Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
CS2 · Map guide · Nuke

CS2 Nuke Guide (2026): Callouts, Both Floors, Outside and Setups

Nuke in Counter-Strike 2, Premier Season 5: the two floors drawn as a stacked map, every callout from Outside to Secret, the A execute through Squeaky and Hut, Ramp and Secret hits, vents and sound, CT setups and retakes.

Updated 2026-11-08 · 14 min read · by the BoostPirate crew
  • A sits above B
  • 27 official callouts
  • Vents, Hell, Ramp, Secret
  • In Active Duty since 2024
A B Outside Silo Garage T Spawn Lobby Squeaky Hut Heaven Main CT Spawn Ramp Secret Decon Tunnels Vents UPPER LEVEL · A LOWER LEVEL · B
Nuke · Active Duty

Two bombsites, one on top of the other.

Schematic, not to scale; the lower floor is drawn below the upper one. Names from the CS2 map files and common player names (csdb.gg, reviewed 4 July 2026).

Nuke is the map that breaks the rules the other six teach you. Its two bombsites are stacked — A on the upper floor, B directly below it — so the CTs can rotate between them in seconds, sound travels through floors, and "which site?" is often really "which floor?". It's also one of the oldest maps in Counter-Strike (first released in November 1999, redesigned for CS:GO in 2016) and one of the four maps that stayed in the Active Duty pool through every swap since April 2024. This guide covers Nuke in Premier Season 5: the callouts on both floors, Outside control, the A execute through Squeaky and Hut, Ramp and Secret hits, vents and noise, CT setups and retakes. Checked 8 November 2026.

Short answer: On Nuke, A is upstairs and B is directly underneath, joined by Ramp, the Vents, Secret and the CTs' Tunnels. Terrorists attack A from Lobby through Squeaky and Hut — a common execute smokes Main and Heaven, Molotovs Hut and enters both doors off a Lobby flash — and attack B down Ramp or through Secret after taking Outside. CTs hold the information chokes (Squeaky, Ramp, Lobby, Garage) rather than the sites and use the fast rotations between floors. Mix inside and Outside rounds as a Terrorist; never let the CTs pre-commit.
Key takeaways
  • Think in floors: A and B are seconds apart for the CTs, so fakes need real noise and real grenades.
  • Smoke Heaven and Main on every A hit — they're the two angles that see both entrances.
  • Ramp decides B: a CT who loses Ramp usually loses the site.
  • Outside is the AWP yard — cross it only behind a double smoke wall.
  • Vent drops need cover noise: a lone drop against a listening CT dies in the vent.

How Nuke works: two floors, one building

Terrorists spawn in the west. From T Spawn they can go inside through Lobby — the hub of the T side, with Trophy and Control off it — or outside into the yard the map files call Outside, with Silo in the middle and Garage at the far end. From Lobby, two doors lead onto A: Squeaky (named for the noise it makes) and Hut. A also has Heaven, a raised platform above the site, with Hell beneath it, and the CTs' main entrance from the east, which players call Main.

B is the floor below. Terrorists reach it down Ramp from Lobby, or by taking Outside and going down Secret at the far end. Vents connect A and B directly; Decon sits beside B, and the CTs have Tunnels on their side. That's why CT rotations on Nuke are the fastest in the pool: a player on A can be on B through the vents before a B execute finishes.

Nuke callouts on both floors

Nuke has more official names than any other map in this series — 27 in the map files — plus 21 common player names. When you call, say the floor if it isn't obvious: "one Heaven" is upstairs, "one Ramp" could be either end.

Built into the map 27 names · shown on your radar

CT side
  • A Site
  • Hut
  • Heaven
  • Hell
  • Rafters
  • B Site
  • Tunnels
  • Decon
  • Garage
  • CT Spawn
  • Catwalk
  • Crane
  • Hut Roof
  • Locker Room
  • Observation
T side
  • T Spawn
  • Lobby
  • Trophy
  • Control
  • Squeaky
  • Ramp
  • Silo
  • Roof
  • Vending
Mid
  • Vents
  • Outside
  • Secret

Community callouts 21 names players use

CT side
  • Tetris
  • Mustang
  • Bridge
  • Main
  • Headshot
  • Stack
  • Boost
  • Turn Pike
  • Bottom Ramp
  • Big Box
  • Dark
  • Doors
  • Window
  • Back Vents
  • CT Red
  • Lockers
  • CT Box
T side
  • T Roof
  • Radio
  • Sandbags
  • T Red

On A, learn Tetris (the default plant cover), Mustang, Rafters and Heaven; on the A clear, csdb.gg's common order is Hut, Sandbags, Tetris, Heaven, Rafters, Mustang. On B: Dark, Doors, Window, Big Box and Headshot (a CT spot that watches Ramp). Outside: CT Red and T Red are the two red containers that frame the yard.

