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de_nuke_ve

A Map for Counter-Strike: Global Offensive

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New competitive version of nuke for CS:GO has been released. Shout out to Valve for their support in creating this map. Any league or tournament can feature this map in competition. With the community's support there is a chance that one day it can become the standard for de\_nuke in CS:GO. This map was featured on the official Counter-Strike website [here](http://blog.counter-strike.net/index.php/2012/08/map-workshop/ "") with the announcement of the Map Workshop. Check out this awesome article highlighting some of the changes I made on this map over at [ESEA News](http://news.esea.net/csgo/index.php?s=news&d=comments&id=11516 ""). **Why Volcano created the map** In Counter-Strike: Global Offensive, de\_nuke received several changes from its previous iterations that altered the map for the worse. The removal of the outside backhall limits the attacking options of the T's as well as limits the rotating options for CT's. In addition, CT's have even less incentive than ever to focus their attention on outside as the option for T's to sneak through the backhall and wreak havoc is completely eliminated. Nuke was one of my least favorite tournament maps in both 1.6 and CS:S to compete on due to the limited options available to the T side. One of the main goals in creating de\_nuke_ve was to make the range of effective strategies more diverse than has ever been possible on any version of de\_nuke. Also attempted to remove props that didn't positively contribute to gameplay while also maintaining the high aesthetic quality of the original map. [Additional design commentary on de\_nuke\_ve](http://volcanotv.tumblr.com/post/28602006530/design-discussion-de-nuke-ve-part-i ""). **Video Highlighting Major Changes**

### Changelog **New Features** - Added a new hallway outside that connects to the lower “B” bombsite - Added backside vent entrance in the “B” bombsite - Added a “barrel room” to the lower bombsite without access to the backhall **Bug Fixes** - Fixed glitch while going up roof vent that allowed players to see through the blue bars - Fixed glitch on yellow where player would get stuck while walking forward on the grey piping - Fixed glitch on yellow where a player could get stuck in between the grey piping - Fixed glitch that allowed a player to stand on an invisible platform next to the outside window room - Fixed glitch that allowed players to be boosted above the entrance to the old outside hallway - Fixed glitch that allowed players to get on top of the CT warehouse outside - Player can now properly jump on the two extruding vents outside of locker window room - Added platform underneath the three boilers in T lobby to eliminate the ability of CT’s to look underneath - Changed the windows in locker room to be translucent rather than reflective - Changed the windows in the lower window room to be translucent rather than reflective - Increased height of locker room windows to allow player to jump through - Increased size of the hut window to allow players to jump through - Increased size of the windows in the lower bomb-site to allow players to jump through more easily - Increased height of bombsite vents to allow players to run through them - Increased height of vents on T roof to allow players to run through it - Player models no longer clip through the ceiling of vents - Added missing light sources underneath the grates in “B” bombsite
### Modified Features
**A bombsite** - Reduced the amount of props in the bombsite - Moved the biohazard tanks slightly closer to the back wall in the bombsite to allow CT’s to rotate up tower with additional cover and T’s to rush out of the hut with additional cover - Moved pallets in the “A” bombsite to the corner underneath the tower allowing a player to drop down from the rafters and also being less obtrusive to navigation in the bombsite - Squeaky door will now close after 4 seconds instead of remaining open indefinitely - Moved box from where the CS:S forklift was further to the right as an area for additional cover for T’s attacking upper bombsite **B bombsite** - Reduced the amount of props in the bombsite - Added a base to elevate the biohazard tank in lower bombsite that prevents an abusive peek players can perform while on the railing by the vents - Made the lower bombsite and backhalls brighter **Other** - Moved tall box in ramp room further away from the railing making it easier to run along the railing - Moved the cluster of boxes above ramp room to allow CT’s to peek into radio room while on the boxes. The movement of these boxes also creates a slightly narrower corridor to allow the ramp room to be a more defensible position - Increased the opening from radio room into the pre-ramp room - Eliminated numerous small cracks between boxes that created an unfair advantage for the player peeking through - Widened the gap between the group of boxes at the T entrance to the outside yard and the yellow rock - Replaced a small set of boxes with a big box on T side of outside. This box blocks CT’s from easily looking through a gap towards T spawn **Eliminated Elements** - Removed all barrels from “A” bombsite - Removed forklift from “A” bombsite - Removed an obtrusive light fixture inside of the squeaky door room - Removed hand truck from squeaky door room - Removed sandbags from T lobby - Removed control room phones from lower “B” bombsite window room - Removed barrels from “B” bombsite - Removed equipment props between the radio & ramp rooms - Removed yellow pylons from T-spawn - Removed pushcart with boxes from “B” bombsite - Removed “breakable box” from outside - Removed small box adjacent to T red outside - Removed orange cone adjacent to T red - Removed a bench from locker window room - Removed fire extinguishers and the player clippings associated with them

