Outside area on Nuke in Counter-Strike 2

Nuke Guide for Counter-Strike 2

Callouts, bombsites, timings, weapon ranges, and skins.

Nuke is a bomb defusal map built on two floors: B Site sits right under A Site. The game files mark 29 named places on it - the official callouts shown by the radar and in team chat. The two default plant spots are 714 units apart on the radar, with B 370 units lower - about 20 metres in a straight line.

A CT gets from spawn to the B plant spot in about 15 seconds with the knife out, a T in 20 to 21.5 - about 6 seconds later. I timed both in game with a stopwatch, two runs each - more in Timings. This page goes through the callouts, both sites, the timings, which guns suit the distances here, and the skins.

Nuke Map Overview

Where the map came from, and what the game files say about it.

A Site is the upper bombsite, B Site is directly underneath it. Someone can be standing below you with nothing but a floor in between, and footsteps come through it clearly. Nuke has no mid. Outside, the yard on the south side of the plant, does that job, and it is the ground both teams fight over first. From Outside, Ts have three routes into the sites: down through Secret into Tunnels and on to B through Decon; into A through Mini, from where Vents drop straight down to B; and up through Hell and Heaven into A. The indoor route starts at T Spawn and runs into Lobby, then into A through Squeaky or Hut, or through Trophy and Control Room towards Ramp and down to B.

Nuke came out in November 1999 in Counter-Strike Beta 4.0, built by Jo Bieg - the oldest map in today's Active Duty pool. It borrowed its sky and desert textures from the Half-Life level Surface Tension, and in the 1.6 mission text the Ts were after a nuclear missile, not a reactor. Counter-Strike: Source turned the missile base into a nuclear power plant, and the CS:GO journal named it Cedar Creek - the name on the logo.

In the CS:GO beta the pro player and mapper Salvatore "Volcano" Garozzo made his own version, de_nuke_ve, and Valve later took his changes into the official map. Then Valve rebuilt Nuke from the ground up: the new version came out on 17 February 2016 and went into Active Duty that April, taking Inferno's place while Inferno went off for its own rework. The original B had a room behind it where you could not plant - players called it bombsite C.

CS2 Nuke map logo with radiation symbol and Cedar Creek name
Nuke map logo in Counter-Strike 2

The map

TypeBomb defusal
Map codede_nuke
Created byJo Bieg; 2016 remake by Valve
ReleasedNovember 1999, Counter-Strike Beta 4.0
Active DutyCurrent run since April 2016
In CS2Since launch, September 2023

From the game files

Named places29
Spawn points16 T, 16 CT (plus 4 + 4 for Wingman)
Buy zones2 (plus 2 for Wingman)
Bombsites2, B directly under A
Plant to plant804 u (about 20 m)
Bomb radius650 u (about 16.5 m)

CS2 Nuke Callouts

The 29 official names from the map files and the ones players use.

The left map shows only the 29 names stored in the map files. In the lists below they carry an official tag. The right map shows the player callouts, and every untagged name in the lists is a player-used callout. The two bombsites have their own section, Bombsites.

The radar on Nuke has two floors, so the official map is split into two levels. Tunnels, Decon, Observation and Vents are on the lower floor, under A and Outside. Most of the official names match what players say; the differences are small - Roof for T Roof, Control for Control Room, Vents for Vent - and one name players rarely use, Catwalk.

CS2 Nuke map with all 29 official callouts labeled
The 29 official place names from the map files, on both floors of the in-game radar
CS2 Nuke map with community callouts for upper and lower areas
Callouts players use on Nuke

CS2 Nuke Outside Callouts

CS2 Nuke Outside callouts showing Silo, Mini, Garage, Secret, T Red and CT Spawn Open full size
Main callouts around Outside on Nuke in CS2
T Spawn official
Where the Ts start the round, with ways on to Lobby and Outside.
CT Spawn official
Where the CTs start the round, next to Hell and Outside.
Outside official
The open yard between Silo, Garage, Secret and Mini. It does the job of a mid on Nuke, with ways on to both sites.
Silo official
The large silo on Outside, reached from T Roof. From the top you can walk onto the roof above A without a jump.
T Red
The red shipping container on Outside, next to Silo.
Garage official
The large warehouse near CT Spawn and Secret, a common CT sniper spot over Outside.
Secret official
The staircase from Outside down into Tunnels. It is on both floors in the game files.
CT Red
The red shipping container on Outside, near Garage and Mini.
CT Box
A box near CT Spawn, by the stairs out of the spawn area.

