If you want to climb the ranks on Nuke, you need to speak the same language as your team. This guide covers every one of the nuke callouts you’ll hear in CS2, from the classic two-level bomb sites to the tricky outside area. We’ll break the map down section by section so you can call spots fast and win more clutches.

hy Nuke Callouts Matter
Nuke is the only active duty map with two bomb sites stacked on top of each other. A Bombsites are on the upper level, B is directly below. That vertical design makes clear comms more important here than on almost any other map.
Miscalling “Ramp” when you mean “Ramp Room” can cost your team a round. Learn the exact names — not close variations — and your rotations will feel twice as fast.
If you’re still learning the fundamentals of every active duty map, check out our full cs2 maps breakdown for map-by-map basics.
Outside Callouts (T Spawn Side)

The outside area is where most opening duels happen. T’s push through here to reach either bombsite or take control of the map.
- T Spawn / T Ramp – The Terrorist starting point, on the lower ground below Silo.
- Silo – The large circular structure T’s rotate past to access Outside.
- Outside – The main open area between T Spawn and the buildings.
- Toxic / Green Box – Named after the green hazard container just outside the main building.
- Garage – The small structure on the far left of Outside, useful for holding CT rotations.
- Secret – The tight sneaky path from Outside up into the CT side.
- Red Container / Red Box – The red shipping container CT’s often check for lurkers.
- Trophy – The small trophy statue near the CT side of Outside.
- Warehouse – The larger building next to Trophy, a strong AWP position.
Holding Outside as CT usually comes down to precise crossfires and smart use of the awp from Trophy or Silo peeks.
A Site (Upper Bombsite) Callouts

The A site sits on the upper level of Nuke and is famous for its verticality. Rotations here are fast, and knowing every corner is key.
Main A Site Spots
- A Site – The upper bombsite itself, centered around the main crate.
- Heaven – The elevated wooden platform overlooking A Site from CT side.
- Hell – Directly below Heaven, a common lurk position.
- Rafters – The metal beams above A Site players often boost onto.
- Silver / Squeaky – The small door area on the CT side of A Site (the “squeaky door”).
- Crane – The yellow crane structure hanging over A.
Approach Routes to A
- A Main / Yard – The primary T-side entrance to A, from Outside up through the big door.
- Hut / Big Door – The garage door area right before entering A Site.
- Radio / Radio Room – The small room on the CT-side path from Ramp toward A.
Pro tip: When flashing for a site take, always specify “Flash for Heaven” or “Flash for Rafters” — a generic “flash A” is nearly useless on this map.
B Site (Lower Bombsite) Callouts

B site sits directly below A. It’s smaller, tighter, and full of angles that can shred pushing T’s if the CT’s set up well.
Main B Site Spots
- B Site – The lower bombsite, dominated by two large vents.
- Vent / Vents – The metal ventilation ducts on B, splitting the site into two halves.
- New Box / Coffin – The long coffin-shaped box on the CT side of B.
- Control Room – The small room off B site with monitors, a common CT hold.
- Dark – The shadowy corner opposite CT spawn on B.
Approach Routes to B
- Ramp / Ramp Room – The main T-side route down to B. “Ramp” is the slope itself; “Ramp Room” is the enclosed area at the bottom.
- Lockers – The room with lockers, connecting Ramp to B site.
- Secret – The tight rotation from Outside dropping into B (same name, different level from Outside’s Secret).
Clearing B post-plant with a well-timed mp9 or CZ hold from Control can shut down entire retakes. For detailed utility usage, check our nuke smokes guide.
Connectors and Rotation Paths
These callouts are the glue that ties Nuke together. Getting them wrong is where teams lose entire executes.
| Callout | Location |
|---|---|
| Mini / Mini Room | Small room connecting T Ramp area to Ramp Room |
| Decon | The decontamination chamber between Lobby and A Site |
| Lobby | The area right outside the main A Site entrance for CT rotations |
| CT Ramp | The CT-side ramp connecting Heaven down to Ramp Room area |
| Main / A Main | The primary T push route into A from Outside |
Nuke Callouts Cheat Sheet
Here’s the fast-reference version to memorize before your next match:
Upper Level (A): Heaven, Hell, Rafters, Silver/Squeaky, Crane, Hut, Radio, A Main, Lobby, Decon
Lower Level (B): Ramp, Ramp Room, Lockers, Vents, New Box/Coffin, Control, Dark, Secret
Outside: Silo, Toxic, Garage, Trophy, Warehouse, Red Container, Secret
Rotations: Mini, CT Ramp
Tips for Using Nuke Callouts Effectively
- Always specify the level. “He’s ramp” is ambiguous. Say “Ramp Room” or “Top of Ramp” so your team knows which floor.
- Combine callouts with direction. “One Heaven, pushing Rafters” is a full read that tells rotators everything.
- Keep it short. Nuke rounds move fast — cut filler words like “I think” or “maybe.”
- Practice with bots first. Load into Nuke offline and walk each area until the names stick.
Once you’ve got Nuke down, you’ll want to expand your callout vocabulary. Our guides for dust2 callouts, train callouts, and anubis callouts cover the rest of the active duty pool.
Skins That Match the Nuke Vibe
Playing Nuke feels extra clean when your loadout matches the industrial setting. The the nuke collection features skins tied directly to the map, and souvenir hunters can chase drops from tournaments like the london 2018 nuke souvenir package skins or paris 2023 nuke souvenir package skins.
Final Thoughts
Nuke’s vertical design punishes bad comms and rewards teams who nail their callouts. Learn the outside area, both levels, and the connectors — and you’ll rotate faster, retake smarter, and win more rounds.
Ready to gear up? Browse the full library of cs2 skins on cs2.ad and give your Nuke loadout the finish it deserves.