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  • yaunos avatar
    yaunos Joined 7y ago
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    access_time 7y
    Thank you for the changes in the map: better than the original
    [L.T] Frédéric
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  • access_time 7y
    Someone has taken this map, removed a few things, fixed the doors around the B bombsite, and made it work properly for fast download. It's out there as "de\_nuke\_ve\_fix" - and it works. We have it in as votable on our map vote server.
    Bananite
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  • VEC_Avo avatar
    VEC_Avo Joined 7y ago
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    314 points Ranked 50088th
    access_time 7y
    Wonderful map, correcting terrible official map errors. Problem, it cannot be downloaded by clients, and it's the only map where I have this problem. And by searching on net, I'm not the only one. Those errors are in console : ApplyGameSettings: Map de_nuke_ve not part of Mapgroup Counter-Strike: Global Offensive Map: de_nuke_ve Players: 2 (0 bots) / 24 humans Build: 5072 Server Number: 4 SignalXWriteOpportunity(3) Attempted to precache unknown particle system "decals/metal/metal02"! Attempted to precache unknown particle system "decals/metal/metal03"! Attempted to precache unknown particle system "decals/glass/shot3"! Attempted to precache unknown particle system "decals/glass/shot4"! Attempted to precache unknown particle system "decals/flesh/blood1"! Attempted to precache unknown particle system "decals/wood/wood1"! Attempted to precache unknown particle system "decals/metal/metal04"! Attempted to precache unknown particle system "decals/blood1"! Attempted to precache unknown particle system "decals/blood2"! Attempted to precache unknown particle system "decals/flesh/blood2"! Attempted to precache unknown particle system "decals/flesh/blood3"! Attempted to precache unknown particle system "decals/flesh/blood4"! Attempted to precache unknown particle system "decals/flesh/blood5"! Attempted to precache unknown particle system "decals/scorch1"! Attempted to precache unknown particle system "decals/glass/shot2"! Attempted to precache unknown particle system "decals/wood/wood2"! Attempted to precache unknown particle system "decals/wood/wood3"! Attempted to precache unknown particle system "decals/wood/wood4"! Attempted to precache unknown particle system "decals/glass/shot1"! Attempted to precache unknown particle system "decals/blood3"! Attempted to precache unknown particle system "decals/blood4"! Attempted to precache unknown particle system "decals/blood5"! Attempted to precache unknown particle system "decals/blood6"! Attempted to precache unknown particle system "decals/scorch1model"! Attempted to precache unknown particle system "decals/decalmetalgrate010a"! Attempted to precache unknown particle system "decals/offsignb"! Attempted to precache unknown particle system "de_nuke/nukceilingvent"! Attempted to precache unknown particle system "decals/decalstain006a"! Attempted to precache unknown particle system "decals/glass/shot5"! Attempted to precache unknown particle system "decals/portgravel001"! Attempted to precache unknown particle system "decals/plaster011a"! Attempted to precache unknown particle system "decals/plaster013a"! Attempted to precache unknown particle system "cs_assault/assault_dumping_decal02_de"! Attempted to precache unknown particle system "decals/decalsigndanger001c"! Attempted to precache unknown particle system "de_nuke/radwarning_de"! Attempted to precache unknown particle system "burning_characist_heavy"! Attempted to precache unknown particle system "blood_impact_headshot_01g"! Attempted to precache unknown particle system "blood_impact_red_01_g6b"! Attempted to precache unknown particle system "gore_goop_genericd"! Attempted to precache unknown particle system "blood_impact_basicer"! Attempted to precache unknown particle system "blood_impact_basicerr_OLD"! Attempted to precache unknown particle system "explosion_childtrigger"! Attempted to precache unknown particle system "explosion_childtrigger_child01"! Attempted to precache unknown particle system "explosiopark_glow_lighter"! Attempted to precache unknown particle system "impact_wate_child_bounce"! Attempted to precache unknown particle system "footstep_pdboard_cheap2"! Attempted to precache unknown particle system "impact_cardboard_chsmall"! No pure server whitelist. sv_pure = 0 Missing map maps/de_nuke_ve.bsp, disconnecting Host_Error: Disconnected Please correct this fast download problem, and again thanks a lot for this map !