CS2 Nuke Lobby Callouts

CS2 Nuke Lobby callouts showing Hut, Squeaky, Vending and Trophy Open full size
Main callouts around Lobby on Nuke in CS2
Lobby official
The room closest to T Spawn, connected to Squeaky and Vending.
T Roof official
The roof above Lobby, reached by the ladder near T Spawn or the one inside Lobby near Hut. From here you can move onto Silo. In the game files: Roof, which also covers the roofs around it.
Squeaky official
The area next to Lobby with the door onto A.
Vending official
The room with vending machines between Lobby and Trophy.
Trophy official
The trophy room between Vending and Control Room.
Control Room official
The room connecting Trophy with Ramp. In the game files: Control.

CS2 Nuke Ramp Callouts

CS2 Nuke Ramp callouts showing Stack, Admin, Boost, Control Room, Big Box and Headshot Open full size
Main callouts around Ramp on Nuke in CS2
Ramp official
The large area between Control Room and Admin, with the slope down to B.
Big Box
The three boxes on the left of Ramp as you come from Control Room.
Boost
The boxes on the right of Ramp as you come from Control Room.
Headshot
A box at the far end of Ramp, a common CT spot.
Stack
The boxes on the left of Ramp as you come from Admin.
Admin official
The room between Ramp and Hell, across from Control Room.
Hell official
The area under Heaven, between CT Spawn and Locker Room.
Locker Room official
The room next to Hell, with a window over Garage and CT Red.

CS2 Nuke A Site Callouts

CS2 Nuke A Site callouts showing Heaven, Rafters, Crane, Mini, Vent, Tetris and Hut Roof Open full size
Main callouts around A Site on Nuke in CS2
Heaven official
The raised room above Hell, reached by a ladder, looking over the whole of A.
Catwalk official
The walkway beside Heaven, on the same level, towards CT Spawn.
Rafters official
The ledge from Heaven along the back wall of A.
Crane official
The overhead crane above the middle of A, reached only from Rafters.
Hut official
The metal structure on A with the way in from Lobby.
Hut Roof official
The roof of Hut, with a view of the Mini entrance.
Tetris
The boxes in front of Hut.
Vent official
The way into the vents that join A, B and Secret. In the game files: Vents.
Mini official
The room joining A with Outside.

CS2 Nuke B Site Callouts

CS2 Nuke B Site callouts showing Observation, Doors, Dark and Decon Open full size
Main callouts around B Site on Nuke in CS2
Tunnels official
The lower-level tunnels joining Secret, Decon and the way to B.
Observation official
The room with a large window over B.
Dark
The corner by the stairs on B.
Decon official
The room with a single door between Tunnels and B.
Doors
The double doors from Tunnels or Observation towards B.

Nuke Bombsites

How big each site is, where the bomb goes, and every way in.

The game files hold the exact zone where you can plant on each site. On B Site it is about 13.8 × 15.4 metres, on A Site about 9.4 × 11.2 - B has 1.6 times the room to plant, 166 m² against 105, one floor down, right under A.

A site

Plant zone, game files372 × 440 u (9.4 × 11.2 m)
Plant zone area105 m²
CT Spawn to A, out of Heavenabout 8 s
T Spawn to A, out of Hutabout 11.5 s
Ways inHut, Squeaky, Mini, Heaven
Retake plant spots4

B site

Plant zone, game files544 × 608 u (13.8 × 15.4 m)
Plant zone area166 m²
CT Spawn to default plant14.7 - 15.0 s
T Spawn to default plant20.3 - 21.6 s
Ways inRamp, Vents, Decon, Doors
Retake plant spots3

The plant zone is the invisible shape in the map files that decides where the bomb can go. On A it is one box; on B it is made of six pieces, one of them cut at an angle. The times on Nuke are not taken from the radar - with two floors, ladders and drops the flat map gets them wrong - so I timed the runs in game, with the knife out: to the point where you step onto A, and to the plant spot on B. In Retake mode the bomb starts already planted on one of the fixed spots per site: four on A and three on B. They are the dots on both maps below: the filled one is the default.

A Site

CS2 Nuke A Site bomb plant spots
A on the upper radar. Green outline - the plant zone, filled dot - default Retake plant spot, rings - the other three.

Four ways in: Hut and Squeaky from Lobby, Mini from Outside, and Heaven from above.

