Vertigo Callouts in CS2

William Westerlund / November 26, 2025 / 6 min read

If you’re diving into Vertigo and want to level up your game, understanding the callouts is crucial. In 2025, Vertigo is not part of the Active Duty Map Pool but it is one of the reserve maps, which makes it important.

Let’s break down the key areas of the map, making it easier for you to communicate with your team and secure wins.

A Site Callouts

CS2 Vertigo 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.

CalloutDescription
A RampA large open slope leading to A Site, often used by terrorists (Ts) for quick pushes.
SandbagsA corner on A Ramp where counter-terrorists (CTs) can ambush Ts.
Double/BoostThe set of red crates near A Site, useful for controlling the area and providing cover.
Scaffold/YellowA platform that connects the way from Dog to a position under the Ramp. The whole platform is covered with a large yellow tarp.
LaneA way that connects Scaffold and A Default, allowing hidden exits to plant A.
Default AA spot behind three red boxes on the A plant.
BacksideA room between CT and plant A.
HavenA platform on the Backside, ideal for snipers to hold enemies on plant A.

Also Check: Mirage Callouts CS2

B Site Callouts

B Site vertigo

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.

CalloutDescription
B StairsConnects T Spawn to B Site, a common entry point for Ts.
CatwalkA platform extending from B Site, offering strategic positioning but vulnerable from below.
Default BA spot behind two red boxes, ideal for holding CT pushes and planting the bomb.
NinjaA position between two boxes, which allows players to hold B stairs and catwalk.
UnderstairsA position under B stairs, allowing players to hold B stairs and under Mid.
ColdLocated on the B plant, it allows players to hide and hold CT spawn while making a dangerous jump.
ElecAn 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.

CalloutDescription
Top MidClosest to CT Spawn, controlling this area is crucial for map dominance.
ConnectorLinks Mid to B Site and CT Spawn, perfect for quick rotations and surprise attacks.
ElevatorConnects A Site with Top Mid and Door, a strategic choke point.
Boost MidA box that allows players to make a boost and hold T Mid from a nontrivial position.
UnfairA box that allows players to hold T and CT Mid.
IronMetal rods along the exit after T Mid.

Also Check: Ancient Callouts CS2

T Spawn Callouts

T spawn callouts vertigo

T Spawn is where the terrorists start each round. Knowing these callouts can help in planning early-round strategies and effective executions.

CalloutDescription
T StairsProvides access to T Mid, essential for early round strategies.
ToiletsAn interactive element in T Spawn, useful for hiding players and weapons.
GeneratorA spot on the upper T Spawn, useful for holding Mid.
50A 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.

CalloutDescription
HeavenOverlooks A Site, giving CTs a defensive advantage.
Electric BoxLocated between CT Spawn and B Site, offering cover during retakes.
CT SpawnThe 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.

CalloutDescription
T MidThe part of Mid closest to T Spawn, a hotspot for early engagements.
MidThe central part of the map, a major battleground.
Under MidA large corridor between B stairs and connector, mirroring Mid on the ground floor.
BridgeConnects the room under elevators and Ramp. Great for holding the connector.
Big BoxLocated between Bridge and Ramp, this box is a prime position to hold enemies.
DogA spot above the Ramp, excellent for holding enemies from the bridge.
RampA big metal platform connecting the room with Big Box and A plant.
Double/BoostA position with two red boxes on A plant, useful for controlling A plant and Ramp.
ElevatorsConnects A plant and Top Mid.

Upper vs Lower Floors on Vertigo – All Callouts

CS2 Vertigo Callouts

Vertigo is unique among CS2 maps because it features multiple vertical layers that heavily influence pacing, rotations, and site control.

The upper floors contain long sightlines and key choke points, while the lower floors offer tighter angles and aggressive pushing opportunities.

Understanding which callouts belong to each floor helps teams communicate quickly and avoid confusion during executes, retakes, and rotations.

Below is a full breakdown of every major Vertigo callout organized by floor level.

Upper-Floor Callouts

🎯
A Site

The main bombsite on the upper level where the attackers plant on the A side.

⬆️
A Ramp

The long upward ramp attackers use to approach A Site.

👁️
A Heaven

The elevated CT position overlooking A Site from above.

