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{{DISPLAYTITLE:Vertigo}}
{{Infobox map
'''Vertigo''' is a bomb defusal map in [[Counter-Strike 2]] set on a skyscraper under construction. It is unique in the map pool for its vertical layout and close-quarters combat, with bombsites spread across different levels of the building.
|name=Vertigo
|code=de_vertigo
|location=United States
|type=Bomb Defusal
|pool=Reserve
|sided=CT-sided
}}
 
 
<div class="map-screenshot">
<extimg src="https://raw.githubusercontent.com/ghostcap-gaming/cs2-map-images/main/cs2/de_vertigo.png" width="100%" />
<div class="map-screenshot-caption">Overhead view of Vertigo in Counter-Strike 2</div>
</div>


== Overview ==
== Overview ==
Vertigo takes place on the upper floors of a skyscraper construction site, creating a unique atmosphere with open elevator shafts, scaffolding, and vertiginous drops. The map features tight corridors and close-range engagements, making shotguns and SMGs more viable than on most other maps. Its unique setting and layout make it one of the most distinctive maps in Counter-Strike.
Vertigo is a bomb defusal map set on an unfinished skyscraper under construction, featuring unique verticality with two bombsites on different floors connected by internal stairways and ramps. Originally created by Chris Auty and first appearing in Counter-Strike 1.1 in 2001, Vertigo was dramatically reworked for CS:GO's competitive map pool in 2019 and continues to evolve in CS2.
 
The map's defining feature is its setting high above a city skyline, with open edges that allow players to fall to their death. The construction site theme provides a mix of tight interior corridors, open scaffolding areas, and vertical transitions between floors. Vertigo plays unlike any other map due to its compact size and the emphasis on close-quarters combat.
 
In CS2, Vertigo continues to be part of the competitive rotation, though it remains one of the more polarizing maps among professional players. Its compact layout and unusual geometry reward aggressive play and creative utility usage, while the fast rotation times make information gathering critical.


== Map Layout ==
== Map Layout ==


=== Key Areas ===
=== Bombsite A ===
Bombsite A is located on the upper floor of the building in an open area with construction scaffolding. It is accessible from the A Ramp (T-side approach) and through the interior hallways. The site features the Elevator area, the scaffolding at the edge of the building, and Default behind the construction materials. CT defenders play from Headshot (a narrow angle position), CT side, or aggressively on the Ramp. The open nature of the site and the danger of falling off the edge make for unique combat.
 
Default plant is near the center of the site behind cover. Post-plant positions include Ramp, Elevator, and the scaffolding edges.


==== A Site ====
=== Bombsite B ===
* '''A Ramp''' - The main T approach to A site going upward
Bombsite B is on the lower floor in a more enclosed area near the building's interior. Access comes through the B Stairs from the upper floor and through the lower B corridor. The site features Box positions, Back Site, and various column structures. CT defenders hold from Boost (an elevated position), Site, and in the corridors leading to the site. B site fights tend to be close-quarters due to the enclosed nature of the lower floor.
* '''A Short''' - A shorter route from mid to A site
* '''Elevator''' - An elevator shaft area near A site
* '''Headshot''' - A position with limited visibility (head-level cover)
* '''Default''' - The standard planting position


==== B Site ====
Default plant is behind the boxes on site. The enclosed nature makes post-plant utility (molotovs and smokes) extremely effective.
* '''B Stairs''' - Staircase approach to B site
* '''B Ramp''' - Ramp approach from T spawn area
* '''Scaffolding''' - Construction scaffolding around B site
* '''CT Area''' - The CT-side of B site


==== Mid ====
=== Mid ===
* '''Mid''' - The central area connecting approaches
Vertigo's Mid area consists of the central stairway system connecting the two floors, along with the corridors and catwalks that run between them. Control of the stairs and the interior hallways determines which bombsite the Terrorist team can effectively attack. The compact nature of the map means rotations are fast, making fakes and misdirection less effective than on larger maps.
* '''Ladder''' - A ladder providing vertical movement between floors
* '''T Stairs''' - Staircase from T spawn area


