{"id":26251,"date":"2023-10-09T18:19:25","date_gmt":"2023-10-09T18:19:25","guid":{"rendered":"https:\/\/skin.club\/community?p=26251"},"modified":"2026-06-19T10:48:17","modified_gmt":"2026-06-19T10:48:17","slug":"nuke-callouts-cs2","status":"publish","type":"post","link":"https:\/\/community.skin.club\/en\/articles\/nuke-callouts-cs2","title":{"rendered":"Nuke Callouts in CS2: Interactive Map (2026)"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">Nuke is one of CS2\u2019s most demanding maps and remains a regular pick in both matchmaking and professional play. Its two bombsites are located on different levels, so each round depends on clear calls and strong map knowledge. A position can be nearby, above, or below, which makes vague information costly. Teams need to track Lobby, Ramp, Heaven, Secret, Vents, and both sites. They can lose valuable time or miss rotations when a callout lacks context. Unlike simpler maps built around open lanes, Nuke forces players to think about vertical control and timing simultaneously. Therefore, learning Nuke callouts helps avoid confusion during competitive matches.<\/span><\/p>\n<h2><strong>How Callouts Work on Nuke<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">Nuke callouts work differently from those on many other CS2 maps because the layout is built around verticality. The A Site is located on the upper level, while the B Site sits directly below it, and the map also features underground routes. This makes floor awareness just as important as position names. A callout on Nuke often indicates whether an enemy is above or below, not only left or right. Since the radar offers limited help in these multi-level situations, voice communication becomes the primary way to share useful info.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Sound also plays a major role on Nuke. Doors, footsteps, activity around Squeaky, and movement between floors can reveal positions before anyone is seen. A drop into Vents from A Site, for example, can signal a fast rotation toward B. These details become easier to read with experience. 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           <\/g>                    <\/svg>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613148688\" style=\"            position: absolute;            top: 413.32666778564px;            left: 553.11364746094px;            width: 201px;            height: 85.000036239624px;            --tooltip-offset: -3.6136474609375px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">CT Spawn<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The Counter-Terrorist starting position. It gives CTs quick access to Outside, Hell, Ramp, and the main rotation routes.<br \/><br \/>Also known as:<br \/>\u2013 CT<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613239347\" style=\"            position: absolute;            top: 461.32670402527px;            left: 551.11364746094px;            width: 41px;            height: 19px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">CT\r Box<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The box on the CT side of Outside, near CT Red. CTs can use it as cover when watching Outside, holding the cross, or stopping Ts from moving toward Secret.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613334531\" style=\"            position: absolute;            top: 556.32731628418px;            left: 516.11364746094px;            width: 89px;            height: 80px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Garage<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The building that overlooks Outside. CTs often hold it with rifles or AWPs because it gives control over the open area and can stop Ts from reaching Secret.<br \/><br \/>Also known as:<br \/>\u2013 Warehouse<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613419276\" style=\"            position: absolute;            top: 614.32731628418px;            left: 510.11364746094px;            width: 27px;            height: 36px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Secret<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The stairs leading from Outside down to Tunnels. It allows players to rotate deeper into B Site through Double Doors or Decon, and provides a path up to A Site through Vents.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613487442\" style=\"            position: absolute;            top: 476.32643127441px;            left: 359.11364746094px;            width: 235px;            height: 178.0002746582px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Outside<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The large open area outside the main building. It works like Nuke\u2019s middle area as it connects T side, Garage, Secret, Main, and CT-side positions. Even though this area is quite large, it's still a little closer to T Spawn.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613604705\" style=\"            position: absolute;            top: 611.32674789429px;            left: 429.11364746094px;            width: 33px;            height: 22.000267028809px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">T\r Red<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The red container near T Spawn. 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CTs use it for counter-peeks, boosts, and holding Ts who try to cross Outside.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613788380\" style=\"            position: absolute;            top: 551.32697081566px;            left: 430.11364746094px;            width: 41px;            height: 26.000131845474px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Main<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The entrance from Outside into A Site. It\u2019s useful for late splits, CT retakes, and holding rotations.