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Counter-Strike: Map X-Ray: de_nuke

By: Andrew MacKenzie - Published January 19, 2005 at 12:48 AM EST - Writer Archive
Joe "joeker" Hoffend with some help from Patrick "Irch" Cole bring you one of Gotfrag's original Xray Articles with some new flavor, this week's CAL match map. Just added spam spot demo HERE.
by Joe "joeker" Hoffend and Patrick "Irch" Cole

This is a re-release of an article that was originally prime. We will be bringing you the Xray of each CAL-Map of the season. If it has been done before it will be re-worked and re-released. If it has not been done, it will be done.

THIS JUST ADDED 1/20/05

Just added spam spot demo HERE.

General information:

de_nuke is a very large and complicated map which is extremely difficult to get used to, largely because it has a much less artificial feel to it than most maps. Only de_train offers a similar realistic situation, with terrain and architecture that one might find in real life. Just about every other map is designed with the tempo and rhythm of Counter-Strike in mind; their topography and layout are completely unnatural, and are designed to let players round corners and find an enemy's face in their crosshairs. This feature makes them much easier to play: the only skill that is needed is the general skill of playing CS. This is not so with nuke and train, as these maps require especially careful planning and execution because the enemy will very frequently not be directly in your crosshairs as soon as you enter a given location on the map. You have to know where to look and where to shoot. You have to know the map, and your strategy for it, very, very well in order to win consistently.

Location Names:

  1. T spawn – This is Terrorist spawn. One of the spawns is about ten feet in front of the rest.
  2. CT spawn – This is CT spawn.
  3. Upper Bombsite – This is the upper, or A, bombsite. With a total of seven entrances, there are almost unlimited entrance strategies for the Terrorist side. Although this may seem like it would be easier for Ts, it is quite the opposite: the CTs have the upper hand due to the timings of the map and its choke points, their height advantages, and their flash/nade advantages. The upper bombsite contains the shed, the outside entrance with vents on either side, and the ladder room entrance, along with rafters.
  4. Lower Bombsite – This is the lower, or B, bombsite. It also has a total of seven entrances, but every route but one will cause sounds that can be heard from a large raidus. The vents breaking, glass doors opening, or the shattering of the glass window can be heard from almost anywhere on the map. The main entrance is from ramp room.
  5. Garage – Located outside, it is mainly of use for CTs, but can also be used for cover when Terrorists head for the lower bombsite entrance.
  6. Outside – One of the routes Terrorists may follow, it is much more open than the hallways. With some cover, you can attack a lot of different entrances such as the upper bombsite, the lower bombsite entrance, the window room and ladder room, or even ramp room.
  7. Ramp Room – Given its name on account of the three ramps leading to the lower bombsite. The main chokepoint gives the CTs an advantage, along with flash advantages. Ramp room holds the notorious floating box with causes a flash exploit - be warned.
  8. Hallways – The other main entrance for the Terrorists that leads to lots of routes like outside, ramp room, shed, the squeaky door, even a ladder up to the roof.
  9. Squeaky Door – Another entrance into the upper bombsite which causes a “squeak” when opened.
  10. Ladder Room – The long ladder going up to the rafters above the upper bombsite; can be entered from ramp room, window room, or outside from the catwalk.
  11. Window Room – The room right beside ladder room has two windows that can be broken and jumped through.
  12. Shed – The main entrance for Ts into the upper bombsite, it contains two entrances: through the little window, or through the main exit. Walls are very thin so spamming from both teams occurs a lot.
  13. Rock – This rock is being used more and more often in T strats to spot CTs in the garage or outside. You can reach it by jumping by yourself, which will cause a noise, or by an easy two-person boost.
  14. Outer Entrance – This entrance can be used to enter the lower bombsite by five ways, but each of those routes will cause a noise. There are two vents that need to be broken, two doors that need to be opened, or a pane of glass which needs to be broken in order to jump through the window.
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