Nuke
The vertical two-floor map where A is above B and rotations are instant.
Overview
Nuke is the only vertical map in the pool: A site sits on the upper floor and B site directly below it. CT rotations between the sites are the fastest in the game because the floors share vents and doors. Nuke is a map of timings and tight angles, where wallbangs, verticality, and outside control decide rounds. It is one of the hardest maps to learn and one of the most rewarding to master.
Callouts
The standard names for every area, grouped by bombsite and lane.
Outside and yard
- Outside / Yard
- The outdoor area on the ground floor, the main T approach to A.
- Garage
- The T side building entrance to outside, also called T garage.
- Secret
- The outside tunnel entrance down to B site, a key T split.
- Containers
- The stacked shipping crates in yard used for cover and boosts.
- Heaven
- The high catwalk outside overlooking yard and A main.
- Silo
- The tall structure outside, near the A ramp approach.
A site (upper)
- A site
- The upper bombsite, open with boxes and a default plant area.
- A main
- The entrance from yard onto A site, also called main.
- Ramp
- The ramp from lower to upper near A, a contested choke.
- Hut
- The small building on A site used as cover and a hold spot.
- Squeaky
- The door from A main onto A site, a key sound cue.
- Rafters
- The beams above A site where a CT can hold from high ground.
- Default plant
- The standard plant on A near hut, safe from rafters.
B site (lower)
- B site
- The lower bombsite, enclosed with the bomb plant behind a wall.
- B ramps
- The set of ramps from vents and lower toward B site.
- Vents
- The vertical ducts connecting upper and lower, a fast rotate or flank.
- Dark
- The dark corner on B used for hiding during a retake.
- Headshot box
- The box on B site offering a headshot angle on the entrance.
- Decon
- The decontamination room near B, part of the lower approach.
CT spawn and rotations
- CT spawn
- The counter-terrorist spawn on the upper floor near A.
- Heaven to yard
- The CT route from spawn to the outside catwalk.
- Vents rotate
- The fast CT drop through vents from upper to B.
Default tactics
Default T play sends most players outside to take yard control, then splits between A main and secret for B. A direct A main hit through squeaky is common but easily punished. Because CT rotates are instant, Ts must trade fast and use wallbangs and smokes to isolate the site they hit.
Default holds
CTs play three A, two B, with one roaming outside from heaven. Outside control is huge for CTs because it shuts down the T split. B is held from site, dark, and ramps; A from hut, rafters, and squeaky. Vent drops let a CT rotate from A to B in seconds, so fakes are powerful.
Standard utility
The smokes, flashes and molotives that define rounds on Nuke. Descriptions are general references, not pixel-perfect lineups.
Heaven smoke
From outside, smoke heaven to block the CT overlooking yard so Ts can cross to A main or secret.
A main smoke
Smoke off the CT angle from rafters or squeaky to enable a clean A main entry.
Squeaky molotov
Molotov in front of squeaky door to delay an A main push and force Ts to wait.
B ramps molly
Molotov the B ramps to stall a lower push and give the vent rotate time to arrive.
Outside flash
Pop a flash over the wall from garage to blind a heaven or container CT before taking yard.
Vents smoke
On a B hit, smoke vents to block the instant CT upper-to-lower rotate.