Nuke
Voir aussi: Outils, Joueurs pro, Guides, Armes, Skins, Caisses, Autocollants, Rangs.
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.
Nuke — présentation et histoire
Nuke is one of the original Counter-Strike maps, first released in November 1999, and it has been rebuilt more than any other map in the pool — most notably Valve's ground-up rework in 2016 that produced the modern layout. It has been a fixture of top-level play ever since and remains in the Active Duty pool after the July 2026 Season 5 update.
Its defining feature is verticality: A site sits directly above B site, connected by vents, ramps, and ladders. Rotations that take fifteen seconds on other maps take three here — a CT can drop from Heaven through Hell into the vents and appear on B almost instantly. That compression is why Nuke is historically the most CT-sided map in Counter-Strike.
The map splits into two theatres: the interior (Lobby, Ramp, both sites) and Outside, the huge open yard flanking the building. T-sides that only play the interior walk into stacked crossfires; the outside yard is the pressure valve that stretches the defence thin — but crossing it costs smokes and discipline.
Radar de la carte
Chaque callout officiel de Nuke, placé depuis les fichiers du jeu à sa position exacte. Survole un callout pour voir ce qu’il signifie — les noms de la communauté pour les endroits situés dans ces zones sont listés plus bas.

Survole un callout ou touche-le pour voir ce qu’il signifie. Clique dessus pour accéder à sa description.
Positions extraites des fichiers du jeu Counter-Strike 2 — non placées à la main.
Statistiques du jeu professionnel
Le camp le plus fort remporte environ 57.1% des rounds lorsque les CT ont l’avantage. Voir toutes les cartes CS2 comparées →
Tous les callouts (48 positions)
Callouts officiels (27)
Définis dans les fichiers de la carte CS2 — chacun est placé sur le radar ci-dessus à sa position exacte.
Côté CT (15)
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.
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.
B Site●
The lower bombsite in the reactor basement, entered from Ramp, Doors/Window, vents, and Secret.
Tunnels●
The corridor system behind B connecting Secret, Window, and Decon.
Decon●
The decontamination room with a single door connecting the back vents to B site.
Garage●
The warehouse on the CT side of Outside — controls the yard and the Secret approach.
CT Spawn●
Counter-Terrorist spawn beside Heaven's entrance, between A above and B below.
Catwalk●
The raised CT-side walkway over A site, immediately beside Heaven and Hell. It is part of the vertical structure above the site, so anything crossing A has to account for shots from above as well as from ground level.
Crane●
The overhead crane gantry spanning the reactor hall above A site. It is the landmark for calling positions on the site floor beneath it, sitting between Hut and the Rafters wall.
Hut Roof●
The roof of the metal Hut on A site, directly above the Hut entrance from Lobby. It is the upper half of the Hut choke, in view of the Heaven and Rafters positions that watch the doorway below.
Locker Room●
The locker room on the CT side of the building, between the spawn area and the Garage side of Outside. It is a rotation room — the interior link between defending the yard and defending the sites.
Observation●
The window room overlooking B site from behind glass, between the tunnels behind B and the site itself. It lets the defence look onto the plant zone without standing in it, and it is one half of the standard B retake pincer.
Côté T (9)
T Spawn●
Terrorist spawn in the yard corner, with routes into Lobby or around to Outside.
Lobby●
The first interior room from T spawn, connecting Squeaky, Radio, and the Ramp path.
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.
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.
Roof●
The roof above Lobby on the T side, reached by the ladder at spawn. It is a T-side vantage point over the yard and the jump-off toward Silo.
Vending●
The vending machines in the Radio room between Lobby and Trophy. They are the reference point inside the T-side interior route toward Ramp, and cover for anyone holding that corridor.
Contrôle du mid (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.
Callouts de la communauté (21)
Noms employés au quotidien par les joueurs pour des endroits situés dans les zones ci-dessus. Le jeu ne leur attribue aucune position, nous les listons donc plutôt que de les placer au jugé sur la carte.
Côté CT (17)
Tetris
The stepped boxes in front of Hut on A site — a close anchor spot and retake cover.
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.
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.
Back Vents
The vent stretch between Decon and the tunnel area behind B.
CT Red
The red container on the CT side of the yard near Garage.
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.
Côté T (4)
T Roof
The roof above Lobby, reached by ladder — used for early yard picks and Silo jumps.
Radio
The room with vending machines between Lobby and Trophy — the interior crossroads toward Ramp.
Sandbags
The sandbags between Lobby and Hut, cover for Ts staging an A entry.
T Red
The red shipping container on the T side of the yard, cover for the outside crossing.
Comment jouer Nuke côté T
T-side Nuke starts with a decision: inside or outside. Interior rounds fight through Lobby toward Hut/Squeaky for A or down Ramp for B; outside rounds smoke the Garage and Heaven sightlines and send three or more players across the yard toward Secret and Garage. Good T-sides mix both every half so the CTs can never pre-commit.
