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Maps

Nuke Callouts - The Names You Actually Need

The essential Nuke callouts grouped by area, so you can give clean information fast on Counter-Strike's vertical map where the two bombsites are stacked.

2 min readBy CSStatLab EditorialUpdated
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Nuke is the game's vertical map - the two bombsites are stacked on top of each other - and that makes precise callouts especially important. Knowing whether an enemy is "A Hut" or "B Ramp" changes your whole rotation. Here are the names that matter.

Pair this with the Nuke Guide and Nuke Yard Control for the map logic, and CS2 callouts for the general principles.

A Site (Upper)

  • Hut - the small structure on A, a key hold and plant reference.
  • Rafters - the raised area overlooking A.
  • Heaven - the elevated CT position above A.
  • Mini - the small platform on A.
  • Boxes / Squeaky - common A cover and the squeaky door onto site.
  • Ramp (A) - the T-side ramp up toward A.

Lower / B Site

  • Ramp (B) - the main ramp down into B.
  • Vents - the vent route connecting into B.
  • Big Box / Double Doors - key B cover and entrances.
  • Back / Control - the deep B positions toward the control room.
  • B Site - the lower bombsite itself.

Outside / Connectors

  • Yard / Outside - the exterior area feeding the flank.
  • Silo / Garage / Red - key Outside references and cover.
  • Squeaky Door - the noisy door into Outside.
  • Main - the T-side entrance toward the sites.
  • Lobby / Secret - the CT-side connectors and the Secret route between levels.
  • Hell / Ramp Room - the lower connective space beneath A.

How to Call Well

  • Location + count + action. "Two A Hut, planting" beats "help A." Give where, how many, and what.
  • Say the level. On Nuke, always make clear whether you mean upper (A) or lower (B) - it is the whole point of the map.
  • Death calls first. "Dead, one left Rafters" lets teammates trade and rotate.

Learn Them Where You Die

Nuke's verticality makes control of Outside and the connectors decisive - see Nuke Yard Control. Attach callouts to real deaths, and combine clean calls with disciplined angle clearing and map control so your rotations between levels happen fast.


The Takeaway

On Nuke, always call the level (upper A or lower B) plus location, count and action. Learn the core Hut/Rafters/Heaven names on A, the Ramp/Vents/Back names on B, and the Outside connectors. On a vertical map, clear callouts about which floor are worth their weight in rounds.

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