How to play Vertigo Map – Vertigo Guide
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  • 09:19, 07.02.2024

How to play Vertigo Map – Vertigo Guide

The Vertigo map is unlike any other in the competitive mode of Counter-Strike 2, as it represents a skyscraper that is just beginning its construction. The main battles will take place on two floors of this skyscraper. Exclusive to bo3.gg readers, we've written a guide to this map that will help you become a master of Vertigo.

The History of the Vertigo Map

Vertigo has been a part of the official map pool of Counter-Strike 2 since the game's debut, but the map's story began long before the current version of the game. 

In 2001, the Vertigo map was introduced, a rarity known by few. In fact, the map first appeared in Counter-Strike 1.1 and was the creation of a talented developer known for his contributions to iconic maps like Inferno and Aztec. This genius is Christopher Auty. 

It's worth noting that in the cult version of Counter-Strike 1.6, it didn't catch on as it had a completely different look and therefore a different meta. However, in early 2019, CS:GO unexpectedly brought Vertigo back into the map pool, giving professional teams the opportunity to play it in official tournaments. This unexpected development was due to the rework of the map Cache and the long-term absence of the map Cobblestone.

Positions on the Vertigo Map

Now that we've covered the history, let's move on to the really important stuff! To fully understand what's happening on the map and what your teammates are calling, you need to know the names of the positions on it.

For those who haven't yet learned the names of all the positions on the Vertigo map, we provide you with the names of all the positions on the map:

Vertigo map positions
Vertigo map positions
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Playing Defense on Vertigo

Let's start with the brighter side, namely the defence side. First, you need to understand how to position your teammates on the map:

  • Three players on A (One of these players can take the centre of the map when the player from the centre goes to help on B)
  • One player plays in the centre
  • One defends point B

Point A

Let's first discuss the default play on point A and what these three players, who went to this plant, should do.

Each round begins with a default smoke on the ramp, making it easier to take it. This smoke will block the terrorists' view of the ramp, giving you an advantage in taking the area.

To prevent terrorists from easily rushing up the ramp, throw a Molotov at their feet.

You need to stand at the yellow scaffolding and aim as shown in the photo. After that, without touching the mouse, run to the end of the wall until it ends.
You need to stand at the yellow scaffolding and aim as shown in the photo. After that, without touching the mouse, run to the end of the wall until it ends.

Also, one of the players runs towards Gap and throws a Molotov or smoke into this passage.

Once the wall is over - you let the smoke go, the important thing is to keep going.
Once the wall is over - you let the smoke go, the important thing is to keep going.

All this is supported by flashbangs thrown over the shoulder, exploding in the air.

There are many trajectories for throwing this molotov, but the main thing is that it arrives in front of the smoke and does not stew against it.
There are many trajectories for throwing this molotov, but the main thing is that it arrives in front of the smoke and does not stew against it.
From the run-up, you must throw the hammer against the lower left edge of the beam.
From the run-up, you must throw the hammer against the lower left edge of the beam.

All of this is backed up by light grenades behind your back that explode in mid-air.

The important thing is that the thumb drives came in roughly this trajectory.
The important thing is that the thumb drives came in roughly this trajectory.

That's how you should take the ramp as counter-terrorists. The main thing here is not to be too aggressive and not to fire all your bullets into the smoke, so you don't get caught reloading or simply killed through a hole in the smoke created by your bullet.

Depending on the information on the map, you can either push the bottom of the ramp or go help your teammates at other points on the map. It's important to leave at least one player behind these boxes to jump around them and gather information.

 
 

Mid

Let's move to the centre of the map. Mid is played less often, which is why there aren't as many actions here. But there are a couple of cool grenades that will greatly help you hold this point alone.

The first grenade for the Mid player is a Molotov at the feet of the opponents, which is thrown right out of spawn. Of course, you can just throw it against the wall, but our version will be much more effective.

Just aim as shown in the photo and use Jumpthrow.
Just aim as shown in the photo and use Jumpthrow.

Next, you should know this fragmentation grenade, which explodes right above your opponents' heads and can deal up to 60 damage.

