Counter-Strike 2

Vertigo

Defusal map.

Vertigo loading screen
Defusal

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Full history

Until you pick a month the page shows every change. Pick the month you last played to keep only what is new to you. The date is shared by every map page.

Since you last played

Left the Active Duty pool Jan 2025

120 layout changes across 22 updates, condensed below to what still matters.

Layout changes by area

  • ◆
    Opened up passage between elevators and scaffolding46 changes
  • ◆
    Map pool Removed from the Active Duty map pool.4 changes
  • ◆
    B site Clipped the wings of runboosters to B site in Wingman24 changes
  • ◆
    A site Blocked grenades through crane base at A site20 changes
  • ◆
    Mid Another attempt at fixing molly through floor bug at mid12 changes
  • ◆
    Spawns Tweaked spawn timings slightly13 changes

Most recent change 28 January 2025

  • ◆
    Map pool Removed from the Active Duty map pool.
  • ◆
    Map pool Vertigo has been removed from the Active Duty map pool

Where Vertigo stands

Vertigo is not in the Active Duty pool right now.

  • ▼
    Left the pool
  • ▲
    Joined the pool

Pool history is replayed from the release notes starting Feb 2017. Community map rotations are not tracked.

Radar overview

Vertigo radar overview, the top-down map used for callouts

The overview as it is in the game today. Open it full size to read the callouts.

Loading screens

Vertigo loading screen 1Vertigo loading screen 2Vertigo loading screen 3Vertigo loading screen 4

Every Vertigo change, update by update

All 206 lines Valve listed for the Vertigo since Oct 2012, newest first, fixes and visual changes included. Last changed 1 April 2026.

  • ◆
    Vertical occlusion is now more gradual at the edges of transition points in Nuke and Vertigo.
  • ◆
    Various map audio adjustments in Baggage, Shoots, Ancient, Nuke, and Vertigo. visual

  • ◆
    Fixed a bug where searching for Defusal Group Alpha would lead to Anubis and Defusal Group Delta would lead to Vertigo. fix

  • ◆
    Defusal Group Alpha: Dust 2, Mirage, Inferno, Vertigo.

  • ◆
    Map pool Vertigo has been removed from the Active Duty map pool
  • ◆
    Map pool Removed from the Active Duty map pool.

  • ◆
    Fixed a bad collision interaction between grenades and a prop. fix
  • ◆
    Fixed a wall bang exploit. fix

  • ◆
    Adjustments to grenade clipping

  • ◆
    A site Fixed clipping on ends of bombsite A catwalk to prevent players from walking off. fix

  • ◆
    Fixed c4 stuck spots and clipping fix

  • ◆
    B site Clipped the wings of runboosters to B site in Wingman
  • ◆
    A site Blocked grenades through crane base at A site

  • ◆
    A site Added catwalk by bombsite A, connecting to back of A
  • ◆
    Removed connector between back of A and elevators
  • ◆
    Opened up passage between elevators and scaffolding
  • ◆
    A site Slightly tweaked size of bombsite A
  • ◆
    Spawns Tweaked spawn timings slightly
  • ◆
    A site Changed Wingman layout to feature bombsite A changes

  • ◆
    B site Fixed grenade clipping around AC unit at B-site fix
  • ◆
    Fixed clipping of pillar at T-Start that would potentially allow bomb to be thrown into unreachable area fix

  • ◆
    Fixed holes in world and other minor geometry bugs fix

  • ◆
    Fixed a gap in geometry fix

  • ◆
    Changed the collision properties on railings to emit the correct footstep sounds visual

  • ◆
    Spawns Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap
  • ◆
    Mid Fixed clipping on crate at mid fix
  • ◆
    Fixed clipping on scaffold at back of A fix
  • ◆
    Fixed clipping on scaffold at T-start fix
  • ◆
    Fixed vis bug at A-ramp looking toward Bridge fix
  • ◆
    Fixed grenade clip on support beam at A-ramp fix
  • ◆
    Plugged Holes in insulation foam roll model visual

