CS2 Nuke Callouts: Complete Map Locations and Names

You play on one of Counter-Strike’s most recognizable maps when you load into Nuke. The map has stayed relevant since the early days of the series, even as it rotated in and out of competitive pools and received major redesigns over time.

Because the layout evolved across versions, the way you name and communicate positions has also changed. Today’s CS2 version has stable, widely accepted callouts, and you need to know them well if you want to coordinate effectively and keep up with experienced players.

CS2 Nuke Callout Reference

You deal with Nuke across multiple vertical layers, so you need precise language to keep timing and rotations clean. Callouts on this map focus on elevation, tight corridors, and fast transitions between sites. Clear naming helps you track pressure between A, Outside, Ramp, and B without hesitation.

You will hear many of these terms in rapid sequences, especially during splits or retakes. Treat each callout as a location plus an implied angle or threat, not just a name.

Complete Nuke Location Callout Directory (2026)

The list below organizes commonly used Nuke callouts so you can react faster and visualize enemy positions more accurately. You should expect teams to shorten many of these names in live communication.

Core Spawns and Exterior Areas

Callout What You’re Referring To
CT Spawn Your starting area on the Counter-Terrorist side
T Spawn The Terrorist starting point
Truck The large vehicle near T Spawn
Outside The open yard between spawns and the main building
Red The red container in Outside
Blue Box The blue container along the building exterior
Garage The CT-side structure overlooking Yard Boxes
Yard Boxes The stacked crates beneath Silo
Silo The tall cylindrical structure reachable from T Roof
Secret The stairwell leading down toward B
Tunnels The underground corridors from Secret
Back Vents The passage connecting Secret or Vents to Single

These areas define rotations and map control early in the round. When you hear Outside pressure, expect fast splits toward Secret or Main.

Lobby and Upper A Access

Callout What You’re Referring To
Lobby The main interior space on the Terrorist side
T Roof The rooftop above Lobby
Squeaky The small room with the loud door into A
Radio The connector from Lobby toward Ramp
Trophy The small room between Radio and Control
Control The corridor leading into Ramp
Boost The box stack near Control for elevation
Ninja The cubby beneath Boost

You usually hear these callouts during slow defaults or late executes. Control and Trophy often signal a Ramp commitment.

Ramp and Lower Transitions

Callout What You’re Referring To
Ramp The sloped area connecting upper and lower levels
Big Box The large box at the top of Ramp
Headshot The back box on Ramp with tight angles
Bottom Ramp The lower portion leading toward B
Hell The room beneath Heaven
Lockers The windowed room next to Hell
CT Box The small box outside CT Spawn

Ramp callouts often come in pairs because of vertical spacing. You should always clarify top or bottom when calling Ramp pressure.

A Site Interior Positions

Callout What You’re Referring To
A Site The upper bomb plant zone
Hut The small structure connecting Lobby to A
Tetris The stacked boxes beside Hut
Heaven The tucked upper platform above Hell
Rafters (A) The beams surrounding the upper A perimeter
Vent The breakable vent near Squeaky
2nd Vent The non-breakable vent further from Squeaky
Main The exit between vents leading Outside

When you attack A, these callouts help isolate defenders playing above or tucked behind cover. Rafters and Heaven often require utility before entry.

B Site and Underground Areas

Callout What You’re Referring To
B Site The lower bomb plant zone
Single The small room with one door into B
Double The double-door entrance to B
Window The double window overlooking B
Dark The hidden cubby inside B
Rafters (B) The beams above the B Site floor
Vents The interior of the vent system

B Site callouts rely heavily on elevation and line-of-sight. When you hear Window or Rafters, expect vertical pressure rather than floor-level fights.

You should stay alert for future map updates that adjust layouts or sightlines. If Valve changes geometry, teams often adapt callout usage to match new angles and movement paths.

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