All Vertigo callouts
A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.
Bombsite A 7
The bombsite itself
The ramp leading onto the site
The lift shaft by the site
The elevated position above the site
The back of the bombsite
The stairs leading onto the site
The generator standing on the site
Bombsite B 6
The bombsite itself
The steps leading down to B
The scaffolding structure by the site
The cover by the site
The ladder descent
The halls next to the site
Mid and spawns 4
The middle of the map
The link between mid and the site
The attackers spawn
The defenders spawn
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