  • ◆
    B site Attempt to fix players clipping through wood boards by stairwell at bombsite b
  • ◆
    B site Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces
  • ◆
    Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better
  • ◆
    Added grenade clip to b platform
  • ◆
    Moved stack of drywall at back door>b for better movement/cover
  • ◆
    Improved clipping at side
  • ◆
    Jobsite injury signs are more responsive
  • ◆
    Fixed some light fixtures showing backfaces fix
  • ◆
    Fixed some light fixtures being misaligned fix
  • ◆
    Fixed missing vent pieces in Tunnels fix
  • ◆
    Fixed bad clip above door at elevator fix
  • ◆
    Fixed flashbang inconsistency with metal gratings at scaffolding fix
  • ◆
    B site Fixed missing collision on horizontal tower beams at b-site fix
  • ◆
    Mid Fixed disconnected girders at mid fix

  • ◆
    Various bug fixes and tweaks to Mirage, Vertigo, and Nuke

  • ◆
    Various bug fixes and tweaks to Nuke, Vertigo, Anubis, and Overpass

  • ◆
    Tuned the vertical audio occlusion of grenade sounds in Nuke and Vertigo visual

  • ◆
    Removed Overpass and Vertigo

  • ◆
    Various fixes to Vertigo and Overpass

  • ◆
    Added Vertigo to Deathmatch and Casual game modes

  • ◆
    Mid Another attempt at fixing molly through floor bug at mid
  • ◆
    Removed a position by ramp corner

  • ◆
    Mid Fixed molotov/incendiary grenades going through the wall and floor in mid. fix

  • ◆
    Added ramp-clipping to side of box.
  • ◆
    B site Fixed gap under box on B site. fix
  • ◆
    Fixed some minor graphical bugs. fix

  • ◆
    Added one-on-one warmup arenas when playing Wingman mode on Vertigo and Train

  • ◆
    Fixed server lag exploit fix
  • ◆
    Fixed minor graphical bugs fix

  • ◆
    Updated radar for Vertigo.

  • ◆
    Added ramp to final stage of scaffolding on A ramp, no longer need to jump up
  • ◆
    Connected corridor to back of A with CT elevator room
  • ◆
    Mid Widened top of mid
  • ◆
    Spawns Offset doors from CT spawn and to CT elevator room
  • ◆
    A site Made A site CT death funnel shorter, widened site area
  • ◆
    Spawns Removed big block in CT spawn
  • ◆
    Moved A ramp sandbags to allow jump up
  • ◆
    Various bug and clipping fixes

  • ◆
    Post-Major gameplay update:
  • ◆
    A site Bombsite A:
  • ◆
    Removed forklift at bottom of lower A ramp
  • ◆
    Tightened doorway leading to lower A ramp slightly
  • ◆
    A site Closed gap in wooden fence by A site crane
  • ◆
    A site Added new side-path from scaffolding to A site
  • ◆
    Made scaffolding wider
  • ◆
    Removed lower exit from scaffolding
  • ◆
    A site Closed one of the exits from CT elevator room to A site
  • ◆
    A site Moved drywall stack in exit from elevator room to A site
  • ◆
    A site Widened tall cover on A site
  • ◆
    B site Bombsite B:
  • ◆
    B site Widened entrance to B site from CT spawn
  • ◆
    B site Added blockers to ends of outer walkway around B site
  • ◆
    Other:
  • ◆
    Spawns Removed dark cubby by HVACs near T spawn
  • ◆
    Mid Removed door in mid, cleaned up mid geometry
  • ◆
    Blocked gap in sandbags on lower A ramp
  • ◆
    Re-colored bombsite boxes to red
  • ◆
    Mid Sliced corner in top mid
  • ◆
    Spawns Removed boxes in CT spawn
  • ◆
    Brightened interior lights overall

  • ◆
    Updated radar for Vertigo.

  • ◆
    B site New approach to B site
  • ◆
    B site Removed “rafters” around B site entrance
  • ◆
    B site Offset HVAC units on B site, numbered them
  • ◆
    B site Added a way to throw utility into B site without being exposed
  • ◆
    Removed one-way drop down elevator shaft
  • ◆
    Mid Added ladder-room near elevator shaft, connects up to mid chokepoint, allows utility towards A
  • ◆
    Moved bridge over elevator shaft
  • ◆
    Spawns Moved T spawns further back
  • ◆
    Mid Widened utility hole in T corridor to mid
  • ◆
    Made jump up on scaffolding at back of A easier
  • ◆
    Widened door at back of A
  • ◆
    Various minor bug fixes

  • ◆
    Updated radar maps for Vertigo.

