Counter-Strike 2

Nuke

Defusal map, in the Active Duty pool now.

Nuke loading screen
Active Duty

When did you last play?

Full history

Until you pick a month the page shows every change. Pick the month you last played to keep only what is new to you. The date is shared by every map page.

Since you last played

Changed in 25 updates

68 layout changes across 25 updates, condensed below to what still matters.

Layout changes by area

  • ◆
    Callouts Reduced C4 explosion radius from 500 to 400 units (Thanks NaVi!)5 changes
  • ◆
    Removed Nuke and Office33 changes
  • ◆
    B site Attempt to fix light leaking through base of doors at B-site17 changes
  • ◆
    A site Brightened up corner by far vent in A site.9 changes
  • ◆
    Spawns Smoothed out movement on roof near T spawn3 changes
  • ◆
    Map pool Moved Nuke to the Active Duty map group.

Most recent change 30 November 2023

  • ◆
    B site Attempt to fix light leaking through base of doors at B-site

Where Nuke stands

Nuke is in the Active Duty pool right now.

  • ▲
    In the pool (start of the record)

Pool history is replayed from the release notes starting Feb 2017. Community map rotations are not tracked.

Radar overview

Nuke radar overview, the top-down map used for callouts

The overview as it is in the game today. Open it full size to read the callouts.

Loading screens

Nuke loading screen 1Nuke loading screen 2Nuke loading screen 3Nuke loading screen 4

Every Nuke change, update by update

All 172 lines Valve listed for the Nuke since Apr 2012, newest first, fixes and visual changes included. Last changed 1 April 2026.

  • ◆
    Vertical occlusion is now more gradual at the edges of transition points in Nuke and Vertigo.
  • ◆
    Various map audio adjustments in Baggage, Shoots, Ancient, Nuke, and Vertigo. visual

  • ◆
    Adjusted hanging hard hat model render bounds to prevent shadow popping when model exited the view frustum. visual

  • ◆
    Fixed a spot that players could get stuck on fix

  • ◆
    Fixed some lighting errors on lower graphics settings. fix

  • ◆
    Fixed a pixel walk fix
  • ◆
    Fixed some C4 stuck spots fix

  • ◆
    Clipping adjustments.

  • ◆
    Fixed c4 stuck spots fix

  • ◆
    B site Fixed a gap in Nuke on bombsite B fix
  • ◆
    Fixed lighting bugs in Main Menu Scenery maps Warehouse and Nuke fix

  • ◆
    Adjusted clipping around Vents entrance to prevent players' feet clipping through the vent geo
  • ◆
    Improved collision of sliding door meshes at Ramp

  • ◆
    Built some collision to prevent bomb from getting stuck behind barrels
  • ◆
    Improved clipping in vents
  • ◆
    Fixed some disappearing mesh. fix
  • ◆
    Fixed dynamic shadow clipping on characters at Vending fix
  • ◆
    Fixed bombsite water to have better reflections on low settings fix
  • ◆
    Spawns Fixed vis issue at t-spawn fix
  • ◆
    B site Fixed collision on ramp in Bombsite B fix
  • ◆
    Fixed holes in world fix

  • ◆
    Italy, Nuke, Mirage, Inferno

  • ◆
    Fix for the sun material not blooming and adjusted the size of the material visual
  • ◆
    Cleaned up redundant skins on metal_door models to prevent workshop mappers hitting fatal errors for missing assets visual
  • ◆
    Fixed a visibility bug at Garage when looking towards Hell fix
  • ◆
    Changed the collision properties on railings to emit the correct footstep sounds visual

  • ◆
    B site Attempt to fix light leaking through base of doors at B-site
  • ◆
    Fixed cubemap issue at Lobby fix
  • ◆
    B site Fixed hole at B-site fix
  • ◆
    Fixed some holes at Ramp Room fix
  • ◆
    B site Fixed glass floor material at B-Site not having impact effects fix
  • ◆
    Fixed up footstep sounds on hazard stripes fix
  • ◆
    Brightened red interior walls to help with agent vis visual
  • ◆
    Fixed pixel boost on chainlink fence outside fix
  • ◆
    B site Fix shadows leaking through double doors at B-site visual
  • ◆
    B site Made cubemap transitions smoother in some places at b-site visual