The classic A hit flows through Lobby with a Main smoke, a Heaven smoke, and a molotov for Hut, entering through both Hut and Squeaky simultaneously. Because rotations are so fast, speed matters more than on any map — a ten-second delay between clearing Lobby and hitting the site invites three extra defenders.
B hits come from Ramp (with Doors/Window control), from Secret after taking Outside, or through the vents after an A fake. The vent drop is Nuke's signature play: show bodies and utility at A, then drop the pack through the vents onto B before Heaven can reposition. Post-plant, hold from Dark, Doors, and back Ramp — and always leave one player watching the Secret stairs.
Comment jouer Nuke côté CT
The standard CT setup is 2-1-2 with a twist: two players A (Heaven/site and Hut/Squeaky), one Ramp, one Outside or Garage, and one flexing between B and Secret. The Outside player is the early-warning system — if the yard falls silent, expect everything through Lobby.
Nuke CTs win by holding information chokes rather than sites: Squeaky door opening, Ramp barrels, the Lobby cubbies, Garage window. Utility spent keeping Ts out of Lobby and off the yard buys the whole defence time. An AWP works best Outside or holding Main from the site — the long yard sightlines are the only true AWP lanes on the map.
Retakes lean on verticality. A site retakes come from Heaven and Hut with a flash down; B retakes drop through vents or push Doors/Window together. Because Ts must defend a site with attackers potentially above and below them, disciplined CT sides can win post-plants at a higher rate here than anywhere else — save utility for it.
Duels et angles clés
Squeaky door vs site anchor
The A anchor holds the squeaky door and Hut exit from Tetris or site boxes. Ts must burn a molotov or flash to open it — opening squeaky dry into a pre-aimed rifle is the map's most common throwaway death.
Outside yard AWP lanes
The long sightlines from Garage/CT Red across the yard to T Red and Silo are Nuke's AWP playground. Ts cross only behind the double-smoke wall; CTs re-peek from new angles after every smoke bloom.
Ramp barrels vs Ramp push
The Ramp player holds the barrels/Headshot angle against Ts pouring down from Trophy/Control. A well-placed molotov splits the push; losing Ramp control usually means losing B.
Heaven vs site entry
Heaven sees the whole A site from above. Entry Ts smoke it or flash it on every hit — and Heaven players learn to drop to Hell mid-fight to re-appear from below instead of dying to the pre-aim.
Vent drop timing
Both teams fight over vent audio. A T dropping vents against a listening CT dies in the tube; the play only works when noise elsewhere (an A fake, an outside flash wave) masks the metal sound.
Conseils tactiques
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.
Stratégies courantes
Attaque côté T
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.
Défense côté CT
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.
Nuke dans le jeu professionnel
Nuke is pro Counter-Strike's great specialisation map: teams that drill its timings win long CT streaks on it, and it has hosted some of the most lopsided halves in Major history. Astralis famously built an era partly on their Nuke defence, and modern teams still treat a strong Nuke as a veto weapon — opponents ban it rather than face a rehearsed system.
Pro T-sides invest heavily in Outside control and double-fake executes between the stacked sites, because raw site hits into a set defence fail. Watch how top teams use vent and Secret timings off A-side pressure — and see the tracked pro stats above for the map's current side balance in CS2.
Foire aux questions
- Quels sont les callouts clés sur Nuke ?
- Nuke compte 48 positions de callout majeures réparties entre le côté CT, le côté T et la zone du mid. Apprendre ces callouts est essentiel pour la communication d’équipe pendant les matchs compétitifs.
- Comment les CT devraient-ils défendre Nuke ?
- La défense CT sur Nuke devrait se concentrer sur le jeu d’angles serrés, la collecte d’informations précoce avec l’utility et les rotations en fonction des executes du côté T. Les setups de crossfire et une agressivité maîtrisée aident à garder le contrôle du site.
- Quelle est la meilleure stratégie côté T pour Nuke ?
- La meilleure approche côté T dépend de ton utility et de la coordination de l’équipe. Les setups default qui recueillent des informations avant de s’engager sur un site sont généralement les plus sûrs. Les executes rapides fonctionnent mieux quand tu as l’utility complète.
- Quelle est l’importance du contrôle du mid sur Nuke ?
- Le contrôle du mid est crucial sur Nuke, car il offre des options de rotation et le contrôle de la carte pour les deux camps. Les équipes qui contrôlent le mid obtiennent un avantage stratégique considérable dans la planification des rounds.
- Quelle utility devrais-je privilégier sur Nuke ?
- Privilégie les smokes pour les choke points clés, les flashes pour soutenir l’entrée et les molotovs pour nettoyer les positions courantes. L’utility complète sur Nuke coûte généralement entre 1000 et 1500 $ par joueur.
Voir les callouts de Nuke en anglais →