Competitive
Hard
12 min guide

Nuke Map Guide

Nuke is a vertical rotation map where outside control, ramp pressure, and sound discipline shape every decision. Clear calls are more important here than on almost any other map.

Nuke CS2 map artwork

Map Profile

Vertical sites, fast rotations, heavy sound discipline

CT 58%

T 42%

CT Goal

Delay first contact, keep information alive, and retake as a group when a site is lost.

T Goal

Convert early map control into a split or execute instead of ending through one predictable choke.

Practice Focus

Learn a small reliable utility set, then add timing and trade patterns from the checklist below.

Core Callouts

Outside

Outside control opens secret, garage, mini, and heaven pressure. It is the main space that lets Ts threaten both sites.

  • T Red
  • Yard
  • Garage
  • Secret
  • Main

A Site

Upper site can collapse quickly through hut, squeaky, main, and heaven. CTs need crossfires instead of isolated fights.

  • Hut
  • Squeaky
  • Rafters
  • Heaven
  • Mini

Ramp

Ramp is the most direct lower route. A lost ramp fight gives Ts a fast plant and forces a hard retake.

  • Lobby
  • Trophy
  • Ramp
  • Hell
  • Control

Lower

Lower rounds depend on secret, ramp, and vent timings. CT rotates are quick but easy to fake.

  • Secret
  • Decon
  • Double Doors
  • Window
  • Toxic

CT Setups

Deny Free Outside Crosses

Use yard smokes, garage presence, and timely flashes to make secret control expensive. If Ts cross, call the number and utility used.

  • Hold garage or credit card with support
  • Molotov red or close secret timings
  • Keep mini safe from late lurks

Anchor Ramp With Escape Routes

Ramp defenders should delay and live. A dead ramp player gives lower for free and pulls both A players out of position.

  • Smoke ramp after contact
  • Fall to hell or lower when pressured
  • Ask for flashes before re-peeking

Track Sound Between Sites

Nuke fakes work because rotations are short. Use sound and teammate contact together before committing rotates.

  • Call vent drops immediately
  • Do not chase every lobby step
  • Keep one player controlling heaven or mini

T Defaults

Use Outside Smokes With A Purpose

Outside smokes are not decoration. Decide whether they create secret control, fake pressure, or garage isolation before throwing them.

  • Send at least one player behind the wall
  • Hold garage pushes after the smoke wall
  • Re-hit A when CTs over-rotate lower

Mix Fast A With Slow Lobby

A rushes force CTs to respect hut and squeaky. Slow lobby rounds punish defenders who dump utility too early.

  • Flash through hut before first contact
  • Clear rafters and heaven quickly
  • Leave a lobby player to stop ramp pushes

Convert Lower Plants

Lower plants are won through post-plant spacing. Hold decon, double doors, and ramp instead of crowding the bomb.

  • Plant for decon or double based on control
  • Smoke control or ramp for the plant
  • Keep one player watching vents

Utility Priorities

Outside Smoke Wall

A smoke wall lets Ts cross yard toward secret while blocking garage and heaven sightlines.

  • Throw with consistent spacing
  • Clear close red before crossing
  • Expect CTs to push through gaps

Hut Flash

A fast pop flash through hut blinds rafters and site players for the entry pair.

  • Call before throwing
  • Avoid flashing the squeaky entry
  • Follow with a molotov for site or vent

Ramp Smoke

A defensive smoke at ramp buys time and lets the anchor fall back without donating a kill.

  • Use after first contact
  • Spam common walk-through timings
  • Save a flash for the retake

Common Mistakes

  • Calling lower based on one outside smoke wall
  • Fighting ramp until death with no trade
  • Planting lower with no decon or ramp control
  • Ignoring lobby pushes during outside defaults

Practice Checklist

  • Learn outside smoke wall spacing
  • Drill A site clears from hut and squeaky
  • Practice ramp fallback routes
  • Review comms on every fake round you lose