Menu Close

Changes of de_nuke map in Counter-Strike: Global Offensive

Counter-Strike: Global Offensive game has a high level of popularity and can help you solve various problems. Therefore, if you want to keep your hand on the pulse of events, it is important to be the first to receive news and information about the game. You can do it on the company’s website Here you will find a lot of interesting things, so start to get actively involved in the work and improve your game skills.

Map de_nuke in Counter-Strike: Global Offensive

In contrast to de_dust2, the classic map de_nuke has undergone several important changes in CS:GO compared to version 1.6 and Source. In the original on de_nuke were three main directions for the attack: “street”, points A and B. On each of the routes there were several branches. For example, when entering from the street, players could: split up and go to the main entrance of zone A, climb stairs to the ledges or go down to the basement through the reverse. Attack point A should have been through the door or hatch, and on B led roof slope.

One of the main differences de_nuke in CS:GO from its predecessors – the disappearance of the stairs, which from the street could get into the basement. This had a noticeable impact on the tactics of both teams. Thus, in the role of counterterrorists, there was no point in defending the street. Indeed, why risk in open space when the terrorists have only three entrances left through which they can get in? It’s easier to take up defense in front of one of them.

The same applies to terrorists – without going down to the basement, the team has less direction for potential attack, but can now focus on the remaining ones. In addition, the door from the lower part of point B has disappeared, and the grid in the ventilation has disappeared.

In CS:GO, it became unprofitable to storm the ventilation when one of the terrorists with the bomb quickly ran through the lobby to point A, smashed the grate and dived into the ventilation to plant explosives in the lower part of point B. Unlike Source, now you have to squat to get into the vents, so the defending team shoots you still at the approach.

In addition, the door leading from the lobby to point A no longer closes automatically – only manually. It can also be broken through, creating an excellent position for an ambush – the sniper will keep under his sights not only the main entrance to point A, but also beams under the ceiling, which are so fond of sneaking SWAT team.

Another convenient innovation is two huge tanks with toxic materials in the center of zone A. Both teams are free to use them as additional shelters. The terrorists can hide behind the tanks when storming, and the SWAT team – when defending, winning extra seconds to change positions and reload. In addition, you can set up an ambush, climbing on the tanks from above and taking advantage of altitude.

From the starting position of the counterterrorists on the street there is an elevated zone with a fence, perfect for a sniper with AWP – easy to hide from the fire and retreat if necessary. In addition, the shooter gets an excellent view up to the red container in the distance, near which terrorist snipers love to sit.

Finally, the flap door, which leads from point B to the control room, now has no glass inserts, so you can arrange an excellent ambush there. Many terrorists take up defense in this area after the bomb is placed, focusing on the sound of footsteps and demining. You should also check out to find more useful and some really important information about the game and it’s features.