de_nuke - radar callouts and map notes
de_nuke in CS2 - the vertical power-plant map. Outside, Heaven, Ramp, Vents, Lobby. Callouts and rotation reads where defenders rotate in seconds.
Last updated: 2026-06-02
de_nuke stacks two bombsites vertically inside a power plant. Defenders rotate between A (upper) and B (lower) in seconds, which gives CTs a massive structural advantage and makes T-side timing the entire game. The radar's value here is timing information - knowing when to commit before defenders can swap levels.
Key callouts
- Outside / Outside Yard / Silo / Garage - the T-side approach lanes.
- Main / Lobby / Squeaky - lobby route into A.
- A Site / Default / Heaven / Hut - upper-level A site.
- Ramp / Ramp Bottom / Ramp Top - the connection between A and B.
- Vents / Vent - the secondary B approach from A.
- B Site / Default / Window / B Halls - lower-level B site.
- Secret - the long T-side flank route to B.
What to watch on the radar
- Rotation timing. CT rotations are short. The radar tells you whether a defender has already swapped levels or is still committed - the difference between an uncontested B execute and a 1v3.
- Outside control. Outside is the most contested T-side area. Knowing the CT count Outside tells you whether your team can take it or has to default elsewhere.
- Secret presence. A single player on Secret can flank a B execute. The radar shows whether anyone's there before you commit.
Sightlines that punish
Nuke's punishers are CT-favoured: Heaven toward A site, Main toward Hut, Ramp top toward Ramp, Window toward B default. Outside has multiple sightlines that change as Outside control shifts. A radar plus ESP turns the short-rotation problem into a known timing problem.
How Favade handles de_nuke
Full top-down geometry for upper level with B-site overlay for the lower level, callouts on both, and the per-player HUD fields. See the radar HUD reference for the field list.