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772613911719\" style=\"            position: absolute;            top: 539.32670593262px;            left: 362.11364746094px;            width: 48px;            height: 48.000617980957px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Silo<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The large silo outside that can be reached from T Roof. Ts can use it to watch Outside, support smokes, or pressure defenders near Garage and Red.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772614470668\" style=\"            position: absolute;            top: 413.32666015625px;            left: 407.11364746094px;            width: 78px;            height: 131.00026321411px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">A Site<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The upper bombsite where the bomb can be planted. It gives Ts direct access to post-plant positions, while CTs can contest it from Heaven, Rafters, Main, and Hut.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772614747330\" style=\"            position: absolute;            top: 482.32683777809px;            left: 409.11364746094px;            width: 21px;            height: 31px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Hut<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The small structure that leads from Lobby into A Site. It\u2019s one of the fastest T entries onto A and is often used with flashes to overwhelm close defenders. Its walls can also be shot through, so players inside can take damage even before the entry starts.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772614804721\" style=\"            position: absolute;            top: 501.32670450211px;            left: 431.11364746094px;            width: 17px;            height: 17px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Tetris<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The boxes next to Hut on A Site. This position gives cover after an entry and can be used to break the CT crossfire from Rafters or Heaven.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772614901908\" style=\"            position: absolute;            top: 414.32701873779px;            left: 405.11364746094px;            width: 79px;            height: 19.00008392334px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Rafters<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The elevated catwalk and beam area around A Site. It gives CTs strong positions to watch upper-site entries, support the A anchor, and delay pushes from Hut, Squeaky, or Main.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772614953479\" style=\"            position: absolute;            top: 528.32675170898px;            left: 410.11364746094px;            width: 33px;            height: 16px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Vent<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The ventilation through which you can get from A Site to B Site and vice versa very quickly.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615267514\" style=\"            position: absolute;            top: 417.32661437988px;            left: 331.11364746094px;            width: 73px;            height: 117.00017881393px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">T Roof<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The roof reached from T Spawn by ladder. It gives Ts access to Silo and helps set up fast Outside pressure or utility throws.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615372879\" style=\"            position: absolute;            top: 510.32692623138px;            left: 347.11364746094px;            width: 56px;            height: 22px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Squeaky<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The door next to Hut that opens directly into A Site. It can create a sudden entry timing, but the door sound often gives CTs clear information. The door can be shot through, making this area risky when opponents expect pressure from Lobby.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615436158\" style=\"            position: absolute;            top: 456.32698059082px;            left: 324.11364746094px;            width: 81px;            height: 54px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Lobby<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The area that connects Hut, Squeaky, Ramp, and the inner routes. It\u2019s the main staging point for T-side defaults, fakes, and late-round decisions.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615531970\" style=\"            position: absolute;            top: 420.32679319382px;            left: 348.11364746094px;            width: 26px;            height: 34.000221729279px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Radio<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The room with vending machines near Lobby. It works as a transition point toward Trophy and Ramp, making it useful for setting up lower attacks or holding against CT pushes.<br \/><br \/>Also known as:<br \/>\u2013 Vending<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615574077\" style=\"            position: absolute;            top: 418.3270149231px;            left: 374.11364746094px;            width: 31px;            height: 35px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Trophy<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The room between Radio and the Ramp route, marked by trophy displays. It helps Ts move toward Ramp while staying inside, and CTs can use it to read or delay lower pressure.