Outside: the yard

Outside is Nuke's only true AWP lane. The yard's long sightlines run from Garage and CT Red towards T Red and Silo, so a Terrorist who walks into it without utility simply dies. Two things happen Outside. Terrorists take it to reach Secret and hit B from the far side — which means walling off Garage and CT Red with smokes and crossing with several players at once. And CTs use it as their early warning: the Outside player's silence is information too. If the yard is quiet, expect Lobby.

Terrorists cross it

  1. Double smoke wall: Garage and CT Red, thrown together.
  2. Flash Outside as the wall blooms so the CT can't jiggle the gap.
  3. Cross with four, then hit B from Secret while one player goes down Ramp.

CTs deny it

  1. One AWP in Garage or CT Red holds the whole yard alone.
  2. Molotov the yard on timing to stop a fast cross.
  3. Call the cross early: Secret is the slow route, so B has time if it knows.

T side: the A execute through Squeaky and Hut

The A execute is Nuke's signature hit, and the grenades are the whole plan: blind the two angles that see both doors, burn out Hut, then go through both doors at once.

A
Nuke A executeFrom Lobby through Squeaky and Hut
Grenade bill$1,400
  • Smoke · Mainfrom Outside / Lobby
  • Smoke · Heavenfrom Lobby
  • Molotov · Hutfrom Lobby
  • Flash · out of Lobbyfrom Lobby
  • Flash · into Squeakyfrom Squeaky
  1. Smoke Main and Heaven — Main stops the CT walk-in, Heaven blinds the platform above the site.
  2. Molotov Hut to clear the close corner.
  3. Flash out of Lobby and enter Squeaky and Hut together; open Squeaky with grenades, never dry.
  4. Plant behind Tetris, then hold retakes from the site boxes and Squeaky.
Grenade bill = game money at today's prices (smoke $300, flash $200, Molotov $400). Nuke punishes half-bought executes harder than any other map.

Squeaky is the trap: opening it dry into a pre-aimed rifle is one of the most common throws on the map, so burn a flash on it every time. Our addition — a second flash thrown into Squeaky — gives the player opening it a clean peek.

T side: Ramp and Secret

B can be hit from two ends. The Ramp take: clear Ramp with a flash from Control and a Molotov on Headshot, then go down with a smoke on Doors and hold the post-plant from Dark and back Ramp. The Secret split: take Outside behind a smoke wall, send four through Secret and one down Ramp, and hit B from both ends together.

B
Nuke Secret splitOutside → Secret, with one player down Ramp
Grenade bill$1,400
  • Smoke · Garagefrom Outside
  • Smoke · CT Redfrom Outside
  • Flash · Outsidefrom Outside
  • Molotov · Decon or B Sitefrom Secret
  • Flash · down Rampfrom Lobby
  1. Smoke Garage and CT Red together to wall the yard.
  2. Cross with four behind a flash; one player waits at the top of Ramp.
  3. Go down Secret, Molotov Decon or the site as you arrive; the Ramp player flashes down at the same moment.
  4. Post-plant from Dark, Doors and back Ramp, with one player watching the Secret stairs.
Grenade bill = game money at today's prices (smoke $300, flash $200, Molotov $400). Nuke punishes half-bought executes harder than any other map.

The round-steal everyone remembers is the A fake to vent drop: throw the full A execute, show two players at Hut, then drop the rest through the vents onto B before Heaven repositions. It only works when the A noise covers the metal sound of the drop.