    Vieux et Cons
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  • access_time 7y
    VERY nice map. Map plays quite well. Unfortunately this map will not fast-download to players who don't have the map already, it hangs their client with lots of stringtable build spew in the client dev console, and leaves them stuck on the (blank default) loading screen, even though they are connected to the server. This is regardless of whether "-stringtables" is on the server cmdline or not. I have a properly working/configured HTTP fast redirect (it works for other custom maps). I lost an entire full server of players shortly after the 9/14 CS:GO update was released to this problem, once this map got voted in. I've seen posts to the effect that just making a .res file will do the trick (ie, make a de_nuke\_ve.res file in maps/ dir) but that doesn't work, at least not for me on a Linux dedicated server. I'm familiar with .res files from valve games past. It's a shame because this is a nice map that, if whatever these probs are could be corrected, I'm sure would be highly popular. There are certainly a lot of posts out there of people wanting to play it. Heck if I could get it reliably working I'd be willing to put a 24/7 nuke_ve server up. :) The ONLY requests, aside from fixing the stringtables/fastdl probs would be:
    1) radar overview & loading screen
    2) english language "expressions" ("let's go!!!" type stuff) at round start - a couple of them are a different language. Also at various indeterminant and intermittent times during map play, other players on the server (who I know are set for english) play foreign-language .wav's for events like grenade radio messages
    Bananite
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  • Aikanaro avatar
    Aikanaro Joined 7y ago
    Offline
    access_time 7y
    The "hall loop" how u called it on the lower bs, should be back again. Along with the vent crate on the back of that hall. Like some1 stated below, sandbags on the "balcony" inside the 1st room from Ts side should be back again too. I have doubts about the positioning of the back entrance to lower bombsite. Finally the radio room doors, there are to wide. By doing these doors so wide, and removing the sandbags from the previous room u gave to much advantage for CTs. Generally u made good work, but imo, map should be exactly like that in css. Bring back whole hall on the lower bs, make radio room doors thinner and bring back those sand bags and it will be perfect.
    Bananite
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  • DatWut? avatar
    DatWut? Joined 10y ago
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    5,262 points Ranked 1242nd
    7 medals 1 rare
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    access_time 7y
    I just played this map with bots to test it out. I detonated the bomb and my game crashed.
    If you need help with sounds,
    URL to post:
  • HoLyZz! avatar
    HoLyZz! Joined 10y ago
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    2,377 points Ranked 20228th
    11 medals 1 legendary 2 rare
    • 1st Place - GameBanana/CEVO CSGO Mapping Contest 2013 Medal icon
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    access_time 7y
    On Screenshot 7 Upper - I think the box/sandbag (or whatever) should be added back for a hiding spot for T's. The rest is fine.
    Hacettepe University
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  • access_time 7y
    Just saw this map via gosea :) gonna try it out
    URL to post:

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Credits

Key Authors
Volcano
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Valve

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Volcano Joined 7y ago
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432 points Ranked 46745th
Volcano
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Final/Stable

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