Nuke Callouts – CS2 Callout Map (2026)
Complete nuke callouts guide for CS2 in 2026. Every position on upper, lower, outside, and ramp. Clean reference for vertical plays and faster callouts.
Nuke is the only CS2 map with two vertical levels. A site sits above ground. B site hides below. That vertical layout makes nuke callouts harder to learn than any other map. If your callout doesn’t include the floor, your team rotates to the wrong level.
This guide covers every position on Nuke. Upper level. Lower level. Outside. Ramp. Secret. Memorize these and you stop losing rounds to bad communication.
Map Structure
Nuke splits into three main areas. Outside gives Ts access to the main building through multiple entrances. The upper level holds A site with Heaven, Hut, and Main. The lower level holds B site with Ramp, Secret, and Vents connecting the floors.
The key to Nuke: vertical sound cues. You hear footsteps above and below. Knowing which level a callout refers to saves your team seconds. Seconds win rounds.
A Site Callouts (Upper Level)
| Callout | Also Called | Description |
|---|---|---|
| Heaven | Catwalk | Elevated walkway above A site. Dominant defensive position with full site overview. |
| Hell | – | Below Heaven at ground level. Opposite angle from the elevated position. |
| Hut | Squeaky | Small room with a squeaky door. Main T entry to A site from Lobby. |
| Vent | A Vent | Breakable vent on A site. Drop through to reach B site directly. |
| 2nd Vent | – | Second vent on A site. Cannot be broken. Cosmetic only. |
| Main | – | Small structure between Vent and 2nd Vent. Exit to Outside. |
| Tetris | Boxes | Two boxes next to Hut. Cover for plant and post-plant. |
| Default | A Default | Standard plant position on A site. |
| Rafters | – | Metal beams above A site. Used for creative off-angle plays. |
| Mustang | – | Car-shaped object near A site. Reference point for positioning. |
B Site Callouts (Lower Level)
| Callout | Also Called | Description |
|---|---|---|
| Ramp | – | Sloping area leading down to B site. Main approach from upper level. |
| Dark | Dark Corner | Bottom left area from Ramp. Shadowy corner. Easy to miss on entry. |
| Secret | – | Stairs leading down from Outside to B site. Flank route for Ts. |
| Window | B Window | Small room accessible by breaking glass. Peek angle onto B site. |
| Double Doors | Doors | Orange double doors leading into B site. Narrow entry point. |
| Blue Box | – | Large blue container in B site’s plant area. Strong cover. |
| Default B | B Default | Standard plant position on B site. |
| Back B | – | Far back wall of B site. Last defensive position. |
| Decon | Decontamination | Hallway between B site and CT spawn area. |
Outside Callouts
| Callout | Also Called | Description |
|---|---|---|
| Yard | Outside | Main open area outside the building. Wide sightlines. |
| Silo | – | Huge silo structure. Climb from T Roof to reach it. Dominant Outside angle. |
| Red | Red Box | Red container in the middle of Outside. Cover for crossing. |
| Yard Boxes | – | Boxes underneath Silo. Cover for approaching the building. |
| Garage | – | Large garage at the back of Outside on CT side. Long-range angle. |
| T Roof | Roof | Elevated position on T side of Outside. Access to Silo. |
| Blue Box (Outside) | – | Blue container on the side of the main building. Cover position. |
| Mini | – | Small building near Yard. Quick cover for rotations. |
Connecting Areas
| Callout | Description |
|---|---|
| Lobby | Indoor area connecting T spawn to Hut/Squeaky and upper level. |
| Trophy | Room near Lobby with trophy cases. Route to A site. |
| Radio | Control room area near CT spawn. |
| CT Spawn | Starting position for CTs. Central rotation hub. |
| T Spawn | Starting position for Ts. All routes branch from here. |
Vertical Play Tips
Always say the level. “One B site” means nothing if your teammate thinks you said A. Say “One lower B” or “One upper A.” The floor matters more than the position on Nuke.
Use vents for fast rotates. Breaking the vent on A drops you straight to B site. A 3-second rotation instead of a 15-second run through CT spawn. High risk but game-changing.
Listen to footsteps above and below. Nuke’s vertical design means you hear enemies on both floors. Train your ears to distinguish upper from lower footsteps.
Control Outside first. Outside connects to both sites. Winning Outside gives Ts flexibility to split A or push Secret to B. CTs who lose Outside lose map control.
Smoke Heaven on A executes. Heaven gives CTs a bird’s-eye view of everything. Smoke it off and A site becomes much easier to take.
Practice Nuke Callouts
The fastest way to learn callouts is playing retake servers on Nuke. You practice post-plant communication dozens of times per session. Check our CS2 community servers guide for the best retake servers.
Want to earn free CS2 skins while you practice? Xplay.gg rewards you for playing on their community servers.
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FAQ
How many callouts does Nuke have?
Around 30 to 40 named positions across upper, lower, and outside. The 19 most important ones cover the key spots for daily competitive play.
What makes Nuke different from other CS2 maps?
Nuke has two vertical levels. A site is above ground. B site is below ground. You hear footsteps from both floors. Callouts must include the level.
What is Heaven on Nuke?
An elevated catwalk above A site. The strongest defensive position on the map. CTs hold it for a full overview of A site. Ts smoke it off before executing.
What is Secret on Nuke?
Stairs from Outside leading down to B site. A flank route for T side. CTs often forget to watch it. Used for surprise B pushes.
How do vents work on Nuke?
One vent on A site is breakable. Drop through it to land on B site below. A fast but risky rotation between sites. You take fall damage and make noise.