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615639554\" style=\"            position: absolute;            top: 286.32697296143px;            left: 410.11364746094px;            width: 74px;            height: 124px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Ramp<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The wide area leading toward B Site. CTs often fight for it early or fall back from it to delay a lower push.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615731035\" style=\"            position: absolute;            top: 285.32679748535px;            left: 429.11364746094px;            width: 34px;            height: 21.000175476074px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Headshot<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The large box on Ramp that can be used as cover. It gives players a protected angle during Ramp fights and can slow down pushes from Control.<br \/><br \/>Also known as:<br \/>\u2013 Back Ramp<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615776573\" style=\"            position: absolute;            top: 350.32692718506px;            left: 421.11364746094px;            width: 23px;            height: 18px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Big\r Box<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The large cover near Ramp. It helps players survive pressure from Control and gives CTs time to delay the push.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772615838644\" style=\"            position: absolute;            top: 368.32692718506px;            left: 386.11364746094px;            width: 23px;            height: 41px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Control<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The room between Trophy and Ramp. From here, the T-side usually enters Ramp to reach B Site.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616007477\" style=\"            position: absolute;            top: 413.32666015625px;            left: 487.11364746094px;            width: 47px;            height: 32px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Hell<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The position directly below Heaven. It connects CT rotations, Ramp access, and lower movement.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616127244\" style=\"            position: absolute;            top: 414.32684326172px;            left: 485.11364746094px;            width: 41px;            height: 28.000263214111px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Heaven<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The elevated balcony above A Site, connected through the upper rotation routes. It gives CTs a clear angle over the site and is often used to hold A, support teammates from above, or start retakes.<br \/><br \/>Also known as:<br \/>\u2013 Nine<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616179244\" style=\"            position: absolute;            top: 447.32688140869px;            left: 485.11364746094px;            width: 45px;            height: 25px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Lockers<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The room inside near Heaven and Hell, with windows facing Outside. CTs can use it for early information, while Ts can clear it to reduce flank risk after taking Outside.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616328048\" style=\"            position: absolute;            top: 444.32688140869px;            left: 56.113647460938px;            width: 226px;            height: 88px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">T Spawn<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The Terrorist starting position. From here, Ts can move toward Lobby, T Roof, or Outside, depending on the round plan.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616698964\" style=\"            position: absolute;            top: 262.32688903809px;            left: 215.11364746094px;            width: 69px;            height: 156.0001373291px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Tunnels<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The narrow corridor leading toward Doors. It is often used to approach B Site from the lower side and can become a key post-plant position after the bomb is down.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616911187\" style=\"            position: absolute;            top: 185.32675170898px;            left: 134.11364746094px;            width: 72px;            height: 105px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">B Site<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The lower bombsite where the bomb can be planted. It\u2019s the main target after Ramp, Secret, or Vent control, and post-plant setups often depend on holding the entrances around it.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772616993357\" style=\"            position: absolute;            top: 293.32688522339px;            left: 134.11364746094px;            width: 77px;            height: 19px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Vent<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The ventilation through which you can get from A Site to B Site and vice versa very quickly.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617242879\" style=\"            position: absolute;            top: 284.32670593262px;            left: 106.11364746094px;            width: 25px;            height: 25px;            --tooltip-offset: 31.386352539062px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Decon<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The single-door entrance near B Site. CTs often use it for retakes, while Ts can hold it after the plant to stop rotations. The door can also be shot through, so players shouldn\u2019t stay too close to it for long.