📌
A Default

The most common and safe plant spot on A Site.

↩️
A Backsite

The rear portion of A Site used by defenders to anchor or hide.

🪵
A Sandbags

A corner near A Ramp with stacked sandbags used for surprise holds.

🏢
A Elevator / Elevator Room

The small CT room connecting mid-rotations to upper A.

🪜
A Boost

A boosting ledge on A Ramp that lets CTs hold higher angles.

➡️
A Lane

The narrow walkway between Ramp and Site used for late-round pushes.

⚔️
CT Spawn

The counter-terrorist starting area leading to mid and A rotations.

🧭
Top Mid

The upper portion of Mid that offers visibility into construction routes.

🚧
Fence

The fenced-off corner near A Ramp used as a defensive hold.

🪟
Window

A small upper-floor cutout offering vision toward A-side pathways.

🏗️
Scaffolding (A Scaff)

The multi-level construction scaffolding used by Ts to approach A.

🛣️
Sidewalk (near A)

A thin path along the edge near A Ramp offering alternative angles.

Lower-Floor Callouts

💣
B Site

The main bombsite located on Vertigo’s lower level.

🪜
B Stairs

The main staircase route Ts use to approach B Site.

📍
B Default

The standard plant spot on the B bombsite.

🏗️
B Backsite

The back portion of B Site where defenders often anchor.

🛠️
B Rafters

Metal rafters above B offering elevated defensive angles.

⬇️
Bottom Ramp

The lower area beneath A Ramp used for flanks or aggressive pushes.

📐
Mid

The central area connecting A, B, and construction routes.

🎯
T Mid

The terrorist-controlled entrance into Mid from spawn.

🧗
T Stairs

A staircase near T spawn leading toward Mid and B.

🏠
T Lobby

The early-round holding area where Ts gather before committing to a site.

🪜
Ladder

A small vertical connector leading between lower routes.

🚧
Construction

The under-development area linking Mid to B Site.

🕳️
Pit / Hole

A recessed position near B used to hide or anchor defensive plays.

🔧
Under Construction

Lower tunnels underneath construction offering flank routes.

Tips: How to Use Callouts Effectively on Vertigo

Mastering Vertigo’s callouts is essential for navigating its vertical layout and fast rotations. Because the map features both upper and lower floors, always specify elevation when giving information, such as Upper A Ramp or Lower Mid.

Keep callouts short, clear, and consistent so teammates can react instantly during pushes, retakes, or lurks.

Coordinate utility by calling exact locations like Sandbags, B Rafters, or Scaffolding to ensure smokes and flashes land properly.

When rotating, announce your path to avoid stacking the wrong site. Precise communication on Vertigo often decides rounds, making callout discipline a major advantage.

Summary

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.

FAQs

1. What are Vertigo callouts in CS2?

Vertigo callouts are location names used by players to communicate specific areas of the map quickly and clearly. These callouts help teams coordinate rotations, execute strategies, and identify enemy positions.

2. Why are callouts so important on Vertigo?

Vertigo is a multi-level map with tight corridors and vertical angles. Proper callout usage helps avoid confusion, speeds up reactions, and allows for more coordinated pushes and retakes.

3. Are Vertigo callouts different in CS2 compared to CS:GO?

Most classic callouts remain the same, but some updated map geometry and visibility changes in CS2 have slightly shifted how certain areas are referenced. Players still use common terms like A Ramp, B Stairs, and Mid.

4. How can beginners learn Vertigo callouts quickly?

Start by memorizing major areas such as A Site, A Ramp, B Site, B Stairs, Mid, and T Spawn. Watching pro matches, using workshop maps, or playing with friends who use callouts helps reinforce them.

5. What are the most essential callouts on Vertigo?

The most important callouts include A Ramp, A Site, A Heaven, B Site, B Stairs, T Lobby, Mid, Fence, and Boost Spot. Knowing these gives you all the basics needed for effective communication.

author avatar
William Westerlund
William brings 7 years of experience writing for multiple gaming blogs. He has more than 10,000 hours played in CS:GO (CS2) and have played around in other games such as TF2 and Rust. Through his experience playing the game at a high level and dealing with skins for many years, he provides first-hand insight into the topics covered on the Tradeit.gg blog.

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