All Nuke Callouts in CS2
Nuke is an unusual Counter-Strike map due to its structure. The bomb sites here are located on top of another, which makes relying on the mini-map difficult—if not impossible. You need to know how to share your exact positioning with teammates via voice chat and how to clearly reveal where your opponents are at any moment. CS2 Nuke callouts will help with this, so learning them is crucial for your effective team communication.
This guide on DMarket Blog explains every callout on Nuke. We’ve divided the map into areas according to general team strategies. If you use this practical approach, you will learn the CS2 callouts in the most efficient way.
Nuke Map Callouts
This Counter-Strike map is based on a nuclear power plant. It has a relatively vast outside area and a closed internal space.
Terrorists start from outside with a few options to enter the actual plant. Counter-Terrorists spawn on the opposite side of Nuke, having good opportunities to take defending positions. The main actions mostly happen inside the building. Still, some good kills may occur outside, giving one of the teams an early advantage.
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T Spawn to A via Lobby
While the spawn area for Terrorists on Nuke is somewhat remote, there is an entrance to the power plant right near it. This path comes through an internal room called Lobby.
Rushing in this direction feels pretty effective, and yet, this strategy may be too straightforward. Even slightly experienced Counter-Terrorists know how to secure the actual approaches to A. But using this path as a possible team action in many game rounds may confuse opponents, and such a gamble may become a winning ticket.
- T Spawn—it’s a big remote area where T players start CS2 rounds on Nuke. There are no Nuke callouts to refer to individual spots, as the action rarely happens here. In some rounds, Terrorists may decide to save their weapons and retreat to T Spawn. Taking them here is rather difficult because of some handy corners to hide behind.
- Lobby—if Terrorists go from T Spawn directly to the power plant, they can enter the building through the door right in front of their spawning area. It leads to the Lobby room. Players should decide where to go from here: to A via Hut and via Squeaky or to B via Radio.
- Squeaky—this small room is directly connected to Lobby, and it leads to bombsite A. The name is because of a squeaky door to A. This door is pretty important, and Terrorists should pass through it super carefully. Counter-Terrorists should expect their opponents to appear from Squeaky. If T players decide to enter bombsite A via Squeaky, they appear right near Main.
- Sandbags—this Nuke callout refers to the actual sandbags located between Lobby and Hut. Counter-Terrorists may use them as protection to hunt for opponents in Lobby, but taking this position requires time. Terrorists pass the sandbags if they want to enter A right near the planting area, A Site.
- Hut—this small room is located directly on bombsite A, but it is connected to Lobby. Terrorists who choose this path should be aware of potential ambushes. It is relatively easy for Counter-Terrorists to camp here and greet opponents with bullets. The advantage of using Hut is entering A right near the planting area.
T Spawn to A via Main
This path is somewhat more dangerous, as Terrorists go to an open area close to CT Spawn. The advantages include getting valuable info on CT actions, participating in early combat, and having another option to confuse opponents.
It is a pretty good idea to be extra cautious on the path via Main. Climbing to the roof takes extra time, but this move may give Terrorists an additional view over the outside area. You can watch demo matches on Nuke and use the replay controls to see how the view from T Roof and Silo affects the Outside combat.
- T Roof—this callout refers to the roof over Lobby. The ladder to reach this area is located right near the Lobby doors, opposite T Spawn. From T Roof, Terrorists can access Silo and have a good view over Outside.
- Silo—use this callout to refer to the roof of the big Silo close to T Spawn and an area right nearby it. This Silo gives protection for Terrorists entering Outside. The roof is a good platform to get visual info on CT actions.
- T Red—similarly to Silo, this big container provides protection for players during combat.
- Outside—it’s one of the general Nuke map callouts, which refers to vast areas with no exact spot. Outside is between Silo and CT Box, around Garage.
- Main—the primary entrance to bombsite A is dangerous for Terrorists to use directly. CTs can secure Main from inside and create troubles directly in Outside. Still, with some combat, the T team may succeed. Also, Outside can be used as the way to Garage/Secret, and players may change their plans and rush through Main instead.
- Tetris—after entering bombsite A through Main, players bump into a pile of boxes. The callout for them is Tetris. It is possible to access the roof of Hut via them. Also, Tetris can be used as protection in combat.
T Spawn to B via Radio and Trophy
When in Lobby, Terrorists may decide to go to bombsite B instead of A. It is enough to turn left for this.
- Radio—a small room attached to Lobby leads to another room in this passageway. The entrance to Radio is located opposite Squeaky.
- Trophy—it’s another intermediate room on the way to B. Terrorists enter Trophy from Radio to then access Control and Ramp.
- Control—this is a direct entrance to Ramp that leads to bombsite B.
- Ramp—this general callout refers to a big area near the entrance to bombsite B. There are some more precise CS2 Nuke callouts to share the exact positions of players.
- Boost—there are boxes right near the entrance to Control on Ramp. Terrorists should check the upper side if they rush B through this path.
- Big Box—it is located directly on Ramp. The Box can be used as a protection to access B safely or as a position for defenders.
