de_vertigo
Vertigo
A skyscraper under construction where close-range chaos rules.
OVERVIEW
Vertigo takes place on the upper floors of an unfinished skyscraper, offering sweeping urban skyline views as a backdrop to frantic close-quarters combat. Added to competitive play in 2019, it quickly became one of the most divisive entries in the pool - criticized for its cramped corridors by some and praised for its unique vertical tension by others.
The layout is unusual: both sites sit on the same floor of the building, connected by a central mid area with a ramp and scaffold. T-side approaches via two stairwells and a long scaffold walk, while CTs defend short angles at A site's choke point and B site's doorway. Mid on Vertigo is notably compact; a single grenade at the right moment can shift an entire round.
Vertigo is the most CQC-intensive map in the Active Duty pool and significantly favors close-range weapons in economy-stressed rounds. At high levels, T-side strategy often involves aggressive ladder room pushes and precise timing through Mid scaffold to catch CTs off-guard. The map has developed a distinct pro metagame emphasizing fast executes over utility-heavy slow plays.
Short CT rotations and multiple defensive boost positions make site retakes straightforward; T approach corridors are predictable.
BOMBSITES
Site A
Cramped open platform near the scaffold exit; CT often plays at the entrance choke for early kills.
Site B
Narrow site behind B Ramp with scaffolding cover; CTs can hold multiple stacked angles.
CALLOUTS 14 positions
KEY UTILITY
smoke CT Stairs exit, flash into Scaffold to contest mid early.
smoke A entrance, flash from Mid Scaffold, molotov back platform.
smoke B CT, smoke Short B Ramp corner, push with 3-man stack.
molotov into ladder room to deny CT ladder play in early rounds.
Drop flash from T Stairs blinds B site CT anchor for a free first-round plant.