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Master Nuke's vertical layout, Outside control, Vent rotations, and coordinated executes. The hardest map in CS2 becomes your biggest weapon when you understand its vertical mechanics and CT-side advantages better than your opponents.
Difficulty
Advanced
Read Time
80 min
Author
CS2Hype Pro Team
Updated
December 2024
Map Overview & Layout
6 min
Map Callouts & Key Areas

Nuke overview — the vertical split between Upper (A) and Lower (B) is the map's defining feature
A Site (Upper)
- Hut (entrance from Outside)
- Heaven (elevated catwalk)
- Trophy (corner position)
- Ramp (main T entry route)
- Lobby (connector to Vents)
- Silo (Outside height advantage)
B Site (Lower)
- Lower (main site area)
- Secret (T-side drop-in)
- Vents (Upper/Lower link)
- Ladder Room (T approach)
- Radio Room (post-plant)
- Pass (CT rotation path)
Outside (T Entry)
- Red (outside CT-side box)
- Ramp Entry (main T approach)
- Silo (risky height position)
- T Roof (elevated route)
- Secret Door (B-site entry)
Understanding Nuke's Vertical Layout
Nuke is unlike any other map in CS2 because it has two bomb sites stacked vertically rather than side by side. A site sits on the ground floor and upper level (accessible via Outside/Ramp), while B site is underground (accessible via Vents from A or via Ladder Room and Secret from T-side). This creates fundamentally different rotation and strategy dynamics compared to every other map.
- Short CT Rotations: CTs can move Upper ↔ Lower in seconds via Pass
- Vent Control: Whoever controls Vents can flank and surprise
- Outside Dominance: Whoever controls Outside largely controls A site
- Sound Advantage: Vent movement is extremely loud — a major tell
- T Disadvantage: Getting Outside exposes Ts to multiple CT angles
- Commitment Required: A and B are too far apart for quick T fakes
- Vent Noise: T team loses the element of surprise in vents
- Rotation Reads: CTs can anticipate T movements faster than on other maps
Why Nuke is CS2's Hardest Map
The vertical mechanic demands a completely different mental model
You Need to Think in 3D
On every other map, you think left-right. On Nuke, you must track enemies above AND below you simultaneously — in Vents, on Heaven, dropping from Outside, or coming through the Pass underground.
Outside is a Death Zone for Ts
The only T approach to A site (Outside/Ramp) is an open area with CT angles from Silo, Hut, and Heaven. Pushing it unprepared is almost always fatal. You need 3+ smokes and flashes just to set foot in the area safely.
B Requires Perfect Timing
The B site Lower is dark, cramped, and has multiple entry points for CTs. Going B via Vents is loud and slow. Going B via Ladder Room/Secret requires perfectly synchronized timing that most teams fail to execute.
CT-Side Masterclass
18 min
Default CT Setup — The Foundation
A solid default on Nuke typically uses a 2-2-1 split: two players Upper/A, two players Lower/B, and one floating player who can quickly reinforce either site via the Pass. The floating player is often your most experienced fragger.
Outside Aggression
Deny T map control before they reach Ramp
1
One CT pushes aggressively to Red/Ramp at round start
2
Second CT holds from Hut or Heaven angle
3
Force Ts to use utility just to enter Outside
4
If you pick someone at Ramp, back off immediately
5
Never overcommit — trade and retreat to site
Heaven Control
Dominate the upper catwalk overlooking A site
1
AWP or rifle player takes Heaven at round start
2
Heaven player watches Ramp and Hut entry
3
Second player takes Trophy or Default A position
4
Coordinate with Heaven before rotating
5
Heaven player is last to leave A site in rotations
B Lower Anchor
Lock down Lower with two players holding multiple angles
1
One player holds Vent drop angle near Ramp entry
2
Second player holds Secret door and Ladder Room
3
Use a molotov on the Vent drop to delay B push
4
Listen to footsteps — Vent movement is very loud
5
Call rotates early — don't wait until bomb is planted
The Pass — Nuke's Hidden Rotation Path
The Pass is the staircase connecting Upper (A site) to Lower (B site) through the back of the map. Most players who don't know Nuke don't even know it exists. It is the single most important mechanic that makes CT side so powerful — allowing a CT player to rotate between sites in roughly 3-4 seconds, compared to 8-10 seconds on most other maps.
CT Rotation Timing via Pass
1
A site CT hears "B contact" — immediately start moving to Pass
2
CT reaches Pass staircase — do NOT peek immediately
3
CT arrives at Lower — coordinate entry with B anchor
4
3 CTs defending B — an almost unwinnable retake for Ts
Advanced CT Positions & Angles

