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.

VerticalCT-SidedTechnicalActive Duty

Nuke: обзор и история

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.

Радар карты

Каждый официальный callout на Nuke, нанесённый из файлов игры в его точной позиции. Наведи курсор на callout, чтобы узнать значение — народные названия мест внутри этих зон перечислены ниже.

Радар Nuke с 24 позициями callouts (верхний этаж)

Наведи курсор на callout или коснись его, чтобы узнать значение. Нажми, чтобы перейти к описанию.

Сторона CTMidСторона T

Позиции извлечены из файлов игры Counter-Strike 2 — не расставлены вручную.

Статистика профессиональной игры

57.1%Победы в раундах за CT
46.9%Победы в раундах за T
51.4%Победы в пистолетных
12.7%Частота пиков
25.1%Частота банов
1006Командных результатов на карте (7 команд)

Более сильная сторона берёт примерно 57.1% раундов, когда преимущество у CT. Сравнить все карты CS2 →

Все callouts (48 позиций)

Официальные callouts (27)

Заданы в файлах карты CS2 — каждый из них нанесён на радар выше в своей точной позиции.

Сторона 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.

Сторона 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.

Контроль 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 от сообщества (21)

Названия, которые игроки используют в повседневной игре для мест внутри указанных выше зон. Игра не задаёт для них позицию, поэтому мы их перечисляем, а не расставляем на карте наугад.

Сторона 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.

Сторона 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.

Как играть на Nuke за 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.

Как играть на Nuke за 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.

Ключевые дуэли и углы

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.

Тактические советы

1

Sound is king: control your own noise in vents and on ramps, and punish theirs.

2

As T, alternate interior and outside rounds so the defence can never pre-stack.

3

Smoke Heaven and Main on every A hit — dry entries die from above.

4

The vent drop works only with cover noise; pair it with an A fake.

5

As CT, remember the world's fastest rotation is yours: Heaven → Hell → vents → B.

Распространённые стратегии

Атака за 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.

Защита за 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 в профессиональной игре

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.

Часто задаваемые вопросы

Какие ключевые callouts на Nuke?
На Nuke есть 48 основных callout-позиций, распределённых по стороне CT, стороне T и зоне mid. Изучение этих callouts необходимо для командной связи во время соревновательных матчей.
Как CT должны защищать Nuke?
Защита CT на Nuke должна строиться на игре от узких углов, раннем сборе информации с помощью utility и ротациях в зависимости от executes стороны T. Crossfire-расстановки и контролируемая агрессия помогают удерживать контроль над site.
Какая лучшая стратегия за T на Nuke?
Лучший подход за T зависит от твоей utility и координации команды. Default-расстановки, которые собирают информацию перед заходом на site, как правило, самые безопасные. Быстрые executes работают лучше всего, когда у тебя полная utility.
Насколько важен контроль mid на Nuke?
Контроль mid на Nuke крайне важен, так как он даёт обеим сторонам варианты ротаций и контроль над картой. Команды, которые контролируют mid, получают значительное стратегическое преимущество при планировании раунда.
Какую utility стоит приоритизировать на Nuke?
Приоритет — smokes для ключевых choke points, flashes для поддержки входа и molotovs для зачистки типичных позиций. Полная utility на Nuke обычно стоит около 1000–1500 $ на игрока.

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