Nuke Callouts in CS2: Every Position and What It Is For (2026)

Nuke in CS2, Outside with the silo and A door

TL;DR

Nuke callouts split into the T side rooms (Lobby, Squeaky, Radio, Trophy, Control), Outside (Silo, Garage, Secret, Main, Mini), the upper A site (Hut, Tetris, Mustang, Rafters, Heaven, Vent), Ramp (Headshot, Big Box, Ramp Room), the lower B site (Doors, Decon, Window, Dark, Back Vents, Tunnels) and the CT side (Hell, Lockers, Turnpike). The layout is the 2016 remake, unchanged in CS2, and Nuke is in the Active Duty pool as of October 2026.

On this page

Nuke callouts are harder to learn than on any other Active Duty map, because Nuke has two floors stacked on top of each other and a radar that only shows one of them at a time. “He’s on site” is useless when there are two sites, one above the other, joined by a vent. This guide lists the callouts players and pro teams use in CS2 in 2026, grouped by area, with a line on what each spot is for and which side usually owns it.

The layout is the one Valve shipped in the February 2016 remake and carried into CS2 in June 2023, so the names have had a decade to settle. Nuke is still in the Active Duty pool as of October 2026: when Cache replaced Overpass at the start of Premier Season 5 on July 6, 2026, the pool became Dust2, Mirage, Inferno, Nuke, Ancient, Anubis and Cache, and Nuke was not touched.

47callouts explained in this guide
2016the current Nuke layout shipped (Feb 17)
$6.29M4A1-S Control Panel, 2018 Nuke Collection

Two floors, one radar: how Nuke is laid out

Nuke callouts map in CS2 (2026), upper floor: T Spawn, Lobby, A site, Ramp, Outside and CT Spawn
Nuke callouts map in CS2 (2026), lower floor: B site, Ramp Room, Tunnels, Decon and Secret

A site is upstairs, B site is directly below it, and the only quick link between them is the vent on A. Everything else on the map is a long way round: Ts reach B through Ramp from the T side or through Secret from Outside, CTs reach it from CT Spawn through Lockers and Turnpike or down Secret. That is why callouts on Nuke always carry the floor with them. “Vents” on its own is not a call; “top of vents” and “back vents” are different rooms.

Three dates explain the names you will hear. The map got its full rebuild on February 17, 2016 with Operation Wildfire, which added Decon, moved Toxic, reshaped the vents and expanded the plantable area on B. CS2 picked Nuke up in the Limited Test on June 29, 2023 as the first map with the new lighting, without changing the layout. And since the July 6, 2026 Premier season reset it has sat in the seven-map Active Duty pool next to the returning Cache. Older guides still use a few names from earlier versions of the map, Catwalk among them, that you will rarely hear in a Premier lobby today, so if a teammate uses one, ask what they mean.

T Spawn, Lobby and the rooms toward Ramp

Nuke T side callouts: T Spawn, T Roof, Lobby, Radio, Trophy, Control, Squeaky and Sandbags

The T side of Nuke is a cluster of small rooms, and every one of them has a name because rounds get decided in them. From Lobby a T team can go to A through Hut or Squeaky, to B through Radio, Trophy and Control, or up the ladder to Silo and Outside. CTs push into these rooms early when they want information, which is why “Radio” and “Trophy” are called so often in the first 20 seconds.

  • T Spawn: the Terrorist start at the bottom of the map, below Lobby. A ladder next to it leads to T Roof.
  • T Roof: the roof above Lobby, reached by that ladder. It is the way up to Silo, and a sneaky CT sometimes waits here.
  • Lobby: the first big room after T Spawn. Hut, Squeaky and Radio all open off it, so this is where Ts split up and where CT molotovs land early.
  • Sandbags: the sandbags between Lobby and Hut, cover for a T waiting to go through Hut.
  • Squeaky: the squeaky door from Lobby straight onto A site. The noise tells every CT on A that someone is coming, so it is usually a rush route or a fake.
  • Radio: the room between Lobby and Trophy. The radio is gone and the room has vending machines now, but the old name stayed.
  • Trophy: the room with the trophy cabinet, between Radio and Control. The standard T path to Ramp runs through it.
  • Control: the control room that opens onto the top of Ramp. CTs who want to delay a B push stand here and shoot into Trophy.

