
Hard
Nuke
Vertical map: ramp, hut, and outside are three different games.
Nuke punishes teams that cannot talk. Outside control, ramp, and hut/heaven are different layers. T-side should pick one story — ramp take, outside hit, or a hut smash — and not do all three half-committed. CT-side needs a player who can hear lower and a player who will not peek outside for no info.
- Key space
- Ramp + outside + hut
- T default
- Ramp control or outside into secret
- CT hold
- Ramp, hut/heaven, outside, lower rotator
Key spots
Ramp
T default. Smokes and a trade. Solo ramp is how you start 4v5.
Hut / heaven
A-site vertical. Flashes over hut still work if you do not flash your entry.
Outside
Long duels and a secret drop. Don't peek main without a plan to get in.
Secret / squeaky
Lower access. Sound gives you away — walk when it matters.
Lower / rafters
B plant depth. CTs win by delaying, not by dying first.
Play notes
- Call upper vs lower every rotate. Silent rotates lose plants.
- Save a molotov for a plant, not for the first outside peek every round.
- If you are new, play ramp or hut — not a freelance outside AWP until you know timings.