ambush opponents with some head start.
Corner
A covert area between Vent and Squeaky.
Old Second
Another corner that works as a hiding spot behind the second vent shaft.
Drop
A small panel that you can land on when jumping from Heaven without losing your HP.
A Default
It’s where Ts usually plant the bomb on A by default. However, there are numerous other places for planting around the Default area, too.
Blue Box
A big blue crate is positioned in the far corner of the A Plant behind the Default.
Mustang
This position is opposite the Hut exit on the same level as the Rafters. As a Terrorist, you can throw grenades or shoot your way out of the Hut, keeping in mind that there is almost always someone on Mustang.
Rafters
This is the name of the ledges at the top of the A Plant. Those who control this second-level position have a comprehensive view of the whole plant area, including Main.
Bridge
A ledge on the left from the Heaven window, where you can stand just across the Hut and Default.
Hut
A small room made of iron sheets. One of the most important CS Nuke callouts, as this is usually where the Terrorist team enters from when storming A.
Above Hut
The Hut's roof is accessible via Tetris or by jumping on it from the Mustang. It's a significant advantage point for ambushing attacks.
LOBBY AND RAMP
Turn Pike
This room is located opposite Control and near the Ramp. You'll have to go through it to get from Hell to the Ramp.
Stack
The closest corner near the Turn Pike and near the entrance of the Ramp with two small crates (gray and red) to take cover behind them.
Boost
The name of this Nuke callout refers to the tactics of boosting. By jumping onto the set of crates in the corner near Control and then onto your teammates' shoulders, you can get into a more favorable position at a higher level.
Big Box
There is a big gray crate near the Ramp that you can hide behind and shoot back while your teammates break through to the B Plant or prevent this push if you’re playing for CTs.
Control/Control Room
A small room connecting the Trophy and Radio leads Ts to the Ramp. We recommend checking it with a HE or Molotov before entering.
Ramp
This is the name of the entrance to the B Plant. The entry is a descent to the underground level of the room.
HS (Headshot)
One of the most iconic Nuke callouts in CS2. This box at the back of the Ramp is a convenient sniper position, which is how it got its name. From there, you can oversee the Control and Trophy.
Lobby
The entrance to the power plant room from T side with an open space. From here, you can access the A Plant or the Ramp.
Squeaky
As we’ve mentioned before, this is a narrow area enclosed by a squeaky yellow door that can give away your position. Usually entered by the attacking side.
Sandbags (Squeaky)
A bunch of crates positioned on top of each other and located in the short corridor behind the Squeaky door. They can provide cover in a difficult situation.
Radio
This room provides access to the Ramp on the Lobby side. The area previously featured the power plant’s communication room, hence the name. Now, it’s filled with vending machines.
Trophy
The room next to the Radio. On its wall, you can find shiny trophies behind glass.
Ladder (Lobby)
This one leads from the T Roof to the Lobby.
Sandbags (Lobby)
The middle area between the T Roof and the Lobby you can access by climbing the Ladder. There is a big blue crate in the far corner, where you can hide, waiting to ambush rushing opponents.
B CROSS AND B PLANT
Long
A narrow tunnel accessed from the Secret or the Vent, leading you to the B Plant through the Double Doors. This is an extremely hot spot where intense close combat often takes place.
Back Vents
A short corridor that works as a passage outside the ventilation shaft through which you can get to the Decon.
Decon/Single Door
You can pass through this small underground room to open an orange door to the B Plant.
Double Doors
Another entrance to the B Plant. You can get to it if you go to B from Long.
Window Aqua
An operation room above the B Plant covered with glass. You can break it to get inside or access the room from the Double Doors’ corridor.
Left
The left upper entrance from the Ramp to B.
Right
The right upper entrance from the Ramp to B.
Bottom Ramp
The end of the Ramp leads directly to the B Plant, Ninja Toxic, and Dark.
Dark
A dark and dangerous corner on the B Plant near the Bottom Ramp. It is very convenient for holding the area and ambushes.
Ninja Toxic
This is the point with hazardous barrels on the B Plant opposite the Dark. Pro attackers sometimes plant the bomb in this corner.
B Default
Another one of the essential CS Nuke map callouts most often used to plant the bomb. It is located on the far side of the site and causes a lot of trouble for Counter-Terrorists.
B Rafters
The upper ledges encompass the entire B Plant.
Blue Box
Two blue crates positioned across the Decon door and in the corner near the Double Doors. Frequently used as a hiding spot.
Behind Silo
A small silo at the B Default location. You can hide behind it either on the lower level or the Rafters.
CONCLUSION
There you have it — your complete list of callouts on the Nuke map in Counter-Strike. Knowing the names of the positions will help you navigate the map as a pro, and you'll be able to coordinate with your battle buddies much better. With these callouts, you’ll easily locate and report your position or warn your teammates of danger. If you're not just going to play for fun but to reach the Global Elite, you'll have to learn all the Nuke CS2 callouts and navigate them as well as your own home.
FAQ
Of all the CS2 Nuke callouts, several spots are the most attractive for ambushes. One of the most prominent is to take a position on the Rafters so you can shoot through the entire A or B Plant. Plus, Above Hut and Heaven also work well.
The best spots on the Nuke map for AWPers are the Headshot and the positions behind the boxes on each side. These positions provide cover and allow control of a large territory.
Like most maps, Nuke is easier to play on the defensive side. Counter-Terrorists have quick and sheltered entrances to all the critical points.
Nuke is a well-balanced map, but many pro players find it too small. The numerous Nuke callouts encourage closer fights, which might be uncomfortable for some new players.