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Vertigo

Competitive
Hard
12 min guide

Vertigo Map Guide

Vertigo is a timing and ramp-control map. A ramp pressure, mid splits, and sound discipline decide whether defenders can hold layered positions.

Vertigo CS2 map artwork

Map Profile

Ramp control, vertical sound, compact retakes

CT 51%

T 49%

CT Goal

Delay first contact, keep information alive, and retake as a group when a site is lost.

T Goal

Convert early map control into a split or execute instead of ending through one predictable choke.

Practice Focus

Learn a small reliable utility set, then add timing and trade patterns from the checklist below.

Core Callouts

A Ramp

The most contested area on Vertigo. Ramp control gives Ts the main A route and forces CTs into sandbags, site, and short decisions.

  • T Ramp
  • Scaffold
  • Sandbags
  • Lane
  • A Short

A Site

A plants are exposed unless Ts control ramp, short, or heaven. CTs can retake quickly if they save utility.

  • Default
  • Generator
  • Heaven
  • Short
  • Back Site

Mid

Mid opens elevator, B splits, and late lurks. It also punishes CTs who over-stack ramp.

  • Top Mid
  • Ladder
  • Elevator
  • Window
  • Connector

B Site

B is smaller and often attacked after mid pressure. Entries need to clear close site and back angles together.

  • B Stairs
  • B Main
  • Default
  • Back Site
  • CT

CT Setups

Fight Ramp In Waves

Use utility and two-player spacing to contest ramp, then fall back before being boxed in by molotovs.

  • Open with ramp smoke or molotov
  • Flash sandbags for a peek
  • Keep one player ready to retake lane

Do Not Abandon Mid

Full ramp stacks get punished by mid splits. Keep a player or utility package watching top mid and ladder.

  • Call ladder sound clearly
  • Smoke mid when rotating
  • Retake elevator before B is exposed

Save Retake Utility

Vertigo sites can be retaken, but only with flashes and smokes. Dumping all utility early makes late plants too strong.

  • Keep one smoke for A default
  • Flash through heaven or short
  • Defuse with ramp and short cleared

T Defaults

Take Ramp Methodically

Ramp control is won through utility cycles, not dry swings. Clear sandbags, close ramp, and short in order.

  • Molotov sandbags before scaling
  • Smoke short or heaven depending on execute
  • Trade lane fights immediately

Use Mid To Punish Stacks

When CTs over-focus A ramp, mid gives clean B splits and elevator pressure.

  • Clear ladder before top mid
  • Smoke elevator for B splits
  • Hold flank after taking mid

Plant For Owned Space

A default is not always the right plant. Plant for ramp, short, or heaven based on which area your team controls.

  • Do not plant alone in smoke
  • Assign post-plant ramp and short holds
  • Expect fast CT retakes

Utility Priorities

Sandbags Molotov

The essential ramp clear. It removes a strong CT position and lets Ts scale without a blind close fight.

  • Throw before first ramp commitment
  • Follow with a flash for lane
  • Clear boosted angles after it fades

A Short Smoke

Blocks a major rotate and site support angle during A hits.

  • Use when ending A from ramp
  • Watch the smoke push
  • Pair with heaven pressure if possible

Elevator Smoke

Useful for mid takes and B splits because it blocks CT vision from the fastest rotate lane.

  • Refresh for late mid rounds
  • Hold close smoke pushes
  • Combine with B stairs pressure

Common Mistakes

  • Dry swinging ramp into sandbags every round
  • Stacking A while mid is open
  • Planting A without post-plant positions assigned
  • Ignoring vertical sound cues from ladder and ramp

Practice Checklist

  • Drill ramp clears with sandbags molotovs
  • Practice mid to B split timing
  • Learn A short and heaven smoke options
  • Review rounds where you lost to fast retakes