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A / B sitesReleased 2019-03 · Reviewed June 22, 2026

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.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteA rampGeneratorScaffoldingDefault plantMid and rampsMidConnectorB rampsCatwalkT spawnBB siteB siteB shortDarkBack siteHeadshot boxCT spawn / Ladder / Boost

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.
T side

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.

CT side

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.

SmokeT

A ramp smoke

Smoke A ramp to block the CT hold from site and get onto A for a fast plant.

SmokeT

B short smoke

On a B execute, smoke short to block the site player and plant behind the box.

MolotovCT

Generator molly

Molotov generator on an A retake to flush a terrorist holding the default plant angle.

MolotovCT

B ramps molly

Molotov B ramps to stall a B push and buy time for the upper CTs to rotate down.

FlashT

Connector flash

Pop a flash toward connector to blind the roamer before splitting A or dropping to B.

Back to all mapsMap guide reviewed June 22, 2026