If you’re diving into Vertigo and want to level up your game, understanding the callouts is crucial. Let’s break down the key areas of the map, making it easier for you to communicate with your team and secure those wins.
A Site Callouts
A Site on Vertigo is a strategic hotspot with multiple entry points and defensive positions. Mastering these callouts can significantly boost your team’s coordination and effectiveness.
Callout | Description |
---|---|
A Ramp | A large open slope leading to A Site, often used by terrorists (Ts) for quick pushes. |
Sandbags | A corner on A Ramp where counter-terrorists (CTs) can ambush Ts. |
Double/Boost | The set of red crates near A Site, useful for controlling the area and providing cover. |
Scaffold/Yellow | A platform that connects the way from Dog to a position under the Ramp. The whole platform is covered with a large yellow tarp. |
Lane | A way that connects Scaffold and A Default, allowing hidden exits to plant A. |
Default A | A spot behind three red boxes on the A plant. |
Backside | A room between CT and plant A. |
Haven | A platform on the Backside, ideal for snipers to hold enemies on plant A. |
Also Check: Mirage Callouts CS2
B Site Callouts
B Site is another critical area with its unique set of callouts. It requires strategic positioning and quick reflexes to hold or take control effectively.
Callout | Description |
---|---|
B Stairs | Connects T Spawn to B Site, a common entry point for Ts. |
Catwalk | A platform extending from B Site, offering strategic positioning but vulnerable from below. |
Default B | A spot behind two red boxes, ideal for holding CT pushes and planting the bomb. |
Ninja | A position between two boxes, which allows players to hold B stairs and catwalk. |
Understairs | A position under B stairs, allowing players to hold B stairs and under Mid. |
Cold | Located on the B plant, it allows players to hide and hold CT spawn while making a dangerous jump. |
Elec | An electro box that helps players to hold CT or B plant. |
Mid Callouts
Mid is the central battleground of Vertigo, often dictating the flow of the game. Control over Mid can give your team a significant advantage in rotations and map control.
Callout | Description |
---|---|
Top Mid | Closest to CT Spawn, controlling this area is crucial for map dominance. |
Connector | Links Mid to B Site and CT Spawn, perfect for quick rotations and surprise attacks. |
Elevator | Connects A Site with Top Mid and Door, a strategic choke point. |
Boost Mid | A box that allows players to make a boost and hold T Mid from a nontrivial position. |
Unfair | A box that allows players to hold T and CT Mid. |
Iron | Metal rods along the exit after T Mid. |
Also Check: Ancient Callouts CS2
T Spawn Callouts
T Spawn is where the terrorists start each round. Knowing these callouts can help in planning early-round strategies and effective executions.
Callout | Description |
---|---|
T Stairs | Provides access to T Mid, essential for early round strategies. |
Toilets | An interactive element in T Spawn, useful for hiding players and weapons. |
Generator | A spot on the upper T Spawn, useful for holding Mid. |
50 | A room between T Spawn and the room under elevators, named after the number 50 on its wall. |
CT Spawn Callouts
CT Spawn is the starting point for counter-terrorists. Effective use of these callouts can help in coordinating defenses and retakes.
Callout | Description |
---|---|
Heaven | Overlooks A Site, giving CTs a defensive advantage. |
Electric Box | Located between CT Spawn and B Site, offering cover during retakes. |
CT Spawn | The area where CTs start playing rounds. Control here can change the game. |
Also Check: Overpass Callouts CS2
Additional Key Vertigo Callouts
Knowing these additional CS2 map callouts for Vertigo can further enhance your gameplay, providing you with more tactical options and better map awareness.
Callout | Description |
---|---|
T Mid | The part of Mid closest to T Spawn, a hotspot for early engagements. |
Mid | The central part of the map, a major battleground. |
Under Mid | A large corridor between B stairs and connector, mirroring Mid on the ground floor. |
Bridge | Connects the room under elevators and Ramp. Great for holding the connector. |
Big Box | Located between Bridge and Ramp, this box is a prime position to hold enemies. |
Dog | A spot above the Ramp, excellent for holding enemies from the bridge. |
Ramp | A big metal platform connecting the room with Big Box and A plant. |
Double/Boost | A position with two red boxes on A plant, useful for controlling A plant and Ramp. |
Elevators | Connects A plant and Top Mid. |
Wrapping It Up
These CS2 Vertigo callouts not only help in communicating effectively with your team but also in strategizing and executing plays. Keep practicing these callouts, and soon, you’ll find yourself dominating Vertigo like a pro. Happy gaming!
Frequently Asked Questions
Vertigo can be considered T-sided due to the effective rush strategies and the ability for Ts to quickly control key areas like A Ramp and B Stairs. However, a well-coordinated CT team can counter these strategies with proper positioning and communication.
The map in Counter-Strike: Global Offensive is simply called “Vertigo.” It’s known for its multi-level design and construction site theme, offering unique vertical gameplay elements.
CSGO callouts are specific names given to different locations on a map. They help players communicate effectively and quickly during a match, ensuring everyone knows where teammates or enemies are positioned.