In this column I take a brief overview of the classic revamped classic map
de_nuke for Counter-Strike Global Offensive.
Nuke basic attack routes
First thing to remember was the classic de_nuke map for both CS1.6 & for
CS:S featured 3 main attack routes, outside, A site & the B site ramp. Now
each of these attacks contained a number of attack paths as follows. Outside
players could split and attack either the main entrance to A bomb site, move to
ladder room or enter the basement level via the back stairs. A site attack left
players with 2 options, the door or through the hut and finally the B ramp as a
So what's changed?
Well, in CS:GO nuke is one of those maps that has seen a number of key changes
to the layout which overall have lead to a change in the why nuke is played in
Rear stairs access removed.
Sure the key positions haven't change that much but with the rear stairs
leading from outside to the basement level no longer part of the map does have
an impact on how teams not only defend but also how teams plan their attack.
For example as a counter terrorist team you could ask yourself why hold outside
at all? After all any terrorist players who takes control of the outside area
still needs to enter either one of three possible points that could be far
better held without the risk of being picked off as you would if you were to
hold outside; i.e. by holding the ladder room, ramp area or main to the A bomb
Same goes for the terrorist team... Without the option of a rear stairs attack
resulting in a bomb plant at the lower B site team pushes and tactics can now
be focus towards the other remaining attack routes further strengthening any
Other key changes are around the lower B bomb site, where you no longer have
the back of vents area and from Counter-Strike Source the "toxic
doors" which are all gone from CS:GO revamped version.
Back vent grill has been removed.
"Toxic" double doors to the right have been removed.
You'll so find that the so called "vent dive" tactic whereby a
terrorist player with the bomb rushes through the door from the lobby into the
A bomb site, shooting the vent grill and diving into the vents to plant the
bomb in the lower B site has become somewhat difficult in CS:GO as although the
door works correctly and players don't find themselves getting stuck on it the
fact that you now require to crouch to get into the ventilation system unlike
before in Counter-Strike Source adds extra time and reduced speed to the
tactic. The end result being a good likelihood you'll be shot up by the holding
team before you even make it inside the vent.
Other changes to note?
The door between the terrorist lobby and the counter-terrorist held A bomb site
has been tweaked so that the door now doesn't automatically shut after a period
of time yet now stays open unless closed by a player which is a nice
improvement over the Counter-Strike Source version of de_nuke. The door can now
also be shot apart by players resulting in an open being formed to which
players can spot and attack through.
A great spot to position a team AWPer who can scope with cover towards the main
entrance to A bomb site also allows terrorist players more of chance to pick
those hard to get to counter-terrorists sitting up on the ceiling beams.
Another added feature is the extra cover that is provided in the way of two
large toxic containers located in the centre of the A bomb site. These can act
in the favour of both counter-terrorist & terrorist teams, allow the
terrorist players a means of entering the bomb site quick and fast with some
level of cover from gun fire. As for the counter-terrorist team this provides
well need protection when overpowered in a static position buying vital seconds
in order to change position or reload.
The toxic containers also make for a useful camping position in which a player
can sit on top in order to change up holding positions on the hut entrance.
Outside towards the counter-terrorist spawn you will see a new raised area
complete with handrail which makes for a nice camp position if you have an AWP
sniper rifle. You have great cover, good means of escape if require and perfect
line of sight down to that red container unit in the distance a well known
sniper target area a position terrorist players use all too much making for
The doors from the lower B bomb site leading to the control room window no
longer have glass vision panels which make for a new camping spot for both
teams to take advantage of. This has already been adopted by many players as a
position to hold the bomb once planted. using sound and await the
counter-terrorist defuse before popping out and cleaning up.
Counter-Terrorist Holding Positions
Although you have a number of options such as placing a player outside around
the garage area to pick off terrorist players who decide to push outside this
tactic can be risky and now that there is no real need to control outside a
spotter playing it safe is all that I feel is required. Some teams in the
professional scene like to opt for what is known as a "stack" where
you play the odds and pick a bomb site and stack all 5 counter terrorist
players on the one site hoping that the terrorist team opt to attack that bomb
site. It again can be risky and at the same time can if executed well with lady
luck on your side pay off, but on general I prefer to play it safe & tight
adopting what most teams would call a classic counter terrorist set-up.
If you manage to bring together the right type of players with the right mix of
weapons skills and playing styles this set-up is very hard to beat.
Player 1 as shown above needs to be hot on the AWP sniper rifle and have the
reactions to match. With this he/she should have all the advantages on their
side over the terrorist team to lock this position down calling upon player 4
for support if required. Player 4 armed with flash bangs etc is key to slow
down and hold off any terrorist rush against the ramp room and allow player 1
to fall back or reload.
Player 3 & 2 both armed with m4A1 assault rifles need to work as a unit,
each covering their indentified points. It's also vital player 3 covers player
2 until he/she is in position. it's also vital player 2 uses his/her sound to
locate terrorist players in the lobby and outside to alert the team of possible
Finally player 5 is to spot outside, taking advantage of easy picks without
leaving the safety of the ladder room. He/she will be the greatest risk to the
team in terms of being picked off by a terrorist attack and thus must play
smart, defensive play without resulting in hiding with fear. A strong sniper
player may even take full control of the outside area from this position,
changing it up from round to round to keep the other team guessing.
Rotating once a position has fallen should only be undertaken if the
communication is given from team members. When the call for back-up is given
team mates need to coordinate their rotate positions and not all end up
retaking a bomb site from the same single position! Remember it's more
difficult to counter cross fire than it is if all the attack is coming from a