Heaven AWP
The most powerful single position on Nuke. Heaven overlooks the entire A site, Ramp, and Hut simultaneously. A skilled AWP player here can single-handedly deny the T execute.

Trophy Crouch
Crouching behind the Trophy statue on A site, you catch Ts who peek expecting a standing target. Pairs perfectly with a Heaven teammate for a crossfire.

Hut Boost
Boost a teammate onto the roof of Hut at round start. This gives early Outside information and a powerful angle before Ts arrive. Requires map knowledge to execute safely.

Vent Drop Watch
Holding the exact drop spot from Vent to Lower B with a molotov pre-throw. If a T drops, they land in fire. Even if they don't use Vent, the molotov forces them to reposition.

Secret One-Way Smoke
A smoke lineup from inside B Lower that creates a one-way window toward the Secret entrance. Ts entering Secret see nothing; you see their feet clearly.

Radio Room Lurk
After a B plant, position in Radio Room with a smoke on the main entry. Ts must split their attention between the planted bomb timer and your lurk position.
Advanced CT Techniques
What separates average CT players from elite Nuke defenders
Essential CT Smokes
- Ramp smoke (from CT spawn) — delays T entry by 15s
- Hut smoke — forces Ts to reposition after entering Outside
- Ladder Room smoke — delays B push while pass rotate happens
- Secret door smoke — blocks Secret entry on B site hold
CT Molotov Timings
- Vent drop molotov — throw at :75 on the clock (most common T vent timing)
- Ramp molotov — thrown from Hut to deny aggressive T pushes
- Ladder Room molotov — thrown into Ladder Room at :80
- Secret molotov — pre-emptive throw to deny sneaky T entry
T-Side Strategies
20 min
The Three T-Side Doctrines
Outside Smoke Execute → A
Take Outside control with utility, commit to A site
1
Smoke Silo to deny elevated CT vision
2
Smoke CT aggression spot (Red/Ramp entry)
3
Flash over Hut to blind Heaven AWP
4
3 players fast up Ramp while smokes land
5
4th player clears Hut, 5th prepares Heaven smoke
6
Plant at Trophy/Default for post-plant crossfire
Fake A → Drop to B via Vents
Create Outside noise, silently rotate Lower
1
3 players make noise in Outside — don't commit
2
1-2 players silently enter Lobby from T-side
3
Players drop Vents QUIETLY (crouch + walk)
4
Coordinate B entry timing with Outside distraction
5
Smoke Vent drop spot from below before dropping
6
B anchor is isolated — overwhelm before rotate
Direct B Execute
Full team B commitment via Ladder Room + Secret
1
2 players Ladder Room approach (smoke entry)
2
2 players Secret drop (requires smoke on B Lower)
3
1 player Vent as distraction / flank threat
4
Ladder Room and Secret must enter simultaneously
5
Flash from Ladder Room into B Lower on entry
6
Plant at Radio Room side for maximum post-plant cover
In-Depth Execute Breakdowns
Standard A Outside Execute
This is Nuke's equivalent of a textbook execute. It requires exactly 3 smokes, 2 flashes, and perfect entry timing. It is heavily practiced at pro level.
1
Assign roles: 2 Entry via Ramp, 1 Hut clear, 1 Heaven smoke + push, 1 Lobby hold. No improvisation — everyone has one job.
2
Smoke Silo from T-side. Smoke CT peek spot at Ramp. Flash over Hut wall to blind Heaven player. All three must land within 2 seconds of each other.
3
Two entry players run up Ramp as smoke lands. DO NOT wait — the advantage is in the timing. Third player peeks Hut from the right side simultaneously.
4
Heaven smoke goes up. Entry players clear Trophy and Default. Hut player checks the Hut interior. Lobby player guards Vent and CT rotation.
5
Plant at Trophy. Two players watch Heaven (rotate threat), two watch Hut, one watches Ramp. The CT Pass rotate arrives in ~4s after B clears — be ready.

