Nuke Callouts

The series has included the bomb defusal map Nuke since Counter-Strike 1.6. Nuke is a bomb defusal map that has been in the series since Counter-Strike 1.6 and is set in the United States. Nuke is a special map since it has two levels, or floors: upper and lower. It is set in the United States. Because of this, it is very important to get every callout on the map just so. This map is possibly the most CT-sided in frequent rotation due to its intricate structure and few entry opportunities for securing both bombsites.
This map and the callouts are the same (or very similar) in both CS2 and CS:GO.
Nuke Callouts
  • 1
    T Spawn: Where the Terrorist Side spawns.
  • 2
    CT Spawn: Where the CT Side spawns.
  • 3
    Outside: The space between A Main, Garage, Secret, and Silo.
  • 4
    A Site: One of two parts of the map where the bomb can be planted. The upper bomb site.
  • 5
    B Site: One of two parts of the map where the bomb can be planted. The lower bomb site.
  • 6
    Garage: The big room next to Secret and close to CT Spawn. This is where CT AWPers typically play while watching Silo.
  • 7
    Ramp: The area/room around B Site and the slope that goes to it.
  • 8
    CT Box: The box next to the steps leading from CT Spawn and close to CT spawn.
  • 9
    T Roof: Lobby’s roof is known as the T Roof. This roof is reachable from a ladder by T Spawn. You can access Silo when you're on this roof.
  • 10
    Lobby: The room closest to T Spawn is called Lobby, and it's bordered by Squeaky, Radio, and Sandbags, which is basically A Site.
  • 11
    Radio: The space designated as such on the original Nuke map, located between Lobby and Trophy. These days, it has vending machines.
  • 12
    Trophy: The trophy chamber, located next to Control and Radio.
  • 13
    Control: The space from Trophy that goes to the ramp.
  • 14
    Squeaky: The space off Lobby where A Site is accessible through a squeaky door.
  • 15
    Vent: Any section of the vent system that joins A Site, Secret, and B Site
  • 16
    Hell: Turn Pike, Locker, T Spawn, and the place underneath Heaven are all part of Hell.
  • 17
    Heaven: Reached by the stairway in Hell, Heaven is the elevated region with a view of A Site.
  • 18
    Lockers: The room with the window overlooking CT Red and the garage. It's close to Hell.
  • 19
    Headshot: CTs frequently use the box at the back of the ramp to access AWP.
  • 20
    Sandbags: The sand bags that stretch from Hut to Lobby.
  • 21
    Hut: Hut is the metal hut on A Site that serves as a link between Lobby and A Site. a typical location where CTs molly to stop terrorist squad rushes.
  • 22
    Tetris: The boxes in front of Hut are referred to as Tetris.
  • 23
    Mustang: The elevated space above the entrance/exit to Hut from A Site and close to rafters is referred to as Mustang.
  • 24
    Rafters: Rafters is the term for the elevated section that runs along the back wall of A Site and is connected to Heaven and Rafters.
  • 25
    Bridge: The bridge that links Mustang and Rafters is called the Bridge.
  • 26
    Turn Pike: This space lies between Hell and Ramp.
  • 27
    Stack: The boxes at Ramp's Turn Pike-side corner are referred to as "Stack."
  • 28
    Boost: The boxes close to the Ramp entry from Control are referred to as Boost.
  • 29
    Big Box: The space immediately above the ramp leading to B Site, as well as the surrounding region on the Big Box.
  • 30
    T Red: The red cargo container in Outside that is next to Silo is known as T Red.
  • 31
    CT Red: The red cargo container outside, near the garage, is known as CT Red.
  • 32
    Main: A Site and Outside are connected by the Main room.
  • 33
    Window: The room with a sizeable, movable window overlooking B Site is called Window.
  • 34
    Dark: On B Site, the dark area is the corner adjacent to the stairs.
  • 35
    Decon: The room that has a single entrance connecting B Site to the Back Vents/Tunnel is known as Decon.
  • 36
    Back Vents: The area that Vents leads out onto between Decon and Tunnel is referred to as Back Vents.
  • 37
    Tunnels: The area at B between the Secret, Back Vents, and Window callouts is referred to as any tunnel that is not covered by them.
  • 38
    Doors: The double doors that lead from the window or tunnel to the B site are referred to as doors.
  • 39
    Bottom Ramp: This is the portion of the ramp that is lower.
  • 40
    Silo: The spacious silo with a view of the outside that is reachable from the T Roof.
  • 41
    Secret: The staircase that connects the outside to the tunnels is secret.

Why Is It Important To Know A Map’s Callouts?

Basically, callouts are standardized shortcuts for map locations, allowing for swift and accurate communication. Callouts create a shared mental map for your team. By knowing places such as  “under balcony” on Dust 2 or “tetris” on Mirage, everyone instantly pictures the same location. This shared understanding eliminates confusion and allows for coordinated plays.

Calling out enemy positions, rotations, and equipment also allows your team to formulate winning strategies. Clear communication fosters trust and cooperation within the team. When teammates understand callouts, they can rely on each other’s information and react cohesively. This eliminates hesitation and missed opportunities, leading to smoother rotations, coordinated attacks, and ultimately, more wins.

At the end of the day, callouts are a community-driven language. While some variations might exist, such as “newbox” on Inferno being called “Stewie” after Jake “Stewie2k” Yip’s famous 14-15 clutch at the Boston Major, focus on learning the most common ones used by your teammates or in the region you play. Don’t be afraid to ask for clarification if you’re unsure about a callout.