  • ◆
    Minor clipping fixes on rooftops and hut
  • ◆
    B site Better caustics in pool at B site
  • ◆
    Fixed vis issue in garage looking towards hell fix

  • ◆
    Various bug fixes and tweaks to Mirage, Vertigo, and Nuke

  • ◆
    Various bug fixes and tweaks to Nuke, Vertigo, Anubis, and Overpass

  • ◆
    Updated water in Nuke to fix an issue with smoke

  • ◆
    Tuned the vertical audio occlusion of grenade sounds in Nuke and Vertigo visual

  • ◆
    Fixed C4 falling out of the world in B bomb site fix
  • ◆
    Updated props visual

  • ◆
    Removed Nuke and Office

  • ◆
    Fixed flickering shadows at vending fix

  • ◆
    Added Nuke to Deathmatch, Casual, and Competitive game modes.
  • ◆
    Added unique audio occlusion layer to help with vertical sound positioning in Nuke. visual

  • ◆
    B site Fixed bombsite target on B site starting its fade early. fix

  • ◆
    To welcome the sunny weather outside, switched main menu movie scenery to Nuke.

  • ◆
    A site Brightened up corner by far vent in A site.

  • ◆
    Fix for VPhysics Displacement bug
  • ◆
    B site Removed invisible collision that could block shots between ramp and toxic on Bombsite B

  • ◆
    Recompiled Nuke to fix several lighting problems on static props. visual

  • ◆
    Fixed C4 stuck spot outside near silo fix

  • ◆
    Overpass and Nuke have been moved into Defusal Group Delta.

  • ◆
    Added paint descriptions and flavor text for the 2018 Inferno and 2018 Nuke Collections.
  • ◆
    Updated FBI character models have been also deployed to Nuke in Wingman game mode. visual

  • ◆
    Made corridor leading to ramp room from T side slightly wider
  • ◆
    Moved doors connected to trophy room slightly
  • ◆
    Changed CT team to FBI
  • ◆
    Updated FBI character models have been deployed to Nuke, Agency, and Office. visual

  • ◆
    Lowered volume of select ambient sounds in Nuke. visual

  • ◆
    Ported over ShortNuke gameplay changes:
  • ◆
    Removed Toxic
  • ◆
    B site Vent no longer connects directly to B site, but has another exit close to double doors
  • ◆
    B site Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
  • ◆
    B site Added solid background to yellow crane inside B site
  • ◆
    Smoothed out some player movement
  • ◆
    Optimizations for low settings visual
  • ◆
    A site Blocked visibility between silos inside A site visual

  • ◆
    Ported over ShortNuke gameplay changes:
  • ◆
    Removed Toxic
  • ◆
    B site Vent no longer connects directly to B site, but has another exit close to double doors
  • ◆
    B site Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
  • ◆
    B site Added solid background to yellow crane inside B site
  • ◆
    Smoothed out some player movement
  • ◆
    Optimizations for low settings visual
  • ◆
    A site Blocked visibility between silos inside A site visual

  • ◆
    Added support for Nuke in Wingman.

  • ◆
    Moved squeaky door back a bit, to give a clearer view towards hut
  • ◆
    Changed geometry near crane when on rafters, to remove awkward position
  • ◆
    Spawns Smoothed out movement on roof near T spawn
  • ◆
    B site Changed color of new boxes in bombsite B
  • ◆
    Changed color of small red box at T side of yard
  • ◆
    Added some cover at back of squeaky door hall

  • ◆
    B site Offset stairs by control room near bombsite B
  • ◆
    A site Removed some unintended positions on crane in bombsite A
  • ◆
    Fixed some minor bugs fix

