Nuke 概览与历史
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.
地图雷达
Nuke 上的每一个官方 callout,都依据游戏文件标注在其精确位置上。将鼠标悬停在 callout 上即可查看含义——这些区域内各点位的社区叫法列在下方。

将鼠标悬停或点触某个 callout 即可查看含义。点击可跳转到它的描述。
位置数据提取自 Counter-Strike 2 游戏文件,并非人工摆放。
职业竞技数据
当 CT 占据优势时,优势方大约能赢下 57.1% 的回合。 查看全部 CS2 地图对比 →
全部 callouts(48 个位置)
官方 callouts(27)
这些名称定义在 CS2 的地图文件中——每一个都按其精确坐标标注在上方雷达图上。
CT 方(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.
T 方(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.
Mid 控制(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.
社区 callouts(21)
玩家在日常交流中对上述区域内各个点位的习惯叫法。游戏没有为它们定义坐标,因此我们只做列举,而不在地图上凭猜测标注。
CT 方(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.
T 方(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.
Nuke T 方打法
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.
Nuke CT 方打法
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.
关键对枪与角度
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.
战术技巧
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.
常见战术
T 方进攻
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.
CT 方防守
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.
职业比赛中的 Nuke
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.
常见问题
- Nuke 上有哪些关键 callouts?
- Nuke 共有 48 个主要 callout 位置,分布在 CT 方、T 方和 mid 区域。掌握这些 callouts 对竞技比赛中的团队沟通至关重要。
- CT 应该如何防守 Nuke?
- 在 Nuke 上,CT 防守应侧重于卡小角度、用 utility 尽早获取信息,并根据 T 方的 executes 进行换防。交叉火力(crossfire)布置和有节制的进攻有助于保持对 site 的控制。
- Nuke 的最佳 T 方战术是什么?
- 最佳的 T 方打法取决于你的 utility 和团队配合。在确定进攻某个 site 之前先收集信息的 default 布置通常最为稳妥。当你拥有完整 utility 时,快速 executes 效果最好。
- mid 控制在 Nuke 上有多重要?
- 在 Nuke 上 mid 控制至关重要,因为它能为双方提供换防选择和地图控制。掌控 mid 的队伍在回合规划中会获得显著的战术优势。
- 在 Nuke 上我应该优先使用哪些 utility?
- 优先在关键 choke points 使用 smokes,用 flashes 支援突破,用 molotovs 清理常见站位。在 Nuke 上,完整的 utility 通常每名玩家约需 1000-1500 美元。