<br \/><br \/>Also known as:<br \/>\u2013 Single<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617313966\" style=\"            position: absolute;            top: 312.32711029053px;            left: 97.113647460938px;            width: 115px;            height: 19.999732971191px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Back Vents<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The lower vent exit area between Decon and Tunnels. It connects lower rotations after a vent drop and can be used to move toward B Site, Decon, or Tunnels.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617425668\" style=\"            position: absolute;            top: 74.327026367188px;            left: 142.11364746094px;            width: 56px;            height: 77px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Bottom\r Ramp<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The lower, more enclosed part of Ramp, providing a view of B Site. It has two entrances, with a large wall in the middle, which allows players to carefully peek B Site before entering.<br \/><br \/>Also known as:<br \/>\u2013 Lower Ramp<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617513424\" style=\"            position: absolute;            top: 180.32675170898px;            left: 215.11364746094px;            width: 46px;            height: 54.00032043457px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Window<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The small room with a glass window that can be broken. It gives a view toward B Site and helps players check movement before entering or retaking the site.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617593167\" style=\"            position: absolute;            top: 238.32670593262px;            left: 206.11364746094px;            width: 58px;            height: 22.00032043457px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Doors<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The double doors leading into B Site. This entrance is used for direct site fights, so it often becomes a key point during entries and retakes. The doors can be shot through, which makes the position risky when opponents expect someone behind them.<br \/><br \/>Also known as:<br \/>\u2013 Double<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1772617767326\" style=\"            position: absolute;            top: 186.32672119141px;            left: 182.11364746094px;            width: 20px;            height: 27px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Dark<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The closed corner on B Site. CTs can wait there to punish fast entries, but the position must be cleared as it\u2019s common in close fights.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1781864581201\" style=\"            position: absolute;            top: 369.49485778809px;            left: 485.11364746094px;            width: 25px;            height: 38.999282836914px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Turnpike<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">The connector between Hell and the Ramp area. Here, CT players usually wait for the T-side to exit Control to prevent them from reaching Ramp.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1781864646963\" style=\"            position: absolute;            top: 388.4944152832px;            left: 409.11364746094px;            width: 29px;            height: 21px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Boost<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">An elevated position often used around Ramp-side control. It can create an unexpected angle for CTs and force Ts to clear more than the standard Ramp positions.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1781864732695\" style=\"            position: absolute;            top: 415.49485778809px;            left: 407.11364746094px;            width: 8px;            height: 80px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Mustang<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">A position above Hut on the A Site rafters side. From there, CTs can catch Hut entries off guard.<\/div>                                    <\/div>            <\/div>        <\/div>                <div class=\"interactive-map-tooltip-container\" data-polygon-id=\"1781864976263\" style=\"            position: absolute;            top: 490.49459838867px;            left: 433.11364746094px;            width: 51px;            height: 9px;            --tooltip-offset: 0px;        \">            <div class=\"interactive-map-tooltip y-red-dif p-20\">                <div class=\"interactive-map-tooltip-inner\">                    <div class=\"interactive-map-tooltip-title\">Bridge<\/div>                                            <div class=\"interactive-map-tooltip-description blue-16\">Bridge connects Rafters to Mustang. This narrow walkway provides an aggressive angle over the Hut exit, but leaves defenders exposed to crossfires from the main site.