A is close for the CTs: in game a CT comes out of Heaven at about 8 seconds, the first T out of Hut at about 11.5 - 3.5 seconds later. The CT run has no room for error: it takes a clean climb and a clean drop onto the site, because a hard landing slows the run.

B Site

CS2 Nuke B Site bomb plant spots
B on the lower radar. Outline - the plant zone, filled dot - default Retake plant spot, rings - the other two.

Four ways in: down Ramp, down Vents from A, and through Decon or Doors from Tunnels.

In game a CT reaches the B plant in 14.7 to 15.0 seconds, a T in 20.3 to 21.6 - on B the CTs have about 6 seconds to get set.

Nuke Timings

How long the runs take, timed in game.

On the other maps, the timings come from the in-game radar. On Nuke that does not work: the radar has two floors, and ladders, drops and stairs make a flat radar route unreliable. So every time below is a run timed in game with a stopwatch, from spawn with the knife out, normal running, no bunny hops. Where there were two runs, both are given. Spawn points differ, so a run from another spot can be a few tenths of a second shorter or longer.

Route Time, s Why it matters
CT Spawn → Garage6.93Covers the T exit by Silo
CT Spawn → A, out of Heavenabout 8First CT on A
CT Spawn → Mini, outside8.64Covers the T exit by Silo
CT Spawn → Mini exit on A9.91Covers the Squeaky doors
CT Spawn → Ramp10.54Covers Control Room and part of Trophy
CT Spawn → B plant14.71 / 15.02First CT on B
CT Spawn → T Spawn, through A and Hut22.67 / 22.82Spawn to spawn
T Spawn → right side of Silo9.77View on Garage
T Spawn → A, out of Hut11.46First T on A
T Spawn → Trophy11.71On the way to Ramp
T Spawn → Vent, through Squeaky12.14The fast way down to B
T Spawn → Silo roof, over the roofs12.8Lookout over Outside
T Spawn → Secret14.6The way down to Tunnels
T Spawn → B plant20.31 / 21.56First T on B
T Spawn → CT Spawn, through Ramp and Admin22.43 / 22.59Spawn to spawn
CS2 Nuke map timings and routes for T and CT sides
The timed routes on the upper radar. Red - T routes over Outside, orange - T routes through Lobby, blue - CT routes.

What the numbers mean

On Outside the CTs are early. A CT is in Garage at 6.9 seconds and outside Mini at 8.6, and the first T reaches the right side of Silo, where he can see Garage, at 9.8. An AWPer in Garage is set almost 3 seconds before that T looks out - which is why the spot by Silo is where Ts often get picked.

The fast T rush goes out of Squeaky and, without taking the fight, straight down Vent to Decon and B. The first T is at the vent at 12.1. A CT running to the Mini exit on A is there at 9.9 and covers the Squeaky doors with 2 seconds to spare.

On Ramp it is closer: the CT gets there at 10.5, the first T is in Trophy at 11.7 - about a second behind.

From spawn to spawn the two sides take almost the same time, about 22.5 seconds. The CT way through A and Hut looks shorter on the radar, but it needs a clean climb up to Heaven and a clean drop onto A - a hard landing slows the run.

Weapons on Nuke

Which guns fit the distances on this map, and which don't.

Every gun in CS2 has an accurate range - how far its first shot, fired standing still, stays tight enough to rely on. Nuke has fixed distances between the spots where fights happen. Compare the two and you get a useful picture of which weapons suit each sightline. The distances below are straight lines between positions on the in-game radar that can see each other, so they are approximate. Height is not counted either, so from Heaven down to Hut the real distance is a little longer. The accurate range figures are from the game files as of 18 March 2026.

Duel Distance, u (m) Area
Silo → Garage1,464 (37.2)Outside
Heaven → Hut807 (20.5)A
Ramp → Trophy736 (18.7)Ramp
Control Room → Admin672 (17.1)Ramp
Squeaky → Vent553 (14.0)A
CS2 Nuke map weapon duel distances
The duels from the table on the in-game radar. Straight lines between the two positions, in units with metres in brackets.

Accurate range is only one number. The guide for each gun has the rest: damage at every distance, how many hits it takes through armour, movement, and the spray pattern for every single bullet. The links are on the gun names below.

Nuke has one long line, across Outside. Everything indoors is 21 metres or less - rifle and SMG distance.