  • ◆
    Removed outer catwalk completely
  • ◆
    Removed helper catwalk onto silo
  • ◆
    A site New type of skylight windows in A site
  • ◆
    B site Added some cover in corner at back of B site
  • ◆
    B site Removed railings when entering B site from ramp
  • ◆
    Removed window in hut
  • ◆
    Moved entrance to hut slightly further in
  • ◆
    Spawns Moved up spawns for both teams
  • ◆
    Flipped static doors at T entrance to ramp
  • ◆
    Blocked off “old secret” area outside of garage
  • ◆
    Spawns Added solid white walls near CT spawn
  • ◆
    Rotated container outside of garage, and removed some smaller crates
  • ◆
    A site Removed access to crane inside of A site, made more of rafters accessible
  • ◆
    A site Reverted box-path onto hut inside A site to the old configuration
  • ◆
    A site Removed ladder up to rafters from inside A site
  • ◆
    B site Added collision for physics objects (except grenades) near water in B site
  • ◆
    For tournament organizers, the old version of Nuke is available on the Workshop.

  • ◆
    A site Thinned out corner when coming into hut from lobby, making it easier to peek into A site
  • ◆
    Bullets now do more damage when shot through walls in hut
  • ◆
    Raised rollup door in Mini, making it easier to see towards rafters
  • ◆
    Removed three boxes on top of blue container near garage
  • ◆
    Callouts Reduced C4 explosion radius from 500 to 400 units (Thanks NaVi!)
  • ◆
    Made water outside the map deeper (Thanks hollandje!)

  • ◆
    Optimized water materials used in Inferno, Nuke and Aztec maps. visual

  • ◆
    Updated radar map for Nuke

  • ◆
    A site Removed railing on crane in A site rafters
  • ◆
    Removed ability to climb up on/plant the bomb on top of silos in both bombsites
  • ◆
    Moved T entrance to squeaky to make movement smoother
  • ◆
    Removed window in Toxic, replaced with double doors
  • ◆
    Removed yellow bollards near Garage and Secret
  • ◆
    Removed cover on top of Mini
  • ◆
    B site Added some full cover in cubby next to ramp in bombsite B
  • ◆
    A site Replaced exposed bombsite silo with simple version in bombsite A
  • ◆
    Added white, flat surface on fence at T side of yard
  • ◆
    Fixed small collision bump on ramp in ramproom where players could get stuck fix
  • ◆
    Fixed various bugs listed on CSGOBugtracker.com (thanks to all contributors!) fix
  • ◆
    General optimizations visual

  • ◆
    Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.

  • ◆
    B site Added ladder to bombsite B target
  • ◆
    B site Top of bombsite B target now opaque
  • ◆
    Added short crate stack to CT outside
  • ◆
    Misc clip fixes
  • ◆
    Improved vcollide on plastic bins
  • ◆
    Spawns Fixed spot at CT spawn where weapons could be lost fix

  • ◆
    Improved accuracy of grenade clips on metal containers
  • ◆
    Removed crate stack from CT side
  • ◆
    Removed railings outside HUT
  • ◆
    Removed railings at top of Heaven ladder
  • ◆
    Door opening and closing predictability fixed
  • ◆
    Callouts Improved .nav mesh (thanks Bez)
  • ◆
    Clip brushes now play the correct material type footstep sound visual
  • ◆
    Performance optimizations visual
  • ◆
    Lowered ambient soundscape volumes visual
  • ◆
    Fixed +use interaction through tool or clip brushes fix
  • ◆
    Fixed double doors being blocked by their sibling door being blocked by the player fix

  • ◆
    Map pool Moved Nuke to the Active Duty map group.
  • ◆
    Updated a Wildfire mission (YOINK!) for the bonus condition to use Santorini instead of Nuke.

  • ◆
    Improved grenade clips on door frames.
  • ◆
    Callouts Improved bot navigation.

  • ◆
    Updated lights.rad with new Nuke asset entries
  • ◆
    Open vents no longer shield players from flashbangs
  • ◆
    Added grenadeclips
  • ◆
    Callouts Improved bot navigation
  • ◆
    Removed ladder cage from T rooftop
  • ◆
    Fixed vcollide on door frames fix
  • ◆
    Fixed a number of spots where C4 could get lost fix
  • ◆
    Fixed C4 and grenades falling through B floor frame fix
  • ◆
    Fixed scissor gates blocking flashbangs fix
  • ◆
    Fixed a few pixelwalks fix

  • ◆
    Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke
  • ◆
    Updated the Nuke loading screen icon.