<\/div>                                    <\/div>            <\/div>        <\/div>            <\/div>    <script>        (function() {            let mapId = 1772613023031,                map = document.getElementById('interactive-map' + mapId),                mapInner = map.querySelector('.interactive-map-inner');            map.style.setProperty('--map-scale', map.offsetWidth \/ mapInner.offsetWidth);        })();    <\/script><\/div>\n<h2><strong>A Site Callouts<\/strong><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-152036\" src=\"https:\/\/skin.club\/community\/wp-content\/uploads\/2023\/10\/A-Site-1.jpg\" alt=\"Nuke A Site\" width=\"1280\" height=\"720\" srcset=\"https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/A-Site-1.jpg 1280w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/A-Site-1-300x169.jpg 300w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/A-Site-1-1024x576.jpg 1024w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/A-Site-1-768x432.jpg 768w\" sizes=\"(max-width: 1280px) 100vw, 1280px\" \/><\/p>\n<h3><strong>On A Site<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">These callouts focus on A Site and the positions around it. Most fights here are decided by crossfires and control of the angles surrounding the plant zone.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>A Site<\/b><span style=\"font-weight: 400;\">: The upper bombsite where the bomb can be planted. It gives Ts direct access to post-plant positions, while CTs can contest it from Heaven, Rafters, Main, and Hut.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Main<\/b><span style=\"font-weight: 400;\">: The entrance from Outside into A Site. It\u2019s useful for late splits, CT retakes, and holding rotations.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Tetris<\/b><span style=\"font-weight: 400;\">: The boxes next to Hut on A Site. This position gives cover after an entry and can be used to break the CT crossfire from Rafters or Heaven.<\/span><\/li>\n<\/ul>\n<h3><strong>Heaven and Rafters<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">This group covers the elevated positions around A Site and the space below them. These positions are important because they control vision, rotations, and retake paths between the upper and lower parts of the map.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Heaven<\/b><span style=\"font-weight: 400;\">: The elevated balcony above A Site, connected through the upper rotation routes. It gives CTs a clear angle over the site and is often used to hold A, support teammates from above, or start retakes.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Hell<\/b><span style=\"font-weight: 400;\">: The position directly below Heaven. It connects CT rotations, Ramp access, and lower movement.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Rafters<\/b><span style=\"font-weight: 400;\">: The elevated catwalk and beam area around A Site. It gives CTs strong positions to watch upper-site entries, support the A anchor, and delay pushes from Hut, Squeaky, or Main.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Mustang<\/b><span style=\"font-weight: 400;\">: A position above Hut on the A Site rafters side. From there, CTs can catch Hut entries off guard.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Bridge<\/b><span style=\"font-weight: 400;\">: Bridge connects Rafters to Mustang. This narrow walkway provides an aggressive angle over the Hut exit, but leaves defenders exposed to crossfires from the main site.<\/span><\/li>\n<\/ul>\n<h3><strong>T Entries<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">These calls cover the main T-side routes into A Site and toward Ramp. They are important for reading the start of a round, identifying early pressure, and understanding whether the attack is heading upper or lower.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Hut<\/b><span style=\"font-weight: 400;\">: The small structure that leads from Lobby into A Site. It\u2019s one of the fastest T entries onto A and is often used with flashes to overwhelm close defenders. Its walls can also be shot through, so players inside can take damage even before the entry starts.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Squeaky<\/b><span style=\"font-weight: 400;\">: The door next to Hut that opens directly into A Site. It can create a sudden entry timing, but the door sound often gives CTs clear information. The door can be shot through, making this area risky when opponents expect pressure from Lobby.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Lobby<\/b><span style=\"font-weight: 400;\">: The area that connects Hut, Squeaky, Ramp, and the inner routes. It\u2019s the main staging point for T-side defaults, fakes, and late-round decisions.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Trophy<\/b><span style=\"font-weight: 400;\">: The room between Radio and the Ramp route, marked by trophy displays. It helps Ts move toward Ramp while staying inside, and CTs can use it to read or delay lower pressure.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Radio<\/b><span style=\"font-weight: 400;\">: The room with vending machines near Lobby. It works as a transition point toward Trophy and Ramp, making it useful for setting up lower attacks or holding against CT pushes.<\/span><\/li>\n<\/ul>\n<h2><strong>B Site Callouts<\/strong><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-152052\" src=\"https:\/\/skin.club\/community\/wp-content\/uploads\/2023\/10\/B-Site-1.jpg\" alt=\"Nuke B Site\" width=\"1280\" height=\"720\" srcset=\"https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/B-Site-1.jpg 1280w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/B-Site-1-300x169.jpg 300w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/B-Site-1-1024x576.jpg 1024w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/B-Site-1-768x432.jpg 768w\" sizes=\"(max-width: 1280px) 100vw, 1280px\" \/><\/p>\n<h3><strong>On B Site<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">The callouts below cover the lower bombsite. B Site can be entered from several routes, so clear calls are very important here.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>B Site<\/b><span style=\"font-weight: 400;\">: The lower bombsite where the bomb can be planted. It\u2019s the main target after Ramp, Secret, or Vent control, and post-plant setups often depend on holding the entrances around it.