Vents, noise and sound

Because the sites are stacked, Nuke is the loudest map in the pool. You hear players above and below you, metal floors give away rotations and the vents announce every drop. The table below ranks the noisy moves by how much they give away — BoostPirate's coaching ranking, not a measurement:

Dropping through the ventsA → B
gives away a lot
Only with cover noise: an A fake, a flash wave Outside. Alone, you die in the vent.
Opening SqueakyLobby → A
loud
The door is a sound cue. Pair it with a flash, never open it dry.
Running RampLobby → B
heard below
B players hear the rush coming. Walk the top half if you want the surprise.
Rotating through Heaven / HellCT, A side
some
A Heaven player can drop to Hell mid-fight and reappear from below.
Walking LobbyT default
quiet
Walking keeps your footsteps silent (Shift by default) — see the movement guide.
Nuke cross-section: the upper level with Outside, Lobby, Squeaky, Hut, A site and Heaven above the lower level with Ramp, B site, Secret, Decon and Tunnels, joined by Ramp, Vents, Secret and Tunnels, with what each connector is used for by Terrorists and CTs
A over B. Every way between the floors, and who uses it.Graphic: BoostPirate

CT side: hold chokes, not sites

The usual Nuke CT default has two on A (Heaven or the site, and Hut/Squeaky), one on Ramp, one Outside or in Garage, and one flexing between B and Secret. The principle: hold the information chokes — Squeaky, the Ramp barrels, Lobby, the Garage window — rather than the sites, and spend grenades keeping the Terrorists out of Lobby and off the yard. Three looks to rotate:

AB Default

2-1-1-1

Heaven + Hut on A, Ramp, Outside/Garage, B and Secret flex. The Outside player is the early warning.

AB AWP

Yard lock

An AWP in Garage or CT Red denies the outside crossing alone while four hold the inside chokes.

AB Flex

Heaven–Hell flex

The A player moves between Heaven and Hell, appearing above or below entries, and uses the vents to answer B.

The AWP works best Outside or holding Main from the site. Anchors sit at Hut, Big Box or Dark; the Ramp player is usually the first body into a B retake. Save some grenades for post-plants — the Terrorists have to watch above and below, and a well-timed flash through the vents or down Ramp catches them looking the wrong way.

Key smokes and Molotovs, in words

T

Heaven

From
Lobby / Outside
Blocks
The platform above A
Use
Every A execute
T

Main

From
Outside / Lobby
Blocks
The CT walk-in onto A
Use
Every A execute and post-plant
T

Outside wall (Garage + CT Red)

From
The yard
Blocks
The AWP lanes across Outside
Use
Secret takes
T

Trophy (smoke or Molotov)

From
Lobby
Blocks
A CT pushing into Lobby
Use
Taking Lobby safely
CT

Hut / Rafters

From
Upper (A)
Blocks
The Lobby entries onto A
Use
Stall an A execute
CT

Yard Molotov

From
Outside
Blocks
A fast Outside cross
Use
Round start, on timing

Lineup names from csdb.gg's Nuke lineups and strategy page (reviewed 4 July 2026). Valve's in-game map guides (since 18 March 2026) open from the pause menu during the first five rounds of each half in Competitive.

Nuke in Counter-Strike 2: the outside yard by the garage with containers and the reactor buildings behind
The yard is the AWP lane. Garage and CT Red look across Outside — Terrorists cross it only behind a smoke wall.Image: Valve

Retakes and post-plants

Nuke retakes use the floors. A retakes come from Heaven and Hut with a flash thrown down onto the site; B retakes drop through the vents or push Doors and Window together. As a Terrorist after a B plant, hold from Dark, Doors and back Ramp, and keep one player watching the Secret stairs. After an A plant, hold the site boxes and Squeaky, and don't forget Heaven — a CT who reappears there sees the whole site. The retakes and post-plant guide has the general method.

Common Nuke mistakes

What loses rounds
  • Opening Squeaky dry. It's the most pre-aimed door on the map.
  • Walking into the yard without a smoke wall. One AWP holds it alone.
  • Lone vent drops. Everyone on B hears you coming.
  • Playing only inside (or only Outside) rounds. The CTs pre-commit and win the half.
  • CTs holding the sites instead of the chokes. By the time Ts reach A, it's too late.
What wins them
  • Alternate inside and Outside rounds every half.
  • Smoke Heaven and Main on every A hit.
  • Pair a vent drop with an A fake.
  • As CT, use the fast rotation: Heaven, Hell, vents, B.
  • Call the floor along with the place.