Outside: Silo, Garage, Secret and the two doors to A

Outside callouts on Nuke: Silo, Marshmallow, T Red, CT Red, Garage, Main and Mini

Outside (some players say Yard) is the open area along the side of the plant, and it is the one part of Nuke where an AWP gets long sightlines. A CT holding from Garage or from the door of Main sees most of it. Ts take it to split A between Main and Mini, or to drop into Secret and hit B from below while the rest of the team goes Ramp. Controlling Outside is the usual first goal for a T side that does not want to fight through the small rooms.

  • Outside: the whole yard between Silo, Garage, Secret and the Main door. Most teams call the container positions rather than “Outside” once a fight starts.
  • Silo: the big round silo above T Roof. It overlooks Outside and Garage, and the T AWPer lives here when the team wants Outside control.
  • Marshmallow: the top of Silo, used mostly for lineups and the occasional boost.
  • T Red: the red shipping container on the T end of Outside, close to Silo. First cover for Ts walking out.
  • CT Red: the red container on the CT end of Outside, by Garage. CTs clear it when they take Outside, because a lurker behind it sees Main.
  • Garage: the open warehouse near CT Spawn at the far end of Outside. A CT AWP holds Silo and the yard from here, and the Lockers window looks into it from the side.
  • Secret: the staircase from Outside down into Tunnels. It is the T side’s back door to B and the CT side’s quiet rotation to Outside, and it gets its own smoke in most B executes.
  • Main: the big door from Outside into A site, next to Mustang. Ts who take Outside come in here while teammates come through Hut.
  • Mini: the smaller entrance from Outside into A, beside Main. CTs on A peek Outside through it, and Ts use it to split the site when Main is smoked.

Nuke on your loadout: the 2018 Nuke Collection

Nuke also has its own skin collection. The 2018 Nuke Collection arrived on September 3, 2018 with the FACEIT Major update and replaced the original Nuke Collection in Souvenir Packages. Its 18 skins are all about the plant itself: M4A1-S | Control Panel, Tec-9 | Remote Control, Glock-18 | Nuclear Garden, MAG-7 | Core Breach and AUG | Random Access are the five rarest, two Classified and three Restricted, and the rest of the set is Mil-Spec and below. None of them cost much: on October 21, 2026 the M4A1-S | Control Panel started at $6.30 on SkinsMonkey, so carrying a bit of the map in your inventory is cheap.

The 2018 Nuke Collection SkinsMonkey, Oct 22, 2026
ItemRarityPrice
Control PanelM4A1-SClassified$6.29up to $198.87Check
Remote ControlTec-9Classified$2.78up to $32.18Check
Nuclear GardenGlock-18Restricted$2.35up to $64.36Check
Core BreachMAG-7Restricted$1.50up to $14.94Check
Random AccessAUGRestricted$1.54up to $15.63Check

The full list is on the 2018 Nuke Collection page in our WIKI, and you can trade for any of these skins on SkinsMonkey.

A site: Hut, Heaven, Rafters and the upper floor

A site callouts on Nuke: Hut, Hut Roof, Tetris, Crane, Mustang, Bridge, Rafters, Heaven, Vent and Default

A site is a large hall with the bomb target in the middle, boxes on the floor and walkways around the top. Ts enter from Hut, Squeaky, Main or Mini. CTs usually keep one player in Heaven or on Rafters, one on the floor near Mustang or Tetris, and the rest ready to rotate up from Hell. A standard T execute smokes Heaven and Mini, then burns the close boxes before the plant.

  • Hut: the metal hut between Lobby and A site, the main T entrance from the T side. CTs molotov it to stop rushes, and Ts can climb onto Hut Roof to reach Rafters.
  • Hut Roof: the top of Hut. It gives a T a way up toward Rafters and a CT an unexpected angle on Lobby.
  • Tetris: the stack of boxes beside Hut, shaped like a Tetris piece. A common CT hold and the first thing Ts burn when they come through Hut.
  • Crane: the crane bridge hanging across the ceiling of A. You call it when someone is standing on it, which is rare but happens.
  • Mustang: the raised platform inside the Main door, above the exit from A. CTs hold the Main and Mini doors from here.
  • Bridge: the walkway linking Rafters to Mustang. A CT on Bridge covers both the site and Main.
  • Rafters: the raised walkway along the back wall of A, connected to Heaven. The CT side’s default position on A, because it sees Hut, Squeaky and the bomb target.
  • Heaven: the room above the site on the CT side, reached by the ladder from Hell. The classic AWP spot on A and the first smoke in any T execute.
  • Default: the usual plant spot on A, on the T side of the target so the planter is covered by Hut.
  • Vent: the vent on A site that drops to B. Ts use it after a plant to hit B from above; CTs use it to rotate in seconds. “Top vents” is the A end, “back vents” is the B end.

