Vertigo
A high-rise rooftop map with tight chokes and dangerous edges.
Overview
Vertigo is a rooftop map on a skyscraper, with two bombsites on different levels connected by ramps. The play space is narrow, with deadly drops and tight chokes that make utility and timing decisive. A site is on the upper level near T spawn, B is lower and reached through mid and B ramps. Vertigo is chaotic and fast, and a single misplay can drop a player off the map.
Callouts
The standard names for every area, grouped by bombsite and lane.
Mid and ramps
- Mid
- The central area linking T spawn to B ramps and connector.
- Connector
- The bridge from mid toward A site, a key cross route.
- B ramps
- The ramps from mid down to B site, the main B approach.
- Catwalk
- The narrow walkway from T side toward mid and A.
- T spawn
- The terrorist spawn on the upper level, very close to A.
A site
- A site
- The upper bombsite near T spawn with the plant zone and cover.
- A ramp
- The entrance from connector/catwalk onto A site.
- Generator
- The large generator on A used as plant cover and a hold angle.
- Scaffolding
- The scaffold structure on A, a strong high angle.
- Default plant
- The standard plant on A behind generator, safe from ramp.
- CT (A)
- The CT side of A near the rotation from spawn.
B site
- B site
- The lower bombsite with the plant zone and stacked cover.
- B short
- The close entrance from ramps onto B site.
- Dark
- The dark corner on B used as a hide during retakes.
- Back site
- The rear of B site, a post-plant position.
- Headshot box
- The box on B offering a headshot angle on the entrance.
CT spawn and rotations
- CT spawn
- The counter-terrorist spawn on the upper level near A.
- Ladder
- The ladder connecting levels, a flank route for both sides.
- Boost
- Known boost spots near A and mid used to gain angles.
Default tactics
Default T play is to threaten A quickly since it is close to spawn, while working mid and B ramps with the rest. A common plan is to fake A and drop the mid players to B ramps for a B execute. Because the map is narrow, fast hits with one or two smokes beat slow defaults.
Default holds
CTs play two A, two B, and a roamer between. A is held from generator, scaffolding, and CT; B from site, dark, and headshot box. The ladder lets roamers flank, so CTs rely on sound and aggressive peeks. Falls and edges punish bad positioning more than on any other map.
Standard utility
The smokes, flashes and molotives that define rounds on Vertigo. Descriptions are general references, not pixel-perfect lineups.
A ramp smoke
Smoke A ramp to block the CT hold from site and get onto A for a fast plant.
B short smoke
On a B execute, smoke short to block the site player and plant behind the box.
Generator molly
Molotov generator on an A retake to flush a terrorist holding the default plant angle.
B ramps molly
Molotov B ramps to stall a B push and buy time for the upper CTs to rotate down.
Connector flash
Pop a flash toward connector to blind the roamer before splitting A or dropping to B.