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Window<\/b><span style=\"font-weight: 400;\">: The small room with a glass window that can be broken. It gives a view toward B Site and helps players check movement before entering or retaking the site.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Decon (Single)<\/b><span style=\"font-weight: 400;\">: The single-door entrance near B Site. CTs often use it for retakes, while Ts can hold it after the plant to stop rotations. The door can also be shot through, so players shouldn\u2019t stay too close to it for long.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Doors (Double)<\/b><span style=\"font-weight: 400;\">: The double doors leading into B Site. This entrance is used for direct site fights, so it often becomes a key point during entries and retakes. The doors can be shot through, which makes the position risky when opponents expect someone behind them.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Dark<\/b><span style=\"font-weight: 400;\">: The closed corner on B Site. CTs can wait there to punish fast entries, but the position must be cleared as it\u2019s common in close fights.<\/span><\/li>\n<\/ul>\n<h3><strong>Ramp and Approaches<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">These callouts focus on the main route from the upper part of the map toward B Site.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Ramp<\/b><span style=\"font-weight: 400;\">: The wide area leading toward B Site. CTs often fight for it early or fall back from it to delay a lower push.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Boost<\/b><span style=\"font-weight: 400;\">: An elevated position often used around Ramp-side control. It can create an unexpected angle for CTs and force Ts to clear more than the standard Ramp positions.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Turnpike<\/b><span style=\"font-weight: 400;\">: The connector between Hell and the Ramp area. Here, CT players usually wait for the T-side to exit Control to prevent them from reaching Ramp.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Headshot<\/b><span style=\"font-weight: 400;\">: The large box on Ramp that can be used as cover. It gives players a protected angle during Ramp fights and can slow down pushes from Control.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Big Box<\/b><span style=\"font-weight: 400;\">: The large cover near Ramp. It helps players survive pressure from Control and gives CTs time to delay the push.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Control<\/b><span style=\"font-weight: 400;\">: The room between Trophy and Ramp. From here, the T-side usually enters Ramp to reach B Site.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Bottom Ramp<\/b><span style=\"font-weight: 400;\">: The lower, more enclosed part of Ramp, providing a view of B Site. It has two entrances, with a large wall in the middle, which allows players to carefully peek B Site before entering.<\/span><\/li>\n<\/ul>\n<h3><strong>Tunnels and Secret<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">These callouts are important for late rotations, split attacks, and retakes because they connect several lower entrances within a small area.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Tunnels<\/b><span style=\"font-weight: 400;\">: The narrow corridor leading toward Doors. It is often used to approach B Site from the lower side and can become a key post-plant position after the bomb is down.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Secret<\/b><span style=\"font-weight: 400;\">: The stairs leading from Outside down to Tunnels. It allows players to rotate deeper into B Site through Double Doors or Decon, and provides a path up to A Site through Vents.<\/span><\/li>\n<\/ul>\n<h2><strong>Outside Callouts<\/strong><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-152068\" src=\"https:\/\/skin.club\/community\/wp-content\/uploads\/2023\/10\/Outside.jpg\" alt=\"Nuke Outside\" width=\"1280\" height=\"720\" srcset=\"https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/Outside.jpg 1280w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/Outside-300x169.jpg 300w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/Outside-1024x576.jpg 1024w, https:\/\/community.skin.club\/wp-content\/uploads\/2023\/10\/Outside-768x432.jpg 768w\" sizes=\"(max-width: 1280px) 100vw, 1280px\" \/><\/p>\n<h3><strong>T side<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">At the start of the round, these callouts help Ts move from spawn toward Outside control.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>T Spawn<\/b><span style=\"font-weight: 400;\">: The Terrorist starting position. From here, Ts can move toward Lobby, T Roof, or Outside, depending on the round plan.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Outside<\/b><span style=\"font-weight: 400;\">: The large open area outside the main building. It works like Nuke\u2019s middle area as it connects T side, Garage, Secret, Main, and CT-side positions. Even though this area is quite large, it\u2019s still a little closer to T Spawn.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>T Roof<\/b><span style=\"font-weight: 400;\">: The roof reached from T Spawn by ladder. It gives Ts access to Silo and helps set up fast Outside pressure or utility throws.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Silo<\/b><span style=\"font-weight: 400;\">: The large silo outside that can be reached from T Roof. Ts can use it to watch Outside, support smokes, or pressure defenders near Garage and Red.