Nuke
A nuclear power plant with two bombsites stacked vertically. Nuke is the most CT-sided and most technical map in the pool — sound, timing, and vent plays matter as much as aim.
Map-Radar
T SpawnLobbyRadioTrophyA SiteHutHeavenMainVentsRampB SiteDarkDeconOutsideSiloCT RedGarageSecretCT SpawnProfi-Wettkampfstatistiken
Alle Callouts (41 Positionen)
CT-Seite (27)
A Site
The upper bombsite inside the reactor hall, entered via Hut, Squeaky, and Main.
Hut
The metal hut connecting Lobby to A site — molotoved and flashed on nearly every A hit.
Tetris
The stepped boxes in front of Hut on A site — a close anchor spot and retake cover.
Heaven
The raised catwalk overlooking A site from the CT side — the strongest defensive position on the map.
Hell
The area beneath Heaven connecting toward the vents — the fast route between A and B.
Rafters
The raised walkway along the back wall of A site, connected to Heaven.
Mustang
The raised nook beside Rafters above the Hut entrance — an off-angle onto the site.
Bridge
The walkway linking Rafters to Mustang above A site.
Main
The wide doorway connecting A site to Outside — the route outside players use to hit or retake A.
Headshot
The box at the back of Ramp giving a head-height angle up the slope.
Stack
The boxes in the Turn Pike-side corner of Ramp.
Boost
The boxes by the Control entrance to Ramp, used to boost over the railing.
Turn Pike
The small room between Ramp and Hell — a rotation cut-through and lurk spot.
Bottom Ramp
The base of Ramp where it opens toward B site and Big Box.
B Site
The lower bombsite in the reactor basement, entered from Ramp, Doors/Window, vents, and Secret.
Big Box
The large crate above the B ramp entrance — the reference point for B plants and holds.
Dark
The shadowed corner by the stairs on B site — a classic anchor and post-plant spot.
Doors
The double doors from Tunnels/Window onto B site — one half of the standard retake pincer.
Window
The room with the smashable window overlooking B site, between Tunnels and the site.
Tunnels
The corridor system behind B connecting Secret, Window, and Decon.
Back Vents
The vent stretch between Decon and the tunnel area behind B.
Decon
The decontamination room with a single door connecting the back vents to B site.
CT Red
The red container on the CT side of the yard near Garage.
Garage
The warehouse on the CT side of Outside — controls the yard and the Secret approach.
Lockers
The locker room with a window onto Garage, connecting the CT side interior to Outside.
CT Box
The box near CT spawn by the stairs toward Heaven.
CT Spawn
Counter-Terrorist spawn beside Heaven's entrance, between A above and B below.
T-Seite (11)
T Spawn
Terrorist spawn in the yard corner, with routes into Lobby or around to Outside.
T Roof
The roof above Lobby, reached by ladder — used for early yard picks and Silo jumps.
Lobby
The first interior room from T spawn, connecting Squeaky, Radio, and the Ramp path.
Radio
The room with vending machines between Lobby and Trophy — the interior crossroads toward Ramp.
Trophy
The trophy-case room between Radio and Control on the way to Ramp.
Control
The control room connecting Trophy to the top of Ramp — cleared before every Ramp take.
Squeaky
The room with the loud squeaky door opening onto A site — its sound telegraphs every entry.
Sandbags
The sandbags between Lobby and Hut, cover for Ts staging an A entry.
Ramp
The long ramp room descending toward B site — the main interior route to B.
Silo
The tall silo on the T side of the yard, climbable from T Roof for sightlines over Outside.
T Red
The red shipping container on the T side of the yard, cover for the outside crossing.
Mid-Kontrolle (3)
Vents
The crawl-space vent system linking A site, Secret, and B site — Nuke's vertical shortcut.
Outside
The huge open yard flanking the building — T-side pressure here stretches the CT defence thin.
Secret
The stairway from Outside down into the tunnels behind B — the payoff for winning the yard.
Taktische Tipps
Sound is king: control your own noise in vents and on ramps, and punish theirs.
As T, alternate interior and outside rounds so the defence can never pre-stack.
Smoke Heaven and Main on every A hit — dry entries die from above.
The vent drop works only with cover noise; pair it with an A fake.
As CT, remember the world's fastest rotation is yours: Heaven → Hell → vents → B.
Gängige Strategien
Angriff auf der T-Seite
Standard A Execute
Smoke Main and Heaven, molotov Hut, then enter Squeaky and Hut together off a Lobby flash. Plant behind Tetris cover and hold retakes from site boxes and Squeaky.
Outside Take → Secret Split
Wall off Garage and the CT-Red lane with smokes, cross four players to Secret, and squeeze B from Secret and Ramp simultaneously.
A Fake → Vent Drop
Throw full A utility and show two bodies at Hut, then drop the other three through vents onto B before Heaven repositions. The defining Nuke round-steal.
Ramp Take → B Hit
Clear Ramp off a Control flash and molotov Headshot, then hit B with a Doors smoke, holding post-plant from Dark and back Ramp.
Verteidigung auf der CT-Seite
Yard AWP Lock
An AWP in Garage/CT Red denies the outside crossing solo while four players compress the interior chokes — the classic Nuke defence.
Heaven-Hell Flex
The A player rotates between Heaven and Hell mid-round, appearing above or below site entries unpredictably and using vents to answer B pressure instantly.
Häufig gestellte Fragen
- Was sind die wichtigsten Callouts auf Nuke?
- Nuke hat 41 wichtige Callout-Positionen, verteilt über CT-Seite, T-Seite und den Mid-Bereich. Das Erlernen dieser Callouts ist für die Team-Kommunikation während Wettkampfspielen unerlässlich.
- Wie sollten CTs Nuke verteidigen?
- Die CT-Verteidigung auf Nuke sollte sich darauf konzentrieren, enge Winkel zu spielen, mit Utility frühzeitig Informationen zu sammeln und je nach T-Side-Executes zu rotieren. Crossfire-Setups und kontrollierte Aggression helfen dabei, die Site-Kontrolle zu behalten.
- Was ist die beste T-Side-Strategie für Nuke?
- Der beste T-Side-Ansatz hängt von deiner Utility und der Team-Koordination ab. Default-Setups, die Informationen sammeln, bevor man sich auf eine Site festlegt, sind in der Regel am sichersten. Schnelle Executes funktionieren am besten, wenn du volle Utility hast.
- Wie wichtig ist die Mid-Kontrolle auf Nuke?
- Die Mid-Kontrolle ist auf Nuke entscheidend, da sie beiden Seiten Rotationsoptionen und Map-Kontrolle bietet. Teams, die die Mid kontrollieren, verschaffen sich bei der Rundenplanung einen erheblichen strategischen Vorteil.
- Welche Utility sollte ich auf Nuke priorisieren?
- Priorisiere Smokes für wichtige Choke Points, Flashes zur Entry-Unterstützung und Molotovs zum Freiräumen typischer Positionen. Volle Utility auf Nuke kostet in der Regel etwa 1000–1500 $ pro Spieler.
Nuke-Callouts auf Englisch anzeigen →