  • ◆
    A site Changed Wingman version to use bombsite A.
  • ◆
    A site Bombsite A changes:
  • ◆
    Pushed back cover on site.
  • ◆
    Tightened final ramp up to site.
  • ◆
    Moved position of crane slightly, made area around it accessible.
  • ◆
    Shortened wood fence, letting CTs more easily control ramp or drop down.
  • ◆
    Moved scaffolding in back of A forward towards the wall.
  • ◆
    A site Added self-boost onto concrete formwork on A site.

  • ◆
    Updated clipping on wire railings around the map
  • ◆
    Spawns Fixed C4 stuck spot near T spawn fix

  • ◆
    Callouts Added nav blockers for Wingman mode
  • ◆
    Removed spot where player could avoid death-trigger in elevator shaft
  • ◆
    Added ibeam with construction markings for possible grenade lineups
  • ◆
    Simplified grenade collisions on walls and bombsite crates
  • ◆
    Decreased size of bombsite zones on both sites
  • ◆
    Flattened bombsite zones
  • ◆
    Spawns Reworked T spawn
  • ◆
    A site Removed center cover in elevator room by A site
  • ◆
    Mid Removed pallets in elevator room near mid
  • ◆
    A site Lengthened hallway-exit from elevator room by A site
  • ◆
    Mid Made T entrance to mid slightly tighter
  • ◆
    Mid Tweaked shape of sandbags in mid
  • ◆
    Made catwalk near B stairs one section longer
  • ◆
    Removed ibeam closest to B stairs
  • ◆
    B site Blocked view from CT spawn towards bombsite B catwalk
  • ◆
    Fixed molotovs breaking on top of pipes near scaffolding on A ramp fix
  • ◆
    Fixed some poor visibility spots fix
  • ◆
    Lowered volume of some environment sounds visual
  • ◆
    Updated elevator model visual

  • ◆
    Replaced red fence section at top of A ramp (Thanks SPUNJ!)
  • ◆
    Raised floor of B stairs pit by 64 units
  • ◆
    Mid Reduced wallbang damage from CT elevator room towards T entrance to mid
  • ◆
    A site Increased height of crane concrete base on A site
  • ◆
    Added cover on right side when exiting stairs to B/exiting window
  • ◆
    Blocked weapons from being dropped underneath A ramp
  • ◆
    A site Blocked weapons from being dropped underneath A site crane
  • ◆
    Spawns Blocked players from going on the outside of ibeams in T spawn
  • ◆
    Fixed pixel gaps on bombsite boxes fix
  • ◆
    B site Improved visibility from B site towards T stairs visual
  • ◆
    Spawns Fixed pixel gap from T spawn towards B catwalk fix
  • ◆
    Fixed slight gaps between tarp sections on scaffolding fix
  • ◆
    Fixed unintended boost on scaffolding at A ramp fix
  • ◆
    Simplified collision on top of scaffolding models visual
  • ◆
    Fixed various clipping bugs (thanks bonna97!) fix

  • ◆
    Map pool Vertigo has been moved from Reserves Group into the Active Duty Group.
  • ◆
    B site Added new cover in bottom of mid, that doubles as a ramp towards “window” to B site
  • ◆
    Spawns Pushed up CT spawns slightly
  • ◆
    Spawns Prioritized spawn positions, CTs will be biased towards forward spawns, Ts biased towards rear spawns
  • ◆
    B site Added corner railing to catwalk on B site
  • ◆
    Spawns Blocked two-man boost on top of spools in CT spawn
  • ◆
    B site Blocked angle over wall when going down stairs from B site towards T spawn
  • ◆
    B site Tweaked T stairs up to bombsite B
  • ◆
    Spawns Tweaked layout of T spawn slightly
  • ◆
    Elevator shaft injuries now count towards the injury statistic
  • ◆
    Map pool Added to the Active Duty map pool.
  • ◆
    Updated bombsite target models on sites visual
  • ◆
    Fixed various clipping issues fix