  • ◆
    Nuke has been moved to the Reserve map pool.

  • ◆
    A site Release Notes for 11/15/2013[GAMEPLAY]- Reduced fade to black time to 0.3s to better hide enemy movement when playing with "mp_forcecamera 2".- Buy Time now lasts the entire Warmup period.- Fixed the Defuse Kit making a pickup sound that everyone could hear when walking over it.- In official competitive mode players now accumulate end of round money even if they are disconnected at the moment when end of round money is awarded to their teammates.- In official competitive mode players who disconnect from the game server while alive are treated as having committed suicide and don't receive end of round money for that round.[MAPS]- Mirage improvements based on pro feedback-- Raised skybox ceiling around T spawn-- Rebuilt red building in T spawn to give more room for grenade throws-- Fixed a bug where Ts could see into Bombsite A without exposing themselves-- Added collision on tall box near CT stairs to prevent players getting onto it-- Fixed a bug where a player could get onto boxes near ladder room alone-- Added wider cover in mid, T side-- Made CT sniper window in mid taller-- Removed gaps where players could see through scaffolding in Bombsite A-- Fixed various spots where you could see through crates in Bombsite A-- Made it possible to shoot through a crate in Bombsite A-- Smoothed out movement inside Palace-- Added wider windows in Bombsite B apartment-- Fixed a bug where a player could stand on the wall outside B apartment-- Removed dark door underneath Bombsite B apartment-- Added pretty flowers- Nuke-- Fixed invisible I-beam collision in hut/lobby- Inferno-- Made railings on balcony near Bombsite A and CT spawn easier to see through[UI]- Fixed the overhead Freeze Time icons not updating frequently enough to catch certain equipment changes.- Fixed the Freeze/Invuln Time color correction being wrong if the Invuln Time was shorter than the Freeze Time length.- Fixed Achievement icons not appearing when it displayed Achievements earned in the previous round.- Fixed map selection button becoming inactive when Workshop maps are being updated.- Added Inventory error message when Steam cannot access your items.- Added item image to Delete Item confirmation.- Contracts-- Fixed not auto-scrolling away from a blank item list.-- Fixed being able to submit without signing.-- Fixed signatures being offset from the mouse cursor.[SPECTATING]- Reduced duration of red player damage effect.- In GOTV the kill camera now orients so both the killer and victim are visible.- Fixed spectator navtext no longer wrapping.[DEMOS]- Work in progress improvements to demoui & demoplayer:-- Menus, Overview Map, Graphs, etc. now work when the demo is paused.-- Improved seeking with less particle effect, sound, and HUD spew.-- Demo Timescale slider now goes up to 10x.-- Added buttons to directly set demo timescale to 1/4x, 1/2x, 1x, 2x, 4x speeds.-- Fixed Stats Graph round columns not resetting correctly when rewinding a demo.-- Removed demoui2.- Fixed color of weapon names not matching the actual rarity of the weapon.[COMMUNITY]- Added server convar sv_matchend_drops_enabled for suppressing item drops at the end of tournament matches, play time is still accumulated by players and items will be awarded at the next opportunity.- Using the game_round_end to force a specific winner now consistently increments the round number (you must still use the game_score entity to set the appropriate team score).- Fixed a case where CT coaches would get locked into 3rd person.[MISC]- Cached inventory icons are regenerated if Texture/Shader Detail is increased using the Options menu.[LINUX DEDICATED SERVERS]- Updated the version of libstdc++.so.6 for Linux dedicated servers to require Glibc 2.11.- Linux dedicated servers now upload core dumps out-of-process and more reliably. visual