When to Sacrifice Outside Control
The most counterintuitive Nuke concept most T players get wrong
Most teams feel they need Outside control before committing to A. This is a trap. Spending 30 seconds fighting for Outside burns utility, loses players, and gives CTs exactly what they want: time. Here's when to skip Outside entirely:
- Your team has all smokes ready for a full execute
- You're going B — Outside is irrelevant
- Clock is under :55 — no time for slow Outside fights
- Eco round — don't burn pistol ammo on aggressive CTs
- You have no A execute utility — Outside fight is unavoidable
- Playing slow to run clock down on T side
- Opponent's AWP is not in Heaven position (confirmed by sound)
- You have a numbers advantage (CT down players)
- Send exactly 2 to Outside while 3 go quietly to B via Vents/Secret
- Outside pair creates noise and angles without committing fully
- B players time their entry to the Outside gunfight distraction
- If B is clear, call rotate; if not, convert Outside to A execute
Utility Bible
22 min
Essential T-Side Smoke Lineups

Silo Smoke
Blocks the CT elevated position on Silo from shooting down into Outside. Without this smoke, the Silo angle covers the entire Outside approach.
- Thrown from T spawn left side against the wall
- Aim at the corner of the Nuke building's upper right edge
- Left-click throw — lands perfectly on Silo platform
- Must be thrown first — it's the farthest from Outside

Heaven Smoke (from Outside)
The most important smoke on Nuke. Thrown from Outside ramp to fully block the Heaven catwalk, eliminating the AWP angle that dominates the entire A site.
- Requires specific lineup on the Ramp wall
- Run-throw variant for faster deployment under pressure
- Must be thrown while smokes are landing — not after
- Verify the smoke blocks the full Heaven window, not just half

CT Push Smoke (Ramp Entry)
Blocks the CT aggression position at the bottom of Ramp. Without this, an aggressive CT can kill 2-3 players before they even see him.
- Thrown from T-spawn right side, aim at Ramp entrance corner
- Simple jump-throw from standard position
- Must land before your entry players begin running up Ramp
- Can be combined with a molotov for double coverage

Hut Smoke (A Site)
Thrown from the bottom of Outside, this smoke blocks the Hut window/door angle, preventing the CT inside Hut from easily killing A site entrants.
- Run-throw from specific position on Outside ground
- Smoke must land inside or directly in front of Hut entrance
- Pair with a flash into Hut for maximum effectiveness
- Can substitute with a molotov if no smokes available

B Lower Smoke (Ladder Room)
Thrown from the Ladder Room entry to cover the B site interior angles. Without this, CT(s) inside B Lower will kill both Ladder Room entrants.
- Thrown from the Ladder Room door frame before entering
- Aim to cover the far side of B Lower and Radio Room entry
- Coordinate with Secret entry player — smoke, then push together
- Pair with a flash thrown into B Lower ceiling for full blind

