de_vertigo - radar callouts and map notes
de_vertigo in CS2 - the vertical map. Ramp, mid, ladder rooms, A site, B site, falloff. Callouts and rotation reads on the only stacked-bombsite map in the pool.
Last updated: 2026-06-02
de_vertigo is the only stacked-bombsite map in the pool - two sites on separate levels of a high-rise construction site connected by ramps and ladders. The verticality means rotation distances are short but in two dimensions, which makes a radar surface harder to read at a glance and more useful when you do.
Key callouts
- Ramp - the main A approach from T side. Long uphill duel.
- A Site / Default / Heaven - upper-level bombsite, the elevated angle is Heaven.
- Mid / Top Mid / Stairs - the central connector between levels.
- Tunnel / B Stairs / B Site - the lower-level approach.
- B Plat / B Default / Sandbags - B site geometry.
- Ladder Room / B Ladder - the ladder connection between levels.
- CT Spawn / Connector - rotation lanes.
What to watch on the radar
- Vertical position. A 2D radar doesn't show levels well - but the callouts do. Knowing whether the lurker is "B" or "A" matters more on Vertigo than anywhere else.
- Ladder commits. The ladder rooms expose a player for several seconds. The radar tells you when someone is committed to the ladder and roughly when they'll arrive on the other level.
- Falloff timing. Vertigo has world edges with no walls. A player who disappears entirely (no entity, no spectator) probably fell. Useful info during an execute.
Sightlines that punish
Vertigo's punishers are short and angle-defined: Ramp top toward T ramp, Heaven toward A default, Mid toward A connector, and Tunnel exit toward B. A radar surface plus ESP reduces the "where exactly are they on this level" guesswork the vertical layout otherwise enforces.
How Favade handles de_vertigo
Top-down geometry for the upper level with site-specific overlays for the lower level, callouts for both sites, and the per-player HUD fields. See the radar HUD reference for the field list.