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.
Radar de la carte
T SpawnLobbyRadioTrophyA SiteHutHeavenMainVentsRampB SiteDarkDeconOutsideSiloCT RedGarageSecretCT SpawnStatistiques du jeu professionnel
Tous les callouts (41 positions)
Côté CT (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.
Côté T (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.
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.
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.
Foire aux questions
- Quels sont les callouts clés sur Nuke ?
- Nuke compte 41 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 →