Lobby Smoke (CT Vent Watch)
Thrown into the Lobby area from T-side before sending players through Vents. Blinds the CT who might peek Lobby while your player is crawling through.
- Thrown from T Lobby area at the CT entry to Lobby
- Simple line-up, no jump throw required
- Primarily used for Vent approaches, not A executes
- Pairs with Lobby flash for maximum entry safety
CT-Side Utility — Defending the Inevitable
A Site CT Molotovs
Ramp Molotov
Thrown from Hut to land at the top of Ramp. Thrown at :75 (just as Ts start pushing), it forces them to wait 7 seconds before Ramp is passable — enough time for a teammate to rotate to Heaven or Trophy.
Heaven Molotov (Counter)
If Ts smoke Heaven and a CT is trapped there, throw a molotov down onto the A site below. Forces Ts to move from their planted position and creates havoc on the site.
Hut Molotov (Retake)
During A retakes, throw a molotov into Hut before entering. Ts commonly hide in the Hut corner post-plant — flushing them with fire eliminates the most dangerous ambush angle on the retake.
B Site CT Utility
Vent Drop Molotov
The most impactful single piece of CT utility on B. Thrown into the exact vent drop landing spot at :75, it forces Ts to wait in the vent, taking full damage — or drop into fire and die instantly.
Ladder Room Flash
Bounced off the wall above the Ladder Room entry, this pop-flash blinds any T entering from Ladder Room. Thrown reactively the moment you hear Ladder Room footsteps.
Radio Room Molotov
Post-plant, Ts commonly hide in Radio Room to watch the B Lower from safety. A molotov from the Pass stairs hits the Radio Room interior, forcing movement and creating a retake window.
Nuke Utility Philosophy
How to think about utility on this map versus all others
On T Side: Utility Is Access
- Every smoke is a door you're opening — without it, the door is locked
- Never throw smokes before the team is in position to capitalize
- Coordinate throw timing verbally: "throwing Silo in 3, 2, 1..."
- Buy smokes on every full-buy round — no exceptions on Nuke
- Flash usage: one blind flash per entry player, not multiple for same angle
On CT Side: Utility Is Time
- Each piece of CT utility buys 5-8 seconds — enough for a rotate
- Don't throw CT utility reactively — use proactive timings on the clock
- Save molotovs for after Ts commit, not during the approach
- Never use all CT utility in round 1 — you need it for the follow-up round
- The vent drop molotov is the one utility never to skip on B hold
Advanced Tactics
20 min
The Most Effective Nuke Strategies by Situation
CT Aggressive Outside Denial
One of the highest-leverage CT plays on Nuke: instead of waiting for Ts to arrive at Outside, a CT pushes aggressively to deny them map control entirely.
How to Execute It
- CT pushes to Red or Ramp Entry at :90 (before Ts arrive)
- Kill the first T player up Ramp — they are never expecting it
- Immediately back off to Hut or A site after the pick
- The surviving CT never pushes deeper — one pick and retreat
- Forces Ts to waste smokes and utility on an empty position
The Staggered A Execute
Rather than everyone pushing A simultaneously, the staggered execute times entry from two different angles — forcing CTs to choose who to shoot first.
Stagger Timing
0s
Silo + Heaven smokes thrown simultaneously
2s
2 players fast up Ramp while smokes still forming
5s
1 player enters from Hut — CT is already occupied by Ramp
7s
1 player drops from Heaven after smoke (CT already moved)
Pro Tips & Nuke Mastery
15 min
Why Most Players Lose Nuke — And How to Fix It
The 5 Reasons You're Losing Nuke
- Thinking flat, not vertical. You approach Nuke like Mirage — checking angles left and right, forgetting players exist above and below you at all times.
- No smoke discipline. You push Outside with 0 or 1 smoke and wonder why you die. Outside requires 3 smokes minimum for a safe approach — every time, no exceptions.
- Predictable vent timing. You drop Vent at :70 every single round. Every CT above Gold Nova knows this. Vary your timing or stop using vents as your only B approach.
- Not using the Pass on CT. You rotate via Pass too slowly or not at all. The Pass is the reason CT wins 58% of rounds. Not using it forfeits your biggest advantage.
- Ignoring Secret on T side. Secret is one of the most underused entry points in CS2. Most CTs don't even watch it. If you're not using Secret in at least 30% of your B executes, you're leaving free rounds on the table.
The Nuke Mastery Checklist
- Know every vent timing sound. Crawling Vents has a distinct sound. Practice offline until you can tell the difference between a CT and T vent rotation from sound alone.
- Learn all 6 critical T smokes. Silo, Heaven, CT Ramp, Hut, B Lower, and Lobby. Know them from muscle memory, not from thinking. You'll have no time to think mid-execute.
- Communicate round start information instantly. "Outside pressure" or "B vent" in the first 10 seconds shapes the entire CT defensive read.