Nuke in Season 5

Nuke's layout hasn't changed in 2026. The only Nuke line in Valve's notes this year was cosmetic:

  1. Adjusted hanging hard hat model render bounds to prevent shadow popping when model exited the view frustum.
  2. The newest update we read changed Retakes only — nothing on Nuke.

In Premier, since 22 September 2026 Team 1 picks one map, Team 2 picks two maps, Team 1 picks a final map, and one of the four maps is drawn at random. Nuke is a specialist map that many players avoid picking, so it's a good one to master: when the draw lands on it, a team that knows its timings has an edge. Continue with the Inferno guide, the Ancient guide and the IGL guide for calling a Nuke half, and check the map pool guide for the full Season 5 pool.

Nuke feels like a different game? A coaching session walks the floors and timings with you, or a Competitive rank boost plays Nuke's own Skill Group up.
Sources (checked 8 November 2026)
Free: CS2 Rank Percentile & Rank-Up Calculators See what share of players your Premier rating or FACEIT Elo beats, how long the next tier takes, and when the season resets — instant, no login.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

Why is Nuke different from the other CS2 maps?
Its bombsites are stacked: A is on the upper floor and B sits underneath it, joined by vents, Ramp and Secret. Rotations between the sites are short, so CTs can move faster than on any flat map.
What are the main callouts on Nuke?
The names built into the map include Lobby, Squeaky, Hut, Heaven, Hell, Rafters, Ramp, Secret, Vents, Outside, Silo, Garage, Decon, Control and Trophy. Players also say Tetris, Mustang, Main, Headshot, Dark, Doors and CT Red.
How do Terrorists attack A on Nuke?
A common execute smokes Main and Heaven, puts a molotov into Hut and enters through Squeaky and Hut together off a flash from Lobby. The bomb usually goes down behind Tetris, then the team holds the site boxes and Squeaky.
Can you drop down the vents on Nuke?
Yes, the vents join A and B, but dropping is loud. It works when other noise covers it, such as a fake on A or a wave of flashes Outside. A Terrorist who drops against a CT who is listening often dies in the vent.
Is Nuke in the CS2 map pool?
Yes. Nuke is one of the seven Premier Season 5 Active Duty maps and has stayed in the pool through every Active Duty swap since April 2024.

Ready to climb?

More CS2 guides

What Is CS2 Boosting? How It Works, Prices & Safety (2026)CS2 boosting explained in plain terms — what a booster actually does, piloted vs duo, what it costs, how long it takes, and how to pick a service that won't burn your account. CS2 Premier Ranks Explained: All 7 CS Rating Tiers (2026)How the CS2 Premier CS Rating works, all seven colour tiers, how you unlock it, what Valve has said about seasons and medals, and what counts as a good rating. FACEIT Levels & Elo Explained for CS2 (2026)The official FACEIT level table for CS2 (1–10 plus Challenger), what decides the Elo you win or lose each match, what the Season 8 and 9 resets did, and what it takes to reach Level 10 and FPL. Is CS2 Boosting Safe? Bans, Risks & How to Reduce ThemAn honest look at the real risks of CS2 boosting — what can and can't get you banned, what Valve and FACEIT actually penalise — and the concrete steps that keep an account safe. How Long Does It Take to Rank Up in CS2? Realistic 2026 TimelinesRealistic timelines for climbing CS2 Premier, FACEIT and Wingman — daily rating/Elo rates and how to estimate your own target. CS2 Premier vs FACEIT: Which Should You Play?Premier or FACEIT? How the two CS2 ladders compare on anti-cheat, match quality, community and skill ceiling — and when to play each. CS2 Rank Distribution 2026 — What Rank Are You Really?The real CS2 rank distribution for 2026 (Leetify data, July 2026) — what share of players sits in each Premier tier and FACEIT level, with charts, and exactly how good your rank is. How to Rank Up Fast in CS2 (2026)A practical guide to climbing CS2 fast — the habits, settings and mindset that actually raise your rating, plus a realistic pace to expect.

All CS2 guides →