== Key Callouts ==
== Callouts ==
{| class="wikitable"
{| class="wikitable sortable callouts-table"
! Area !! Callout !! Description
|-
| A Site || A Ramp || The main ramp approach to A Site from T side
|-
| A Site || Elevator || The elevator area on A Site
|-
|-
! Callout !! Location
| A Site || Headshot || The narrow angle position on A Site
|-
|-
| '''A Ramp''' || Main T approach to A site
| A Site || Scaffolding || The open scaffolding area at the edge of A Site
|-
|-
| '''Elevator''' || Elevator shaft near A
| A Site || Default || The default plant position behind construction materials
|-
|-
| '''Headshot''' || Head-level cover position
| Transition || Stairs || The central stairway connecting upper and lower floors
|-
|-
| '''B Stairs''' || Staircase to B site
| Transition || Mid || The corridors connecting the map's sections
|-
|-
| '''B Ramp''' || Ramp to B site
| Transition || Catwalk || The catwalk/walkway on the building's exterior
|-
|-
| '''Scaffolding''' || Construction scaffolding on B
| B Site || B Stairs || The stairs descending to B Site
|-
|-
| '''Mid''' || Central connecting area
| B Site || Boost || The elevated position near B Site
|-
|-
| '''Ladder''' || Vertical movement point
| B Site || Boxes || The box positions on B Site
|-
|-
| '''T Stairs''' || T-side staircase
| B Site || Back B || The back area of B Site
|-
|-
| '''Default''' || Standard plant spot
| B Site || Window || The window area near B Site
|}
|}


== Competitive Meta ==
== Strategy ==
Vertigo has a '''unique meta''' due to its tight layout and vertical gameplay. The map tends to favor CTs due to the limited approach angles for Terrorists.
 
=== T-Side Defaults ===
'''Fast A:''' Rush the A Ramp with flashes, overwhelm the site before CTs can set up crossfires. The short distances on Vertigo make fast executes very effective.
 
'''B Split:''' Push B from the Stairs while simultaneously pushing through the lower corridor. Molotov common CT positions and flash the site.
 
'''Default:''' Spread across the map, take control of key positions, and wait for CT aggression. Play for picks and then execute onto the weakened site.
 
=== CT-Side Setups ===
'''Standard 2-1-2:''' Two A (Headshot and CT side), one Mid/Stairs, two B (Boost and Site). The compact map allows for fast rotations.
 
'''A Aggression:''' Push players onto the A Ramp for early engagements, disrupting T-side timing. Fall back to site after getting information.
 
'''B Stack:''' Stack B with three players. The enclosed site makes it easy to defend with utility, and the short rotations mean A can be supported quickly.
 
== Utility Guide ==
* '''A Ramp Flash''' — Pop flash over the wall before pushing up A Ramp to blind defenders at Headshot and on site.
* '''Elevator Smoke''' — Smoke the Elevator area to block CT rotations and isolate A Site during an execute.
* '''B Stairs Molotov''' — Molotov the bottom of B Stairs to prevent CT pushes up the stairs.
* '''Catwalk Flash''' — Flash the Catwalk area before pushing to catch CTs holding aggressive angles on the exterior.
* '''Boost Smoke on B''' — Smoke the Boost position on B site to deny the elevated CT angle during an execute.
 
== History ==
Vertigo was originally created by Chris Auty and appeared in Counter-Strike 1.1 in 2001 as a fun, unconventional map. For most of Counter-Strike's history, Vertigo was considered a casual map not suited for competitive play. This changed dramatically in 2019 when Valve reworked Vertigo and added it to the CS:GO competitive map pool, replacing Cache.


=== T-Side Strategy ===
The competitive version of Vertigo has undergone more updates than almost any other map in the pool, with Valve frequently adjusting the layout based on professional feedback. In CS2, Vertigo continues to evolve and has developed a dedicated following among both players and spectators who appreciate its unique setting and fast-paced gameplay.
* '''A Ramp control''' is fundamental for A site attacks
* '''B splits''' using stairs and ramp to overwhelm defenders
* '''Utility is critical''' in the tight spaces to clear angles safely


=== CT-Side Strategy ===
== Trivia ==
* '''A site''' benefits from strong positions with headshot-level cover
* Vertigo is set on the top of an unfinished skyscraper, and players can see the city skyline far below — and can fall to their death off the edges.
* '''B site''' defense relies on holding the limited entry points
* The map was considered a "troll pick" in matchmaking before its competitive rework in 2019.
* '''Aggressive pushes''' on A Ramp can catch Terrorists off guard
* Vertigo has undergone more layout changes in the competitive pool than any other active map.
* The compact size of Vertigo means rounds tend to be shorter and more action-packed than on other competitive maps.
* Some professional teams have used Vertigo as a "curveball" pick to surprise opponents who may not have practiced it as extensively.


[[Category:Maps]]
[[Category:Maps]]
[[Category:Active Duty Maps]]

Latest revision as of 14:36, 24 February 2026

Vertigo
Game Modes
Scenario
Teams


Overhead view of Vertigo in Counter-Strike 2

Overview

Vertigo is a bomb defusal map set on an unfinished skyscraper under construction, featuring unique verticality with two bombsites on different floors connected by internal stairways and ramps. Originally created by Chris Auty and first appearing in Counter-Strike 1.1 in 2001, Vertigo was dramatically reworked for CS:GO's competitive map pool in 2019 and continues to evolve in CS2.

