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All about СS2 Vertigo Callouts

All the most key points related to CS2 Vertigo Callouts

By James BrownPublished about a year ago 5 min read

CS2 Vertigo callouts aren't just useful – they are crucial. The map's vertical structure means players can be on completely different levels, making exact communication essential for survival. Just few missed Vertigo map callouts can separate a winning round from a major loss. The complexity of the map pushes players to:

  • Communicate exact vertical positions
  • Describe multi-level encounters
  • Provide quick updates on enemy movements
  • Coordinate complex vertical strategies

The three-dimensional aspect of Vertigo makes clear, brief, and timely communication even more important. Players need to create a new set of Vertigo callouts CS2 that reflect the map's unique spatial relationships.

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Comprehensive Guide to Vertigo Callouts in CS2

  • Beneath the Staircase: This area under the B Staircase gives a view of the bottom side of the Catwalk.
  • B Stairway: This staircase connects T Spawn to B Site and is a key entry point for Terrorists to attack B Site.
  • Underpass Corridor: This narrow passage connects the Bridge to B Stairs, making it easier for Ts to move between bombsite entry points.
  • Weapon Preservation Zone: Found between the Bridge and Underpass, this spot is often used to save weapons when rounds are lost.
  • Large Crate: This big wooden crate located between A Ramp and Bridge provides cover for Ts as they check A Ramp for Counter-Terrorists.
  • Elevated Walkway: The Bridge links the Save Spot area to A Ramp and allows for strategic weapon disposal.
  • Elevated Barrier: The fence is raised beside the ramp and opposite A Site. It gives Counter-Terrorists (CTs) an early view of the dimly lit area and any potential pushes onto A Site.
  • Sandbag Fortification: Two sandbag crates sit at the corner of the fence and A Site. They provide a good ambush spot for CTs against pushes from A Ramp.
  • Stairwell: This stairwell is in T Spawn and gives Terrorists (Ts) access to the generator and the upper level of the map.
  • Rear of B Site: At the back B, there's a tall metal post in the corner connecting to B Site and Catwalk, which offers cover.
  • Elevated Platform: Catwalk connects the main building to Back B and B Stairs. However, this spot leaves players exposed from under the staircase.
  • Bombsite B: The area between the electric box, Catwalk, and Back B is where players can plant the bomb on B.

  • Generator Access Stairwell: This stairwell in T Spawn allows Ts to reach the generator and the second floor.
  • Electrical Equipment Enclosure: A large box located between CT Spawn and B Site provides some cover during B Site retakes.
    • Connector: This area links Mid to B Site and CT Spawn. Players on the raised platform here can see B Site clearly.
    • CT Spawn: This is where the Counter-Terrorist side begins the game. From this spot, CTs can quickly reach Top Mid, the electric box, and Heaven.
    • Headshot: Headshot is a small area between Top Mid and Connector. It got its name because players peeking from this angle can be seen only from the head up.
    • Boost: Boost refers to the crates and pallets found in T Mid. Terrorists can boost their teammates up to this spot for a better view of Mid.
    • Mid: Mid is the large central area of the map that connects to CT Spawn, B Site through Connector, and A Site via Elevator.
    • Iron: Iron is the pile of metal rods that sits between Mid and T Mid.
    • T Mid: This is the section of Mid that's closest to T Spawn. It’s the route that Terrorists usually take when moving into Mid.
    • Generator: This is an elevated area in T Spawn that lets Terrorists access T Mid.
    • T Stairs: These stairs are used by Terrorists when they want to reach T Mid.
    • Ladder: This ladder takes players from near Underpass up into T Mid. It’s one of the quickest ways to change levels on the map.
    • Lane: Lane is the narrow path that connects Scaffold to A Short.
    • Scaffold: Scaffold links to Lane and is the route for Terrorists getting into A Site from Bridge.
    • A Ramp: A Ramp is a large, open slope that allows Terrorists to access A Site as they push from Bridge. It's often used by them during eco or pistol rounds.

  • Sand Bags: This consists of two crates filled with sand, located at the corner between the fence and A Site. If they’re hiding well, Counter-Terrorists can use this spot to surprise any Terrorists pushing A Ramp.
  • Double: Double refers to a set of orange crates next to A Site. They provide cover for CTs holding A Short, allowing them to peek out.
  • A Site: A Site is the general area between A Short, A Ramp, and Double. This is where players can plant the bomb on A.
  • Elevator: Elevator connects A Site to Top Mid and the Door.
  • Door: Door is the narrow passage leading from Elevator to CT Spawn and Heaven.
  • Heaven: Heaven is the bridge between A Site and CT Spawn. It has both a raised platform and a doorway that Counter-Terrorists use to defend A Site.
  • Top Mid: This part of Mid is closest to CT Spawn. It’s typically the area CTs use to stop Ts from pushing through Connector and Elevator.
  • Construction Materials Cubby: This small nook next to A Ramp holds sheets of building materials.
  • Access Ladder: This ladder near the Underpass gives quick access to T Mid, allowing for fast changes between floors.
  • Restrooms: In T Spawn, these interactive toilets can hide players and their weapons.
  • Terrorist Starting Point: T Spawn features stairs, restrooms, and a direct path to the Bridge.
  • Dimly Lit Area: This shady spot between A Ramp and Big Box lets players move without being seen.
  • Scaffolding Structure: Connecting to Lane, the Scaffold offers a route for Ts to reach A Site from the Bridge.
  • A Slope: This wide ramp lets Ts access A Site from the Bridge and is often used for quick eco or pistol round pushes.

Mastering Vertigo's Complex Landscape

Vertigo is not just a map – it’s a tough puzzle that challenges a team's communication, flexibility, and strategic planning. Doing well on this map means thinking holistically, which goes beyond the usual gameplay of CS2. Players need to deeply understand the map's complicated design, possible strategies, and special tactical options.

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About the Creator

James Brown

Curious explorer navigating the intersections of technology, human connection, and knowledge. By day, I dive into code; by night, I'm lost in fictional worlds and endless learning.

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