Vertigo Callouts in CSGO/CS2

Vertigo is not the newest map in the Counter-Strike arsenal, but it is a more recent addition to CS:GO's competitive Active Duty map pool. Positioned near the summit of a skyscraper under construction, this demolition (bomb defusal) map offers plenty of unique challenges. Unlike many other CS:GO maps, falling off Vertigo is possible - which will result in certain death as it's very high up. Both A Site and B Site are situated on the top floor of this map.

How to Use Vertigo Callouts

In Vertigo, mastering callouts is essential for effectively communicating with your teammates, especially considering the map’s vertical layout. Unlike some other maps like Nuke, Vertigo lacks clear indicators for distinguishing between its different levels, which makes verbal communication absolutely vital as players won’t be able to rely solely on their minimaps.

Accurate Vertigo map callouts regarding enemy positions, particularly in the central areas of the map, are key to success on Vertigo – not just for professional players, but even at a casual level. As you start to progress to higher skill levels, the focus shifts to monitoring activities around the A ramp.

Given that your enemies can approach from all different angles after they have gained control of the A ramp, understanding the names of these areas and being able to communicate effectively about them becomes incredibly important. Keeping track of the number of opponents ascending the Ramp, those positioned at the fence, and anyone attempting to flank from the sidewalk is important if you want to successfully defend the A site.

Vertigo Callouts and Descriptions

Here are the callouts to the key positions on the Vertigo map.


Under Stairs: Refers to the area beneath B Stairs, providing a vantage point to observe the underside of the Catwalk.


B Stairs: Denotes the staircase linking T Spawn to B Site which acts as a primary access point for Terrorists attaching the B Site.


Underpass: Describes the narrow corridor connecting Bridge to B Stairs, which helps the terrorists’ rotate between bombsite entrances.


Save Spot: This refers to the corner between Bridge and Underpass, commonly used by players to save weapons during trickier rounds.


Big Box: Refers to the large wooden crate positioned between A Ramp and Bridge, offering cover for Ts scouting A Ramp for CTs.


Bridge: This represents the pathway connecting Save Spot to A Ramp, often used for strategic weapon throws to hinder enemy retrieval.


Office: A small room that is located in B Halls, that can be used for ambushing or hiding from the opposition.


Sheets: Describes the small alcove that is adjacent to A Ramp containing building materials.


Ladder: This is the ladder that provides access to T Mid from near Underpass, offering a swift vertical traversal option.


Toilets: Refers to the pair of toilets located in T Spawn, offers interactive elements that can be used for player and weapon concealment.


T Spawn: This is the Terrorist team’s spawning area, featuring Stairs, Toilets, and a direct path to the Bridge.


Dark: The dimly lit area between A Ramp and Big Box.


Scaffold: The Scaffold connects to the Lane and serves as one of the routes for Ts entering A Site from the Bridge.


A Ramp: A Ramp is a large, open slope that provides Ts access to A Site from the Bridge and is often used for eco/pistol round rushes.


Fence: The Fence is a raised area that is adjacent to Ramp and opposite A Site, offering CTs a quick view of Dark and early detection of A Site pushes.


Sand Bags: Sand Bags refers to the pair of crates that have been placed at the corner between Fence and A Site, which provides cover for CT ambushes against Ts pushing A Ramp.


Stairs: The Stairs are located in T Spawn, which gives access to the Generator and the second level of the map.


Back B: Back B is a corner of B Site that connects to Catwalk, featuring a tall metal post that works as cover for defending players.


Catwalk: Catwalk is the most extreme part of B plant and is a platform that extends from the main building, connecting to Back B and B Stairs which is vulnerable to attacks from below.


B Site: B Site is the area between the Electric Box, Catwalk, and Back B, where the bomb can be planted on B.


Electric Box: The Electric Box is the large rectangular box between CT Spawn and B Site, which provides cover for retaking B Site.


Connector: The Connector links Mid to B Site and CT Spawn, offering a raised platform for better views of the B Site.


