Vertigo
A unique rooftop map set on a skyscraper under construction. Vertigo features dramatic height differences with close-quarters combat, offering a completely different CS2 experience from traditional maps. Practice your utility throws with our Vertigo lineups guide, or load up a practice config to drill positions offline.
UniqueClose QuartersVerticalActive Duty
All Callouts 18 positions
CT Side 10
A Site Upper A bombsite on the rooftop. Open area with limited cover.
A Ramp Ramp leading up to A site. Primary A defense position.
Elevator Elevator shaft area. Alternative route between levels.
Scaffolding Scaffolding structure near A. Height advantage position.
CT Spawn CT starting area. Quick access to both sites.
B Site Lower B bombsite. Enclosed area with tight angles.
B Stairs Stairs leading to B site. Key defensive chokepoint.
B Back Back of B site. Afterplant and defense position.
Heaven B Elevated position above B site. Height advantage.
Headshot Headshot angle position on B. Tight peek position.
T Side 6
T Spawn T starting area. Routes split to A and B.
T Mid T mid area. Central position for both site approaches.
A Short Short path to A site. Quick but exposed route.
B Tunnels Tunnel approach to B site. Primary B attack route.
Ladder Ladder connecting levels. Vertical movement route.
Sandbags Sandbag cover near T mid. Staging position.
Mid Control 2
Mid Central area. Contested for early round control.
Window Window area overlooking mid. Info gathering spot.
Strategies
T Attack
A Ramp Rush
Flash and push A ramp with numbers. Smoke scaffolding, take site fast.
B Tunnels Execute
Stack B tunnels, molly headshot and stairs. Push together.
Mid to A Split
Take mid control, split A from ramp and elevator.
CT Defence
B Stairs Hold
Play aggressive B stairs with crossfire from heaven. Molly tunnel.
Tactical Tips
- Watch for fall damage. Vertigo has deadly drops that punish careless movement.
- Close-quarters combat dominates. Shotguns and SMGs are viable on force buys.
- B site is claustrophobic. Use utility to clear corners before pushing.
- A ramp is the key chokepoint. Controlling ramp dictates A site access.
- Listen carefully. Sound cues are crucial due to the vertical layout.
Frequently Asked Questions
- What are the key callouts on Vertigo?
- Vertigo has 18 major callout positions organized across CT side, T side, and mid areas. Learning these callouts is essential for team communication during competitive matches.
- How should CTs defend Vertigo?
- CT defense on Vertigo should focus on playing tight angles, gathering early information with utility, and rotating based on T-side executes. Crossfire setups and controlled aggression help maintain site control.
- What is the best T-side strategy for Vertigo?
- The best T-side approach depends on your utility and team coordination. Default setups that gather information before committing to a site are generally safest. Fast executes work best when you have full utility.
- How important is mid control on Vertigo?
- Mid control is crucial on Vertigo as it provides rotation options and map control for both sides. Teams that control mid gain significant strategic advantage in round planning.
- What utility should I prioritize on Vertigo?
- Prioritize smokes for key choke points, flashbangs for entry support, and molotovs for clearing common positions. Full utility on Vertigo typically costs around $1000-1500 per player.