Ramp and the way down to B

Ramp callouts on Nuke: Boost, Headshot, Big Box, Stack and Turnpike

Ramp is the long slope from Control down to B site, and it is Nuke’s equivalent of Banana on Inferno: whoever controls it decides what happens at B. CTs hold it from the boxes at the top (Headshot, Big Box) and from Ramp Room, and they fall back to B when it is lost. Ts have to clear every box here one by one, which is why a smoke on Headshot and a molotov on Big Box are part of almost every B execute.

  • Ramp: the whole slope between Control and B site. “Top ramp” and “bottom ramp” are the two halves.
  • Boost: the boxes beside the entrance to Ramp from Control. A boosted CT sees the whole of Trophy from here.
  • Headshot: the box at the back of Ramp where only a CT’s head shows. A standard CT AWP position on the lower floor.
  • Big Box: the large box above the lower part of Ramp. CTs hide on it and behind it, so Ts burn it before they walk down.
  • Stack: the boxes in the corner of Ramp on the Turnpike side, another CT hold.
  • Bottom Ramp: the lowest part of Ramp, right before Ramp Room and the B target.
  • Ramp Room: the open room at the foot of Ramp that opens onto B site. Ts who hold the B target after the plant usually do it from here.
  • Toxic: the green toxic-storage area off Ramp Room, next to the B target. Valve moved it toward Ramp in the 2016 remake to give Ts more sightlines on the target after a plant.
  • Turnpike: the corridor between Ramp and Hell. The CT rotation from A to Ramp runs through it, and Ts who push Ramp early sometimes catch rotating CTs here.

B site, Doors, Secret and Tunnels

B site and lower floor callouts on Nuke: Doors, Decon, Window, Dark, Back Vents, Tunnels, Toxic, Ramp Room and Secret

B site is the lower bombsite, directly under A. Ts reach it from Ramp, from the vent, or from Secret and Tunnels through Doors and Decon. CTs anchor it from Dark, Window or the far side of the target, and a retake from CT Spawn usually comes through Secret or down the vent. Because so many entrances meet here, B calls need the entrance in them: “two Decon” tells the team more than “two on B”.

  • B Site: the lower bombsite with the target canister. The plantable area includes the top of the canister since the 2016 remake.
  • Doors: the double doors from Tunnels and Window onto B. The main entrance for Ts coming from Secret.
  • Decon: the decontamination room with a single door onto B, between Back Vents and the site. Do not mix it up with Doors; Decon is the single door, Doors are the double doors.
  • Window: the room with the large smashable window overlooking B, between Tunnels and Doors. A CT here sees Ramp Room and the target.
  • Dark: the dim corner beside the stairs on B. A CT hides here to catch Ts who walk in from Ramp without clearing it.
  • Back Vents: the room where the vent from A comes out, between Decon and Tunnels. Ts dropping from A land here.
  • Tunnels: the corridors under Outside linking Secret, Back Vents, Window and Doors. Any call with “tunnels” in it means the lower floor on the Outside side of B.
  • Default: the usual plant spot on B, on the Ramp side of the target so Ramp Room covers the planter.

CT Spawn, Hell and Lockers

CT Spawn callouts on Nuke: CT Box, Hell and Lockers

CTs start between the two floors, next to Heaven. From here one player goes up the ladder to Heaven, one walks to Garage and Outside, and the rest spread between Ramp and B through Turnpike and Lockers. The names in this area tell your team how far away a rotation is: a CT “in Hell” can be on A site in five seconds, a CT “in Garage” needs much longer.

  • CT Spawn: the CT start on the upper floor, between Heaven and Outside. It connects to Hell, Lockers and Garage.
  • CT Box: the box by the stairs down from CT Spawn, a reference point for lurkers coming from Mini.
  • Hell: the area under Heaven, with the ladder up to it. CTs rotate through Hell between A and the lower floor, and Ts who get here after a plant on A can cut off the retake.
  • Lockers: the locker room next to Hell with a window onto Garage and CT Red. CTs watch Outside through it without leaving the building.

Nuke callouts cheat sheet

If you only learn one section, learn this one. The table lists the names you will hear in Premier and in pro broadcasts, with the side that usually owns each area.

