Vertigo callouts are some of the trickiest in Counter-Strike: Global Offensive, in large part due to how many times the map has been changed since being added to the game.
The skyscraper is no longer the newest map in the competitive CSGO map pool, but it’s still not especially popular. A big part of that is the shifting nature of the map and Valve’s difficulties in balancing it.
From unstoppable pushes up the A ramp, to the ever-changing stairs spiraling upwards, to the wallbang elevators, CSGO players haven’t really had the chance to find their full footing on the map. Thankfully, things have lately settled down to the point where it’s finally worth learning all of Vertigo’s callouts.
Unlike Cache, which has a large number of props dotted across a handful of expansive areas, Vertigo is defined by its winding paths and corridors. The map has two levels to it, much like Nuke, but with both bomb sites on the upper level. This puts a greater emphasis on skirmishes where the Ts are trying to work their way out of the lower area while the CTs are trying to hold them down.
As with most CSGO maps, there’s a shared “mid” area on Vertigo where both sides have a chance to take control. If controlled by the Ts, it offers extra paths to the bombsites with elevators leading to A and B and connector leading to B.
The key difference between Vertigo’s mid and the mid space on maps such as Dust 2 and Mirage is that Vertigo’s mid is effectively shaped like the letter S. CTs have the chance to control the northern section called top mid, Ts can quickly take over the area called T mid, with the area in between referred to as “mid.”
The other most important area when it comes to Vertigo callouts is the area surrounding the A-side ramp. Once the T side advances to ramp, players have a number of different ways to approach taking the site itself. They can head directly up the ramp, enter the scaffolding and wrap around the site via sidewalk, or can get elevation over the ramp by moving up to fence.
The most important part of Vertigo callouts is helping teammates distinguish between the two vertical levels of the map. As with Nuke, it’s difficult to distinguish between the two levels of the map through map indicators, making communication important as players can’t rely on their minimaps for information.
Being able to make accurate calls regarding enemy locations, particularly around the middle areas of the map, is important for success on Vertigo even on a casual level. Once players reach a higher level, it’s all about being able to track the action around the A ramp.
Because players can take over A ramp and then attack from three different angles, it’s important to know what those areas are called and to effectively communicate around each of them. Knowing how many are coming up ramp, how many have moved up to fence, and how many are trying to flank from sidewalk is integral to making holds on the A site.