All Nuke callouts

A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.

Upper level, bombsite A 8

A Site 

The upper bombsite

Heaven 

The balcony above the site on the CT side

Rafters 

The ceiling structure above the site

Hut 

The hut by the entrance from Outside

SqueakySqueaky Door

The creaking door leading onto the site

RadioRadio Room

The room next to the site

Mini 

The narrow platform by the site

MainA Main

The main entrance to the site from Lobby

Lower level, bombsite B 7

B Site 

The lower bombsite

Ramp 

The ramp connecting the levels

Vents 

The shaft running from the upper level down

Double DoorsDoubles

The double doors on the lower level

Control RoomCtrl

The control room above B

Dark 

The shaded part of the lower level

Back Site 

The back of the lower bombsite

Outside and approaches 6

Outside 

The area outside the building

Garage 

The entrance from Outside to the lower level

Secret 

The side passage to the lower level

Silo 

The silo outside

RedRed Container

The red container on Outside

Lobby 

The lobby leading to the upper site

Spawns 2

T Spawn 

The attackers spawn

CT SpawnCT

The defenders spawn

How to Play Nuke?

For years, Nuke has been considered a map clearly favoring CT. Two levels, fast rotations, and a multitude of crossfire positions make a well-organized defense a nightmare for T.

CT - lobby control and information are fundamental

Standard:

  • 2 x A site (main + heaven)

  • 2 x outside

  • 1 x ramp

If T gets into the Lobby, it starts dictating the pace and can force rotations.

Ramp player:

  • cannot be the first to die

  • must communicate descent

  • sometimes he should change the timing of his aggression

Outside:

  • Smoking and delaying are essential.

  • don't give T a free pass with secret


A site - crossfire wins rounds

And it's difficult to break through if CT plays together.

Heaven + site:

  • play for trades

  • don't stick your neck out hut solo without support

  • change positions after initial contact

The biggest mistake is unnecessary lobbying without information.
T is just waiting for that.

B site - patience and timing

B is harder to bounce back from than to maintain.

Ramp + lower:

  • communication is key

  • Molotov on Plant can win the round

  • do not engage without support

Flashes are essential here, there's a lot to cover, call everything that comes up.


T side - no plan, no rounds

You can't win on Nuke by playing chaotically.

Strongest moves:

  • lobby control → fake upper → lower descent

  • outside control → split B

  • slow pace and pulling utility away from A

The biggest mistake T makes is committing too quickly without pulling the rotation.

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