All you have to do is throw a hashka so that it bounces off the top wall.
All you have to do is throw a hashka so that it bounces off the top wall.

You can also throw an incendiary grenade simply on the floor and try to take the space.

On the run, give the molotov to about the spot shown in the photo. This grenade cannot be thrown the first time and you need to find your own nice angle.
On the run, give the molotov to about the spot shown in the photo. This grenade cannot be thrown the first time and you need to find your own nice angle.

However, most often players on Mid play passive and reserved, occupying one of these unexpected positions.

If you sit down, you can't be seen.
If you sit down, you can't be seen.
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Point B

As for the B site, at the start of each round, a default Molotov is thrown against the wall. It doesn't fly far, but it will prevent the enemies from coming out quickly.

 
 

Most often, players on the B site play either behind the red boxes, behind the beam, or right in front of the ramp. The most important thing is to have a smoke left, which you simply throw at the exit from the ramp and play under it. With this smoke, it will be much easier and more comfortable for you to take on the opponents coming out at you.

How to Play as Terrorists on Vertigo?

The main position that needs to be captured by terrorists on Vertigo is, surprisingly, the ramp at point A. Mid can be held by one player, and controlling the push of point B can also be done by one player, but fighting for the ramp on A requires three or even four players. Because if you take the ramp on A, you gain a huge advantage.

So now we'll show you one way to take the ramp for terrorists. Let's take the case when you're playing against strong opponents who give the initial smoke into the ramp, which we talked about earlier.

From the respawn, you need to throw an easy smoke into Gap:

Don't forget about Jumpthrow.
Don't forget about Jumpthrow.

Then the player with the first respawn jumps into the sleeve and can easily control the player peeking the crane. If possible, this player should also throw a Molotov into Gap.

 
 

His teammates, in turn, burst into the smoke and try to take the ramps, giving a Molotov under the sandbox in advance.

 
 

Exiting to A

Having taken the ramp, you have the opportunity to exit to A or return to B, where your teammate is still controlling the push. But let's start with the exit to A.

All you need to exit to A is smoke to the left and right, as well as a Molotov on their heads.

The smoke to the left of the site is thrown like this:

Don't forget about Jumpthrow.
Don't forget about Jumpthrow.

Smoke to the right of the site is given like this:

It should be given against a white wall.
It should be given against a white wall.

As for the hammers on the heads, you can just give it from your hand, about this linap:

 
 

Also, don't forget to clear the areas at the double box with an incendiary grenade beforehand. That's all, your exit to A has occurred, now it's just a matter of holding the bomb and not losing the retake.

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Exiting to B

If you suddenly wanted to exit to B after taking the ramp or just play a round under B, then you definitely need to know these grenades.

For exiting to point B, you will need two smokes, namely a smoke to the right and left of the electrical box.

The smoke to the left of the electrical box is thrown like this:

Image
Image

The smoke to the right of the electrical box is thrown like this:

 
 

In an ideal case, it would be great to throw incendiary grenades at the player behind the red boxes, as well as behind the beam. But it's necessary to throw on the move and just on feeling. There's nothing complicated here, the main thing is to understand the geometry of the map.

Make sure your grenades don't fly too far off the map.
Make sure your grenades don't fly too far off the map.

Exiting through Mid

There's not much to say here, and there are no cool grenades as such. If you want to go through Mid to B, then you need to cut off the connector with a smoke, which is thrown from safety behind the boost box.

 
 

And if you decided to finish on A, then you just throw a smoke to heaven and a smoke in CT and go further.

 
 

Conclusion

In conclusion, Vertigo retains its status as one of the oldest maps in the world of Counter-Strike. With its more than twenty-year history of appeal, it continues to attract players with its unique balance and atmosphere.

To play successfully on Vertigo, it is extremely important to master key positions and strategies for both the defence and attack teams. A deep understanding of position distribution and skilful use of grenades will help you and your team confidently fight and achieve victory in rounds.

Considering all the above-mentioned recommendations and tactics, you will be able to confidently compete on Vertigo, increasing your chances of triumph in Counter-Strike 2 matches. Don't forget to practice and improve your skills, and soon you will become true masters of this exciting game.

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