  • ◆
    B site Switched Wingman version to bombsite B
  • ◆
    B site Made white metal structures on B site slightly larger, to prevent excessive angles/boost positions
  • ◆
    Lowered C4 explosion radius (from 500 to 400)
  • ◆
    Extended catwalk by top of T stairs to B
  • ◆
    Added more railings near A ramp
  • ◆
    Blocked weapons from falling into gap at bottom of A ramp (Thanks 3kliksphilip!)
  • ◆
    B site Removed a unintended boost on HVAC fan in B site
  • ◆
    A site Added some floor material variation for footstep differentiation (CT corridor to back of A, elevator room near A site, T entrance to mid) visual
  • ◆
    Added grenade clip to roof props in forklift room/lower level that allowed molotovs to burn through to upper level visual
  • ◆
    Fixed various clipping issues and C4 stuck spots (Thanks bonna97!) fix
  • ◆
    A site Boosted ambient light in elevator room near A site visual

  • ◆
    Vertigo has been added to Competitive matchmaking.
  • ◆
    Cobblestone and Vertigo have been moved into Defusal Group Sigma.
  • ◆
    Mid Changed CT entrance to mid, so that CTs have a safer rotation between sites
  • ◆
    Mid Moved forward plywood stack and wooden crate near T side of mid to make T boosts slightly safer
  • ◆
    B site Smoothed out player collision on metal stairs in T spawn and B site
  • ◆
    Updated soundscapes
  • ◆
    Spawns Moved generator in T spawn up to second floor
  • ◆
    Mid Made it slightly easier to throw grenades out of ceiling in T corridor to mid
  • ◆
    Minor tweaks and fixes
  • ◆
    Added to Competitive matchmaking.

  • ◆
    B site Thank you to all the diligent players that continued testing Bombsite B
  • ◆
    B site Blocked runboost from T spawn to Bombsite B (will still be possible in B site configuration)
  • ◆
    Obstructed boost from top of floodlight in back of A
  • ◆
    A site Changed layout of back of A site, made entrance onto site a regular doorway, added half-wall in front of scaffolding
  • ◆
    B site Added usable door in mid towards bombsite B
  • ◆
    A site Made boostable concrete mold by A site slightly larger
  • ◆
    Improved clipping inside elevator shaft
  • ◆
    Simplified collision model of support jack visual
  • ◆
    Fixed unintended boost on scaffolding on A ramp fix

  • ◆
    A site Gameplay updates to bombsite A
  • ◆
    Updated art
  • ◆
    A site Enabled bombsite A in Wingman

  • ◆
    B site Made door into B site from CT side twice as wide
  • ◆
    B site Tweaked layout of staircase leading up to B site
  • ◆
    B site Tweaked layout of bombsite B target
  • ◆
    Improved collision model of large HVAC units visual
  • ◆
    Blocked visibility under HVAC units visual
  • ◆
    B site Blocked visibility from T spawn to B site catwalk visual
  • ◆
    Added some props near staircase to minimize fall damage visual
  • ◆
    Brightened ambient sunlight visual

  • ◆
    Added a new version of Vertigo to Wingman official matchmaking.
  • ◆
    A new version of Vertigo was added to Wingman matchmaking.

  • ◆
    Callouts Release Notes for 10/3/2012[ Minor Fixes ]Matchmaking-Added a vote to continue playing competitive match with bots after a human player abandons the match, unanimous agreement of remaining human players is required to continue playing with bots.-Reduced time required for confirming match when searching for competitive players and servers.-Improved overall search times in competitive queue mode.-Added a client message when the wamup period ends.-Extended competitive match warmup period to 90 seconds.-Message of the day will automatically dismiss itself when competitive match starts.-Added an explanation to competitive cooldown timer for clients.-Added a condition to apply competitive cooldown to players who have disconnected from the match.-Implemented scaling cooldown periods for repeat incidences.Vertigo-Rearranged props below the boost-up ladder to prevent players jumping onto the ladder without boosting-Clipped off various tiny ledges-Made small props protruding from walls non-solid-Fixed visible nodraw in ceiling holeMisc-Fixed a long standing bug where you could lose mouse input when you got to the team select screen.-Fixed a bug where the color correction during freeze time did not account for the players also being invulnerable during the new warmup - this fixed the CC gap at the start.-Fixed some bugs relating to the warmup notification not reliably showing for late joiners.-The chat now displays when the warmup has ended, just like when it is in progress. visual