- Headshot—CT snipers can take this faraway spot on Ramp to control entrances to this area.
- Bottom Ramp—before entering bombsite B, players go down and access the lower part of Ramp.
- Dark—this corner is really dark, hence the callout. It’s located on the left after entering bombsite B from Bottom Ramp.
- B Site—it’s an area on the lower floor of the power plant where Terrorists can plant the bomb.
CT Spawn to A via Heaven
It is pretty easy for Counter-Terrorists to take defensive positions on Nuke. After rushing from CT Spawn to Outside, the CT team can control the entrance to Secret and Main. And also, there is a direct way from the spawn area to both bombsites.
To be the most effective at both defense and offense, you need to adjust the playing environment for your comfort. Using pro player settings may help with this.
- CT Spawn—it’s a dead end on Nuke, where Counter-Terrorists spawn in game rounds.
- CT Box—this box stays near CT Spawn on the way to Garage. It’s one of the spots that overlooks Outside.
- Hell—the room leads from the Outside area to the power plant. In Hell, Counter-Terrorists may decide to turn right and access Ramp or use a ladder and reach Heaven to have a view on bombsite A.
- Heaven—this platform is very helpful for Counter-Terrorists to control bombsite A. On Heaven, CT players can see Terrorists entering A from Hut and Main. The place is rather dangerous, as you need to control a few directions at the same time, and a mistake will cost you dearly.
- Rafters—there is a narrow long platform around bombsite A, on the level of Heaven. Players can walk on it to have different shooting angles from above.
- Mustang—in a way, it’s a continuation of Rafters. This narrow platform is located above Hut.
- Bridge—this part of the upper passageway on A is not attached to walls. Bridge goes right above the middle of the reactor room.
CT Spawn to B via Hell
After entering Hell, a room near CT Spawn, Counter-Terrorists can turn right and go directly to Bombsite B. It is also possible to have a nice view of Outside from the internal room of the power plant.
- Lockers—this room is on the left from Hell (for CT). It has a big breakable window, so players can participate in combat around Garage.
- Turn Pike—Counter-Terrorists enter this room right after Hell on their way to Ramp.
- Stack—there is a pile of boxes on Ramp, in the corner near Turn Pike.
To Bombsites A and B via Secret
Both teams can use this underground passageway to access the bomb sites. CS2 Nuke callouts related to this area are pretty important, as the spots are located right underneath the others. Without sharing clear info, your team can’t be effective in the game. This layer of complexity makes Nuke one of the best CS2 maps.
- CT Red—there is a container near Garage, from the CT side. It protects the entrance to Garage and helps during combat on Outside.
- Garage—this warehouse can be accessed directly from the CT Spawn area thanks to big doors. And also, there is an entrance opposite T Red, and Terrorists can use it to sneak into Secret. CT snipers should consider using Garage to control Silo and Outside.
- Secret—it’s an entrance to underground tunnels. It is relatively safe for Terrorists to enter (if the outside danger is eliminated), but if Counter-Terrorists have enough time for a rotation, they can wait for opponents inside Tunnels.
- Tunnels—it’s an underground corridor that leads from Secret to bombsite B.
- Doors—like other Nuke map callouts, this one relates to a spot within a bigger area. Doors are located in Tunnels. It’s an entrance to B. Doors are closed by default, so you should open them. Sure, Doors can be used to rotate to Tunnels from inside of the power plant.
- Window—it’s located at the far end of Tunnels. The breakable window opens a view of bombsite B.
- Back Vents—players can turn left in Tunnels to enter this corridor. Its primary purpose is to lead to Vent.
- Decon—this room is located at the end of Back Vents. It is possible to access bombsite B from it.
- Vent—a narrow tunnel that leads to bombsite A. The opposite direction is also possible. The entrance is located near Main and the entrance from Squeaky. Vent can be accessed directly from Tunnels, which can be an option for confusing opponents during rotations from A to B or Secret.
Learning CS2 Nuke Callouts
Confusing your opponents with ever-changing team actions is the name of the game on this Counter-Strike 2 map. To be successful with this, you absolutely need to know the callouts—otherwise, it is impossible to coordinate actions between the players.
Still, learning CS2 callouts on Nuke is not as difficult as it may seem. The map is rather small, and the number of callouts is reasonable. Just play Practice with bots to explore the location without extra stress. Stick to a chosen path for a couple of rounds and explore available spots and turns. Then change your direction to expand your general understanding of Nuke.
The difficulty of playing here is often based on being stuck in one of the small rooms and needing to shoot in limited space. Practice this skill on one of best aim training maps, and you will not have trouble in Tunnels or in Lobby.
Learning Nuke callouts is most effective when you actively use them in voice chat. So, after your initial exploration, be brave enough to rush to multiplayer modes. May the knowledge from our guide help you win many CS2 rounds!
You can also check out other CS2 map callouts on DMarket:
- Mirage Callouts
- Dust 2 Callouts
- Cache Callouts
- Overpass Callouts
- Inferno Callouts
- Train Callouts
- Ancient Callouts
- Vertigo Callouts
- Anubis Callouts
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