AreaCalloutsWho usually holds it and why
T sideT Spawn, T Roof, Lobby, Sandbags, Squeaky, Radio, Trophy, ControlTs set up here; CTs push Radio and Trophy early for info
OutsideOutside, Silo, Marshmallow, T Red, CT Red, Garage, Secret, Main, MiniContested; CT AWP in Garage, T AWP on Silo
A siteHut, Hut Roof, Tetris, Crane, Mustang, Bridge, Rafters, Heaven, Default, VentCTs hold from Heaven and Rafters; Ts split Hut and Main
RampRamp, Boost, Headshot, Big Box, Stack, Bottom Ramp, Ramp Room, Toxic, TurnpikeCTs hold the boxes; Ts clear them one by one before B
B siteB Site, Doors, Decon, Window, Dark, Back Vents, Tunnels, DefaultCTs anchor from Dark and Window; Ts enter from Ramp, Vent or Secret
CT sideCT Spawn, CT Box, Hell, LockersCT rotations between floors; T post-plant lurks

How to learn Nuke callouts quickly

Nuke names stick faster than Inferno’s once you understand the two floors, because most of them describe what is actually in the room. Our routine for a new map:

  • Start a private match on Nuke with no bots and walk it in the order of this guide: T side rooms, up to Silo and across Outside, then A site, down the vent to B, back up through Ramp. Say each name out loud as you reach it.
  • Set up a practice server with the right CS2 console commands (infinite warmup, no round time) so you can stay on one floor as long as you need.
  • Learn the default smokes first: Heaven and Mini for A, Headshot and Secret for B, plus the early molotov on Hut. A jumpthrow bind makes the long Outside lineups consistent.
  • Watch a pro match on Nuke and pause whenever a caster names a spot. Teams use the short forms: “Hut”, “Heaven”, “Ramp”, “Secret”, and they add the floor when it matters: “top vents”, “back vents”.
  • Agree with your regular teammates on the names that cause mix-ups: Decon versus Doors, Mini versus Main, and Secret, which is one staircase but gets called from both ends.

The radar only shows a handful of these names and the community uses many more. You do not need all of them: the list above covers what you will hear in Premier, and the cheat sheet alone is enough to stop sending teammates to the wrong floor.

Once Nuke feels comfortable, the same approach works on the rest of the Active Duty map pool. Our guides to Inferno callouts and Mirage callouts use the same format. And if holding Garage or Silo with an AWP is your job, our list of the best AWP skins covers what to put on it.

Bottom line

Learn Nuke in three chunks: the T side rooms, Outside, then the two floors with the vent between them.

If you play CT side, start with Heaven, Rafters, Mustang and the Ramp boxes (Headshot, Big Box, Stack), because that is where you will stand in most rounds, and add Garage and Lockers for Outside. If you play T side, learn the entrances first: Hut and Squeaky for A, Main and Mini from Outside, Ramp and Secret for B, and always say which floor you mean.

The names that cost rounds are the pairs: Decon and Doors, Mini and Main, top vents and back vents. Agree on them with your team before the match. The map itself has not changed since the 2016 remake, so what you learn now will still be right next season.

Browse the Nuke CollectionAll 18 skins, live prices, SkinsMonkey

FAQ

Is Nuke in the CS2 Active Duty map pool in 2026?

Yes. When Cache replaced Overpass at the start of Premier Season 5 on July 6, 2026, the Active Duty pool became Dust2, Mirage, Inferno, Nuke, Ancient, Anubis and Cache. Nuke has been in the pool continuously since the 2016 remake brought it back.

What is the difference between Decon and Doors on Nuke?

Decon is the single-door decontamination room between Back Vents and B site; Doors are the double doors from Tunnels and Window onto B. They open onto the same site from different directions, so calling the wrong one sends a teammate to the wrong corner.

Where is Secret on Nuke?

Secret is the staircase that leads from Outside down into Tunnels on the lower floor. Ts use it to reach B without going through Ramp, and CTs use it to rotate from B to Outside, which is why it gets a smoke in most B executes.

What does Mini mean on Nuke?

Mini is the smaller of the two entrances from Outside into A site, next to the big Main door. CTs on A peek into Outside through it, and Ts use it to split the site when Main is smoked. Older CS:GO guides sometimes use "Mini" for a different room, so stick to this one.

Why does Nuke have two bombsites on top of each other?

Because the map is built inside one plant building: A site is the upper hall and B site is the lower hall directly beneath it, linked by the vent. This is why Nuke callouts always include the floor, and why CT rotations between the sites are the fastest of any Active Duty map.

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Written by

Alex ChurickEditor, SkinsMonkey Blog · covering CS:GO and CS2 skins since 2019

Alex runs the blog and the price research behind it. He has traded CS:GO and CS2 skins since 2019, tracks case and collection prices daily and writes every update guide the day the patch lands.

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