The map's defining feature is its setting high above a city skyline, with open edges that allow players to fall to their death. The construction site theme provides a mix of tight interior corridors, open scaffolding areas, and vertical transitions between floors. Vertigo plays unlike any other map due to its compact size and the emphasis on close-quarters combat.

In CS2, Vertigo continues to be part of the competitive rotation, though it remains one of the more polarizing maps among professional players. Its compact layout and unusual geometry reward aggressive play and creative utility usage, while the fast rotation times make information gathering critical.

Map Layout

Bombsite A

Bombsite A is located on the upper floor of the building in an open area with construction scaffolding. It is accessible from the A Ramp (T-side approach) and through the interior hallways. The site features the Elevator area, the scaffolding at the edge of the building, and Default behind the construction materials. CT defenders play from Headshot (a narrow angle position), CT side, or aggressively on the Ramp. The open nature of the site and the danger of falling off the edge make for unique combat.

Default plant is near the center of the site behind cover. Post-plant positions include Ramp, Elevator, and the scaffolding edges.

Bombsite B

Bombsite B is on the lower floor in a more enclosed area near the building's interior. Access comes through the B Stairs from the upper floor and through the lower B corridor. The site features Box positions, Back Site, and various column structures. CT defenders hold from Boost (an elevated position), Site, and in the corridors leading to the site. B site fights tend to be close-quarters due to the enclosed nature of the lower floor.

Default plant is behind the boxes on site. The enclosed nature makes post-plant utility (molotovs and smokes) extremely effective.

Mid

Vertigo's Mid area consists of the central stairway system connecting the two floors, along with the corridors and catwalks that run between them. Control of the stairs and the interior hallways determines which bombsite the Terrorist team can effectively attack. The compact nature of the map means rotations are fast, making fakes and misdirection less effective than on larger maps.

Callouts

Area Callout Description
A Site A Ramp The main ramp approach to A Site from T side
A Site Elevator The elevator area on A Site
A Site Headshot The narrow angle position on A Site
A Site Scaffolding The open scaffolding area at the edge of A Site
A Site Default The default plant position behind construction materials
Transition Stairs The central stairway connecting upper and lower floors
Transition Mid The corridors connecting the map's sections
Transition Catwalk The catwalk/walkway on the building's exterior
B Site B Stairs The stairs descending to B Site
B Site Boost The elevated position near B Site
B Site Boxes The box positions on B Site
B Site Back B The back area of B Site
B Site Window The window area near B Site

Strategy

T-Side Defaults

Fast A: Rush the A Ramp with flashes, overwhelm the site before CTs can set up crossfires. The short distances on Vertigo make fast executes very effective.

B Split: Push B from the Stairs while simultaneously pushing through the lower corridor. Molotov common CT positions and flash the site.

Default: Spread across the map, take control of key positions, and wait for CT aggression. Play for picks and then execute onto the weakened site.

CT-Side Setups

Standard 2-1-2: Two A (Headshot and CT side), one Mid/Stairs, two B (Boost and Site). The compact map allows for fast rotations.

A Aggression: Push players onto the A Ramp for early engagements, disrupting T-side timing. Fall back to site after getting information.

B Stack: Stack B with three players. The enclosed site makes it easy to defend with utility, and the short rotations mean A can be supported quickly.

Utility Guide

  • A Ramp Flash — Pop flash over the wall before pushing up A Ramp to blind defenders at Headshot and on site.
  • Elevator Smoke — Smoke the Elevator area to block CT rotations and isolate A Site during an execute.
  • B Stairs Molotov — Molotov the bottom of B Stairs to prevent CT pushes up the stairs.
  • Catwalk Flash — Flash the Catwalk area before pushing to catch CTs holding aggressive angles on the exterior.
  • Boost Smoke on B — Smoke the Boost position on B site to deny the elevated CT angle during an execute.

History

Vertigo was originally created by Chris Auty and appeared in Counter-Strike 1.1 in 2001 as a fun, unconventional map. For most of Counter-Strike's history, Vertigo was considered a casual map not suited for competitive play. This changed dramatically in 2019 when Valve reworked Vertigo and added it to the CS:GO competitive map pool, replacing Cache.

The competitive version of Vertigo has undergone more updates than almost any other map in the pool, with Valve frequently adjusting the layout based on professional feedback. In CS2, Vertigo continues to evolve and has developed a dedicated following among both players and spectators who appreciate its unique setting and fast-paced gameplay.

Trivia

  • Vertigo is set on the top of an unfinished skyscraper, and players can see the city skyline far below — and can fall to their death off the edges.
  • The map was considered a "troll pick" in matchmaking before its competitive rework in 2019.
  • Vertigo has undergone more layout changes in the competitive pool than any other active map.
  • The compact size of Vertigo means rounds tend to be shorter and more action-packed than on other competitive maps.
  • Some professional teams have used Vertigo as a "curveball" pick to surprise opponents who may not have practiced it as extensively.