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>T Red<\/b><span style=\"font-weight: 400;\">: The red container near T Spawn. It gives cover during early Outside fights and is often used for peeks, smokes, and safer movement toward Secret.<\/span><\/li>\n<\/ul>\n<h3><strong>CT side<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">From CT Spawn, these callouts mark the main defensive positions around Outside.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>CT Spawn<\/b><span style=\"font-weight: 400;\">: The Counter-Terrorist starting position. It gives CTs quick access to Outside, Hell, Ramp, and the main rotation routes.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>CT Box<\/b><span style=\"font-weight: 400;\">: The box on the CT side of Outside, near CT Red. CTs can use it as cover when watching Outside, holding the cross, or stopping Ts from moving toward Secret.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>CT Red<\/b><span style=\"font-weight: 400;\">: The red container near Garage and Secret. CTs use it for counter-peeks, boosts, and holding Ts who try to cross Outside.<\/span><\/li>\n<\/ul>\n<h3><strong>Internal<\/strong><\/h3>\n<p><span style=\"font-weight: 400;\">These callouts cover shared routes around the main building and access to the lower part of the map. They are important for flanks, rotations, and moving between Outside, Heaven, and the lower levels.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Lockers<\/b><span style=\"font-weight: 400;\">: The room inside near Heaven and Hell, with windows facing Outside. CTs can use it for early information, while Ts can clear it to reduce flank risk after taking Outside.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Garage<\/b><span style=\"font-weight: 400;\">: The building that overlooks Outside. CTs often hold it with rifles or AWPs because it gives control over the open area and can stop Ts from reaching Secret.<\/span><\/li>\n<\/ul>\n<h2><strong>Vents<\/strong><\/h2>\n<ul class=\"article-list-pink\">\n<li aria-level=\"1\" class=\"article-list-pink__item\"><b>Vent<\/b><span style=\"font-weight: 400;\">:<\/span> <span style=\"font-weight: 400;\">The ventilation through which you can get from A Site to B Site and vice versa very quickly.<\/span><\/li>\n<\/ul>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Back Vents<\/b><span style=\"font-weight: 400;\">: The lower vent exit area between Decon and Tunnels. It connects lower rotations after a vent drop and can be used to move toward B Site, Decon, or Tunnels.<\/span><\/li>\n<\/ul>\n<h2><strong>Commonly Confused Callouts on Nuke<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">Nuke has several callouts that are easy to confuse because many positions are located close to one another or on different levels.<\/span><\/p>\n<ul class=\"article-list-pink\">\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Heaven vs Hell<\/b><span style=\"font-weight: 400;\">: These positions are linked, but they are on different levels. Heaven is above A Site, while Hell is below it.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Decon vs Doors<\/b><span style=\"font-weight: 400;\">: Both lead into B Site, but they refer to different entrances. Decon means the single-door entrance, while Doors means the double doors.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Control vs Ramp<\/b><span style=\"font-weight: 400;\">: Control is the room before the Ramp push. Ramp is the wider path that leads toward B Site.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>T Red vs CT Red<\/b><span style=\"font-weight: 400;\">: Both are red containers outside, but they sit on opposite sides of the area. T Red is closer to the T side, while CT Red is closer to the CT side.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\" class=\"article-list-pink__item\"><b>Vent vs Back Vents vs Tunnels<\/b><span style=\"font-weight: 400;\">: These callouts are close, but they don\u2019t mean the same route. Vent refers to the vertical duct between the upper and lower levels, Back Vents is the lower exit area near Decon and Tunnels, and Tunnels is the corridor route.<\/span><\/li>\n<\/ul>\n<h2><strong>How to Learn Nuke Callouts Faster<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">Nuke callouts are easiest to learn through regular practice. Start by studying the map in an empty server or on a Workshop callout map, where each name is tied to a fixed position. After that, Matchmaking or Premier helps connect those names to real rounds, rotations, and sound cues. Watching professional demos can also show how teams use callouts during matches. In addition, playing with teammates who already know the callouts can speed up the learning process, since unclear or incorrect calls can be corrected during the game. It\u2019s better to focus on one area at a time, such as A Site, Ramp, or Outside, before moving on to the next part of the map.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nuke is one of CS2\u2019s most demanding maps and remains a regular pick in both matchmaking and professional play. Its two bombsites are located on different levels, so each round depends on clear calls and strong map knowledge. A position can be nearby, above, or below, which makes vague information costly. Teams need to track [&hellip;]<\/p>\n","protected":false},"author":10,"featured_media":152020,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-26251","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articles"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Nuke Callouts in CS2: Interactive Map (2026)<\/title>\n<meta name=\"description\" content=\"Navigate Nuke in CS2 like a pro! Learn all the vital callouts with our comprehensive guide. 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