  • ◆
    Mid [ MISC ]- Playing a demo recorded on a workshop map will attempt to automatically download and display that workshop map.- Added a convar cl_download_demoplayer to control whether demo player is allowed to download external resources, defaults to 1 allowing downloads from workshop, allows 2 for downloading all other external resources that could be referenced by community server.- Added engine support for versioning official maps, so demo playback will seamlessly download and load matching version of the map when playing back older demos. ( Currently supports Nuke, Inferno, Dust2 )- Fixed rare crashes in HUD when game events were received before HUD elements were fully loaded.[ GAMEPLAY ]- Additional minor buffs to the Aug and Sig.- Smoke grenades have been adjusted to make their view-obscuring overlay match the smoke volume shape more precisely as well as some other minor fixes.[ SPECTATING ]- Spectating a flashed player via GOTV now shows an additional effect and icon to indicate blindness without obscuring the spectators view.- Fixed a case where GOTV spectator would get the round radar template instead of the square one.- Grenade trajectories are now on by default in spectator x-ray view. Convar sv_grenade_trajectory_time_spectator will adjust visible trail duration.[ MAPS ]- Made a pass at incorporating some lessons learned from Mirage to original maps. Also, bug fixes.De_Inferno:- Widened apartment hallway near A- Replaced red car in middle with solid cover- Fixed radar naming on haycart- Improved visibilityDe_Nuke:- Added radar namesBug fixes- Improved visibilityDe_Dust2:- Improved visibility- Bug fixesDe_Aztec:- Improved visibilityDe_Train:- Improved visibility visual

  • ◆
    Callouts Fix for bots in Nuke jumping on crates for many seconds.
  • ◆
    Callouts Scoreboard improvements: -- Updated the Win Banner to be more in line with rest of UI. -- Added highlight for player selecting. -- Added mute icon. -- Added a Team Switch icon. -- Generalized the "dead" visual state in the scoreboard so the row is dimmed regardless of whatever other states that player is in (previously it wouldn't dim if for example, you were also dominating that player and they were dead) -- Updated the Vote panel UI to use checkbox/x iconography instead of the thumbs up/down. -- The radar maps were updated for the SE versions of Aztec, Dust 2 and Nuke. -- The Terrorist Buy Zone indicator on the radar image for Dust2 and Dust2 SE has been updated. -- The opening upfront movie art has been updated. -- Added a Join Game Button to the Play With Friends Lobby. -- Increased the font size on Vote result panel. -- Brightened the player outline in the Mini-Scoreboard. -- The Match Set Up screen now hides the arrows in the map navigation panel when the current game mode includes maps or map groups with only one map. -- Fixed issues with the Recently Unlocked Awards. -- The Recently Unlocked Awards panel now uses a time window (currently 5 days) to determine which Achievements to display. -- “Screen Resize” is now labeled as “HUD Resize” in the Advanced Video Settings screen. -- Fullscreen menu screens now have animating background and foreground elements. -- The ‘Team Full’ messages on the Choose Team screen now display longer. -- Spectators will no longer see “Your Team Lost” in the Scoreboard. -- Radio commands are now updated for the new audio commands. -- Overhead alert icon is brighter, a bit more saturated and easier to see. -- Removed "Play Distance" option from the menu and replaced it with HUD scaling bar and viewmodel display position default. -- Added a key bind to ‘Start a Vote’. -- Moved Viewmodel settings to the Game Settings menu. -- Removed delay on death notices. -- Updated colors and bg for readability. -- Increased number of death notices to seven total and made them stick around a tad longer. -- Increased the number of characters before truncating in the death message. -- Player clan name is now shown in the death message and id's panels. -- Updated Achievement chat colors to current scheme. -- Tweaked death message colors again to bring them closer in line with others. visual
  • ◆
    Nuke -- Updated the language on the radiation warning signs. Changed 'radioactiv' to 'radioaktiv!' and 'Kein Zutritt' to 'Kein Zutritt!' -- Updated the Forklift prop. visual

  • ◆
    Nuke - Moved the forklift and added clip brushes to prevent collision issues. - Added clips to the blue beams in lobby room.

  • ◆
    Added Nuke SE
  • ◆
    Spawns Nuke - Adjusted spawn and buy zone graphic indicators on radar image. visual

  • ◆
    Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane. visual

  • ◆
    Nuke - Reduced bloom scale.