Outside: scope distance

From the right side of Silo to Garage is about 37 metres - the spot where Ts often get picked by a CT sniper, see Timings. The AWP (69.3 m), the SSG 08 (47.2 m) and the AUG scoped (38.3 m) cover it. The SG 553 scoped (37.1 m) is 10 centimetres short, and every rifle without a scope is far out of range.

A and Ramp: rifle distance

Heaven to Hut is 20.5 metres - AK distance (AK-47 21.7 m), past the FAMAS (18.6 m) and the Galil AR (16.3 m). On Ramp the two lines, to Trophy and from Control Room to Admin, are 18.7 and 17.1 metres: the AK covers both, the FAMAS only the second one and is 10 centimetres short of the first.

Squeaky to Vent, 14 metres, is SMG distance. The MP9 (15.9 m) and the MP7 (14.4 m) cover it, the MAC-10 (11.0 m) and the UMP-45 (10.6 m) do not.

On a pistol round the Glock-18 (20.1 m) covers the three shortest fights. The USP-S with its silencer (23.8 m) and the Desert Eagle (24.6 m) add Heaven to Hut.

Shotguns are left out of this: their accurate range is 2-3 metres by design and says nothing about where they work.

Rule of thumb: a scope suits Outside, rifles cover A and Ramp, and an SMG is enough from Squeaky to Vent.

Common Mistakes on Nuke

Seven common mistakes, each tied to a measurement above.

Each point below links back to the measurement behind it.

Dry Silo peek
Looking at Garage from the right side of Silo with nothing thrown first. The first T gets there at 9.8 seconds, a CT AWPer has been in Garage since 6.9 - he is waiting for you. Timings
AK at Garage
Taking the Silo to Garage fight with an AK-47. It is about 37 metres, 15 past the AK's 21.7 - only scoped guns are accurate there. Weapons on Nuke
Slow Squeaky rush
Rushing out of Squeaky to drop down Vent to B. The first T reaches the vent at 12.1 seconds, a CT covering the Squeaky doors from the Mini exit is there at 9.9 - 2 seconds before you. Timings
Late Ramp
Walking through Trophy towards Ramp without utility. The CT is on Ramp at 10.5 seconds, the first T in Trophy at 11.7. Timings
Early B rush
Running at B with no utility. In game a CT reaches the B plant in about 15 seconds, a T in 20 to 21.5 - about 6 seconds later. Bombsites
SMG from Heaven
Holding Hut from Heaven with an SMG. It is about 20.5 metres, past the MP9's 15.9 and every other SMG - an M4 or a Deagle reaches it. Weapons on Nuke
Rough drop
Rushing up to Heaven and jumping onto A as a CT. The run is only fast with a clean climb and a clean drop: a hard landing slows the run and eats into the 3.5-second lead the CTs have on A. Timings

Nuke Skins & Collections

Nuke skins by market listings and price, and how to get them now.

Nuke has no case of its own. Its skins come in two collections: The Nuke Collection from 14 August 2013, the Arms Deal update, and The 2018 Nuke Collection, added for the London 2018 FACEIT Major in September 2018 to replace the older one.

Each collection below has three tabs. Most listed are the skins with the most offers across the markets I track. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and Souvenir variants included.

The 2018 Nuke Collection

18 skins, no Covert. The top two are Classified: the M4A1-S | Control Panel and the Tec-9 | Remote Control. The M4A1-S is a rifle that covers every indoor fight on this map - see Weapons on Nuke.

Every skin with a price for every wear is on the 2018 Nuke Collection page.

The Nuke Collection

The original set, from the Arms Deal update.

Every skin with a price for every wear is on the Nuke Collection page.

How to get them now

According to CSGO Database the 2018 collection still comes in the weekly drop. Beyond that there are souvenir packages from Majors - from London 2018 to Budapest 2025 - trade-up contracts, and the market. The older Nuke Collection is out of the drop, so today it is trade-ups and the market.

Browse all collections and all CS2 cases, or check what your own skins are worth with the Inventory Value Calculator.

Nuke Data Download

Every number on this page in one file, with the method behind it.

The data this guide is built on is in one JSON file: the 29 official callouts with the coordinates of all 58 zones from the map files and which radar floor each one is on, the 10 player callouts, all 32 spawn points, both bombsites with their plant zones and Retake plant spots, the in-game timings, and the duel distances from Weapons on Nuke. Each part says how it was measured.

Use it in a video, a tool or your own guide - it is free under CC BY 4.0, as long as you link back to this page. Checked against CS2 build 1.41.8.8.

Download cs2-nuke-data.json (JSON, 21 KB)