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
The upper bombsite
The balcony above the site on the CT side
The ceiling structure above the site
The hut by the entrance from Outside
The creaking door leading onto the site
The room next to the site
The narrow platform by the site
The main entrance to the site from Lobby
Lower level, bombsite B 7
The lower bombsite
The ramp connecting the levels
The shaft running from the upper level down
The double doors on the lower level
The control room above B
The shaded part of the lower level
The back of the lower bombsite
Outside and approaches 6
The area outside the building
The entrance from Outside to the lower level
The side passage to the lower level
The silo outside
The red container on Outside
The lobby leading to the upper site
Spawns 2
The attackers spawn
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.