CT Spawn: The CT Spawn is the Counter-Terrorist team’s spawning area that provides quick access to Top Mid, Electric Box, and Heaven.


Headshot: Headshot is the small area between the Top Mid and Connector, named for the fact that only the player’s head is visible when peeking from this angle.


Boost: The Boost consists of crates and pallets toward T Mid on Mid, allowing Ts to boost teammates for a better view of Mid.


Mid: Mid is the large central area of the map, which provides access to CT Spawn, B Site via Connector, and A Site via Elevator.


Iron: Iron comprises metal rods placed between Mid and T Mid.


T Mid: T Mid is the area of Mid closest to T Spawn, which is usually used by Ts when taking control of Mid.


Generator: The Generator is part of the raised region in T Spawn, which gives access to T Mid.


T Stairs: The T Stairs are the stairs Ts used to access T Mid.


Ladder: The Ladder provides access to T Mid from near Underpass, which offers one of the fastest ways to change floors on the map.


Lane: The Lane is the narrow pathway connecting the Scaffold to A Short.


Scaffold: The Scaffold connects to the Lane and is one of the routes that Terrorists can take when entering A Site from the Bridge.


A Ramp: A Ramp is a large, open slope that provides Ts access to A Site from the Bridge, often used for eco/pistol round rushes.


Sand Bags: Sand Bags refer to the pair of crates that are placed on the corner between Fence and A Site, which are great potential ambush spots for CTs against Ts pushing A Ramp.


Double: The Double consists of orange crates next to A Site, offering a head glitch position for CTs holding A Short.


A Site: A Site encompasses the whole area between A Short, A Ramp, and Double, and this is where the bomb can be planted on A.


Elevator: The Elevator connects A Site to the Top Mid and Door.


Door: The Door is the narrow space that connects the Elevator to CT Spawn and Heaven.


Heaven: Heaven acts as the connecting space between A Site and CT Spawn, which features a raised platform and doorway for CT defense of A Site.


Top Mid: The Top Mid refers to the section of the Mid closest to CT Spawn. CTs often use this area to try and prevent Ts from advancing through the Connector and Elevator.


Vertigo Callouts FAQs

Why are callouts important on Vertigo?

Callouts are hugely important on Vertigo because of its unique vertical layout. Unlike other maps with more straightforward designs, Vertigo doesn’t have any clear indicators for distinguishing between different levels. That’s why effective verbal communication is important, as players won’t be able to rely solely on their minimaps for information.

What areas should I focus on when learning callouts for Vertigo?

You should focus on learning map callouts for key areas such as A ramp, B stairs, mid and the different levels of the map. Understanding the names and locations of these areas will improve the communication and coordination within your team.

How can I effectively communicate enemy positions on Vertigo?

Make accurate callouts regarding enemy positions, particularly in central areas such as mid and around the A ramp. Clear and concise communication about the number and location of opponents can really help your team make strategic decisions and coordinate defences.

What are some common callouts for important areas on Vertigo?

Common callouts include A ramp, B stairs, mid, elevator, and various other positions on each level of the map. Make sure you familiarize yourself with these names and their locations so that you can effectively communicate with your team during gameplay.

What strategies should I try when using callouts on Vertigo?

You can use callouts to coordinate your defenses, plan attacks, and make strategic rotations. It’s also a good idea to pay close attention to enemy movements around key areas such as A ramp and communicate any threats or opportunities to your team as quickly as possible.

How can I improve my callouts on Vertigo?

You’ll need to practise regularly and actively communicate with your team during matches. Pay attention to the callouts used by professional players and incorporate them into your own communication strategy. You should also familiarize yourself with the map layout and major landmarks to make your callouts more accurate.

Are there any specific callouts that are particularly important on Vertigo?

Yes, callouts for areas like A ramp, elevator, and mid are especially crucial due to their strategic significance. This is also the only map with a second mid. Understanding and effectively communicating about these areas can greatly impact your team’s success on Vertigo.