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

A Site 

The bombsite itself

A RampRamp

The ramp leading onto the site

ElevatorElevators

The lift shaft by the site

Heaven 

The elevated position above the site

Back Site 

The back of the bombsite

A Stairs 

The stairs leading onto the site

GeneratorGen

The generator standing on the site

Bombsite B 6

B Site 

The bombsite itself

B Stairs 

The steps leading down to B

Scaffolding 

The scaffolding structure by the site

Sandbags 

The cover by the site

Ladder 

The ladder descent

B HallsHalls

The halls next to the site

Mid and spawns 4

Mid 

The middle of the map

connectorConn

The link between mid and the site

T Spawn 

The attackers spawn

CT SpawnCT

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

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