- Play both Upper and Lower in DM. Nuke DM maps force you to understand angles from both floors. Play 20 minutes of Nuke DM per session to ingrain the geometry.
- Watch pro demos specifically on Nuke. Pick one Nuke match from FaZe, NaVi, or Vitality per week. Note every utility setup and rotation call.
Rank-Specific Advice
What to focus on at each skill level to improve on Nuke fastest
Nuke is genuinely hard at this level. Focus only on:
- Learn what Outside, A site, B site, and Vents look like
- Learn 1 smoke per execute (just Heaven smoke on A)
- Never push Outside without at least 1 smoke
- Play CT by staying at your assigned site — no lone wolf rotates
You know the basics. Now add utility and rotation knowledge:
- Learn the full 3-smoke A execute from T side
- Practice Pass rotate timing on CT side
- Add the vent drop molotov to your B anchor kit
- Start reading T vent sounds and calling for the team
Solid mechanics. Elevate with reads and unpredictability:
- Introduce the fake-B-take-A strategy at least twice per half
- Vary vent timing to break CT molotov habits
- Use CT aggressive Outside denial in 1 round per half
- Begin using Secret entry on B executes to vary approach angles
Map knowledge is complete. Win at the meta level:
- Track enemy utility patterns across rounds and counter them
- Use the mid-round CT vent drop as a situational counter-attack
- Adapt T-side strategy every 3 rounds — never repeat twice in a row
- Watch your own demos for Outside control timing improvements
Understanding Nuke's Unique Map Rotation Dynamics
How Nuke rotation timing differs from every other CS2 map
On Mirage or Inferno, CTs need 8-15 seconds to fully rotate between sites. On Nuke, the Pass allows rotation in 3-4 seconds. This is not a small difference — it fundamentally changes how both sides must play.
For T Side
You cannot rely on fake-then-go strategies that work on other maps. When you fake A on Inferno, the CT rotates in 12 seconds — plenty of time to exploit. When you fake A on Nuke, the CT rotates in 4 seconds. Your fake window is incredibly small. This means your fakes must either be truly convincing (making CT commit their Pass player) or abandoned entirely in favor of direct executes.
For CT Side
You can afford to play more aggressively in your first position because you know you can rotate faster than on other maps. A CT who takes an early Outside pick and falls back to Hut is still in time to pass-rotate to B if needed. This luxury doesn't exist on any other map — use it. It means you can be more aggressive and experimental in CT positioning without sacrificing site security.
The Rotation Read
Because CT rotations are so fast, T teams must make their final A-or-B decision earlier than on any other map. The decision must be locked in by :70 at the latest. If a T team is still undecided at :65 on Nuke, they've already lost the round — there isn't enough time to set up the utility for either site effectively from that point.
Final Pro Tips — Things No Guide Ever Mentions
Observations from high-level Nuke specialists
The Heaven Peek tells you everything
If you're CT and no one is peeking Heaven within the first :85-:80, the T team is either going B or has a specific A execute prepared. A T player in Heaven means they want A site information — adjust your positioning immediately.
Sound travels differently underground
Footsteps in B Lower are louder than footsteps on A site because of the enclosed space. If you're CT in B Lower, you can hear Secret door opening from 15 feet away. Train your ears — the sound mix on B is a significant information advantage for attentive players.
Nuke is won in rounds 10-15
Teams that have practiced Nuke establish routines by round 5. By round 10, the opposing team has adapted to your patterns. The teams that win are those who change their approach in rounds 10-15 — before the opponents finalize their counter-read.
The A site plant position matters more here than anywhere
On Nuke A, the Trophy plant beats the Default plant by a wide margin because it covers the Heaven and Hut retake lines simultaneously. Pro teams plant Trophy almost exclusively. Default plant is only used when under extreme time pressure.
Outside control is a trap if you fight for it too long
Every second you spend fighting for Outside at :70 or later is a second you're not setting up execute smokes. If Outside fight goes past :65, abandon the fight and immediately pivot to a B execute or accept a time loss. The clock is your real enemy, not the CT.
Radio Room is the most underrated post-plant position in CS2
After a B plant, most Ts go to Lower corners or back to Secret. Radio Room forces retaking CTs to deal with two completely separate angles simultaneously — the planted bomb (requiring site presence) and Radio Room (requiring a dedicated clear). One skilled player in Radio Room makes the B site retake close to impossible.


