How to Play Vertigo?
Vertigo has a completely different dynamic than classic maps. Here, speed, pressure, and quick space occupation are what count. If you give your opponent time to set up, you're playing uphill. This is a map where quick decisions win rounds.
CT – control the ramp or you will lose
The key zone is A ramp.
Standard:
2 x A (ramp + short)
1 x mid
2 x B
If T takes the ramp without using a utility, A starts to crumble. The ramp player must:
throw an early Molotov cocktail
change position
don't die without info
You can't play the same line every round. Vertigo punishes predictability very quickly.
A site – delay & retake
And it's difficult to maintain with good execution, T.
Your goal is not always to maintain the site at all costs.
Sometimes it's better to:
delay the plant
stay alive
play retake 4v4
Utility has greater value here than a dry duel.
B site – the calm before the storm
B is often calm... until it isn't.
Anchor B:
must control lurker
communicate with mid
be ready for a quick split
Be ready for a quick split. One communication gap and you'll have T from mid on your back.
T side – speed is half the battle
Vertigo rewards aggression.
Strongest moves:
quick A explode
ramp pressure + fake mid
fast pace on B after pulling the utility
You can't play too slowly without map control. CT will have time to set up crossfire, and then entering will hurt.
Key things:
good nades
fast trades
quick decisions




