All about CS2 Nuke Callouts
All the most key points related to CS2 Inferno Callouts

Nuke is a revolutionary map in CS2 that's changing the game in the design of competitive maps. It transforms a nuclear site into a complicated fight zone, making us rethink regular gameplay. Rather than traditional maps, 'Nuke' gives you a multi-leveled battleground that demands players keep a keen eye on their environment, grasp the idea of vertical gaming, and have clear communication.
The unique setting of this map forms an intricate 3D battlefield. In this environment, normal strategies that focus on horizontal motion are less relevant compared to positioning at varying heights and smart use of these elevation benefits. Every level and corridor can be a vital strategic point, challenging players to alter their competitive gameplay approach.
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All CS2 Nuke Callouts
- T Spawn — T Spawn is a large area where Terrorists start their rounds in CS2 on the Nuke map. There aren’t specific callouts for different spots here since not much action happens in this area. Sometimes, Terrorists might choose to save their weapons and fall back to T Spawn. It can be tough to take them down here because there are some good corners to hide behind.
- Lobby—if Terrorists move from T Spawn straight to the power plant, they can enter the building through the door right in front of where they spawn. This leads into the Lobby room. Players need to decide where to go next: they can head to A through Hut and Squeaky, or go to B through Radio.
- Squeaky — squeaky is a small room that connects directly to Lobby and leads to bombsite A. It gets its name from the squeaky door that opens to A. This door is very important, so Terrorists should go through it carefully. Counter-Terrorists should be ready for opponents coming from Squeaky. If Terrorists choose to enter bombsite A through Squeaky, they will find themselves right near Main.
- Sandbags — this Nuke callouts CS2 refers to the actual sandbags located between Lobby and Hut. Counter-Terrorists can use these sandbags for cover while looking for enemies in Lobby, but getting into this position takes some time. Terrorists will pass by the sandbags if they want to enter A close to the planting area, known as A Site.
- Hut — hut is a small room located directly on bombsite A, and it connects to Lobby. Terrorists taking this route should be cautious of possible ambushes. It’s relatively easy for Counter-Terrorists to hide here and surprise opponents with gunfire. The benefit of using Hut is that it allows access to A right near the planting area.
- T Roof — this callout refers to the roof above Lobby. The ladder to get up there is located near the Lobby doors, across from T Spawn. From T Roof, Terrorists can reach Silo and have a good view of the Outside area.
- Silo — use this callout for the roof of the large Silo close to T Spawn and the area nearby. This Silo provides cover for Terrorists moving into Outside. The roof is a good spot for gathering visual information about Counter-Terrorist movements.
- T Red — similar to Silo, this large container offers protection for players during fights.
- Outside — one of the general callouts on the Nuke map, referring to large areas without specific spots. It’s located between Silo and CT Box, around Garage.
- Main — the main entrance to bombsite A is risky for Terrorists to use directly. Counter-Terrorists can secure this area from inside and cause problems for anyone outside. However, with some fighting, the Terrorist team might still succeed. Outside can also be a route to Garage/Secret, allowing players to change their plans and rush through Main instead.
- Tetris — once players enter bombsite A through Main, they encounter a stack of boxes. This area is called Tetris. Players can climb onto the roof of Hut using these boxes. Tetris can also provide cover during fights.
- Lobby — when in Lobby, Terrorists might choose to go to bombsite B instead of A. They just need to turn left to do this.
- Radio — there’s a small room connected to Lobby that leads to another room in this hallway. The entrance to Radio is directly across from Squeaky.
- Trophy — this is another room on the way to B. Terrorists enter Trophy from Radio to reach Control and Ramp.
- Control — this is the direct entrance to Ramp, which leads to bombsite B.
- Ramp — this term refers to a large area near the entrance to bombsite B. There are more specific callouts in CS2 Nuke that indicate exact player positions.
- Boost — near the entrance to Control on Ramp, there are boxes. Terrorists should check the upper area if they rush B through this route.
- Big Box — this box is located right on Ramp. It can be used for cover when accessing B safely or as a position for defenders.
- Headshot — counter-Terrorist snipers can take a distant spot on Ramp to control access to this area.
- Bottom Ramp — before entering bombsite B, players go down to reach the lower part of Ramp.
- Dark — this corner is very dark, which is why it’s called Dark. It’s on the left after entering bombsite B from Bottom Ramp.
- B Site — this is the area on the lower floor of the power plant where Terrorists can plant the bomb.
- CT Spawn — this is a dead end on Nuke where Counter-Terrorists spawn at the start of each round.
- CT Box — this box is located near CT Spawn on the way to Garage. It overlooks the Outside area.
- Hell — this room connects the Outside area to the power plant. In Hell, Counter-Terrorists can choose to turn right to access Ramp or use a ladder to reach Heaven for a view of bombsite A.
- Heaven — this platform is very useful for Counter-Terrorists to monitor bombsite A. From Heaven, CT players can see Terrorists coming into A from Hut and Main. It can be quite dangerous since you need to keep an eye on several directions at once, and making a mistake can be costly.
- Rafters — there's a narrow, long platform around bombsite A, at the same level as Heaven. Players can walk on it to get different shooting angles from above.
- Mustang — this Nuke map callouts is like an extension of Rafters. It’s a narrow platform located above Hut.
- Bridge — this part of the upper passageway on A isn’t attached to any walls. The Bridge runs right above the middle of the reactor room.
- Lockers — this room is on the left side of Hell (for CT). It has a large breakable window, allowing players to engage in combat around Garage.
- Turn Pike — Counter-Terrorists enter this room right after Hell as they head toward Ramp.
- Stack — there's a pile of boxes on Ramp, in the corner near Turn Pike.
- CT Red — there's a container near Garage on the CT side. It protects the entrance to Garage and helps during fights in Outside.
- Garage — this warehouse can be accessed directly from the CT Spawn area through large doors. There’s also an entrance across from T Red that Terrorists can use to sneak into Secret. CT snipers should think about using Garage to control Silo and Outside.
- Secret — this Nuke CS2 callouts is the entrance to underground tunnels. It’s relatively safe for Terrorists to enter (if they’ve dealt with outside threats), but if Counter-Terrorists have enough time to rotate, they can wait for their opponents inside Tunnels.
- Tunnels — this is an underground corridor that connects Secret to bombsite B.
- Doors — Doors, like other callouts on the Nuke map, refer to a specific spot within a larger area. You can find Doors in Tunnels, and they serve as an entrance to bombsite B. By default, these Doors are closed, so you'll need to open them. They can also be used to rotate from inside the power plant to Tunnels.
- Window — The Window is at the far end of Tunnels. This breakable window gives a view of bombsite B.
- Back Vents — Players can turn left in Tunnels to enter Back Vents. This corridor mainly leads to the Vent.
- Decon — Decon is a room located at the end of Back Vents. You can access bombsite B from here.
- Vent — The Vent is a narrow tunnel that leads to bombsite A. You can also go in the opposite direction. The entrance is near Main and also has an entry from Squeaky. You can access the Vent directly from Tunnels, which can help confuse opponents when rotating from A to B or Secret.
Mastering CS2 Nuke callouts is an ongoing journey. Each match offers new insights, challenges, and opportunities for strategy and personal growth. Players who explore the map with curiosity and dedication, along with a desire to improve, will uncover its full competitive potential.
About the Creator
James Brown
Curious explorer navigating the intersections of technology, human connection, and knowledge. By day, I dive into code; by night, I'm lost in fictional worlds and endless learning.




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