Overpass Callouts & Map Guide
A Berlin park and canal complex with two very different bombsites. Overpass rewards map control, creative utility, and the best-timed rotations in Counter-Strike.
Overpass Overview & History
Overpass is a Valve-made map added to CS:GO in December 2013, set around a Berlin park, a canal, and the concrete underbelly of a motorway overpass. It spent a decade as an Active Duty regular before a rockier CS2 spell: rotated out for Dust 2 in April 2024, restored in July 2025 in place of Anubis, and rotated out again on July 8, 2026, when Cache arrived with the Season 5 update. It currently sits in the reserve pool but remains fully playable in Competitive matchmaking.
The map is really two maps stitched together. The A half is an open park: long grass sightlines from Playground and Long toward a raised site with Bank, Truck, and Toilets cover. The B half is a vertical concrete pit: Monster and Short tunnels feeding a canal site watched by the towering Heaven platform. Few maps demand such different skills at each end.
Overpass is famous for asymmetric map control: Ts start close to A but far from B, while CT rotations between sites are fast through Connector. That geometry produces the map's signature move — the A-presence fake into a fast B hit through Monster — and makes information the most valuable currency on the map.
Overpass Callouts Map
Named positions on Overpass, plotted where they sit on the radar. Full descriptions for every callout are below.
A SiteBankTruckVanA LongToiletsFountainPlaygroundT SpawnConnectorB SiteMonsterWaterPillarHeavenCT SpawnPro Competitive Stats
On Overpass, CTs win 55.7% of rounds — a CT-sided map at the pro level. Aggregated from 169 tracked matches across 12 teams.
The stronger side takes roughly 55.7% of rounds when CTs hold the advantage. See all CS2 maps compared →
All Callouts (44 positions)
CT Side (19)
A Site
The raised A bombsite above the park, ringed by Bank, Truck, and the Toilets exits.
Bank
The bank building at the back of A with a window walkway over the site — the site's strongest holding structure.
Truck
The truck on A site used for cover, boosts, and crossfire setups with Bank.
Van
The van at the back of the A site beside Bank.
Default (A)
The standard A plant spot between the green boxes opposite the mid entrance.
Optimus
The truck on the right of A site when approaching from mid.
Bins
The bins at the back of A connecting toward Snipers/Storage and the B half.
Storage
The room between Bank and Stairs behind the A site.
Close Left (Long)
The tight corner where A Long opens onto the site.
Flowers
The flowerbed left of Toilets approaching the site — a common close CT hold.
CT (A)
The stairwell/tunnel area behind A between Snipers, Stairs, and Bank.
B Site
The B bombsite on the wooden platform in the canal pit, watched from Heaven above.
Pillar
The large circular pillar in the middle of the B platform — the site's central cover.
Toxic Barrels
The barrels beside B site with strong angles onto the Monster exit.
Pit
The dark waterlogged area behind the B platform — a post-plant and anchor spot.
Heaven
The raised metal platform overlooking the whole B site — the strongest CT position on the map.
Graffiti
The boxed-off corner at the back of B near Construction.
Bridge
The concrete stretch beside B running from Sandbags toward the walkway.
CT Spawn
Counter-Terrorist spawn above the sites, feeding A directly and B via Heaven.
T Side (14)
A Long
The long park lane from the fountain area to the A site — the wide route watched by CT AWPs.
Rock
The boulder on A Long — the first cover when pushing the park.
Tree
The tree beside A Long near Long Toilets — wallbangable cover on the approach.
Long Boost
The flowerbed boost on Long giving vision onto the A site.
Long Toilets
The park-facing side of the Toilets building protruding onto A Long.
Playground
The fenced playground behind Fountain opposite the Upper Tunnels exit.
T Spawn
Terrorist spawn at the bottom of the map, splitting toward the park and the tunnels.
Upper Tunnels
The tunnel section connecting T spawn to the mid area outside A.
Lower Tunnels
The tunnel section from Upper Tunnels down toward Connector.
Ladder
The ladder linking Upper and Lower Tunnels.
Monster
The big drainage tunnel from T spawn straight into B — the primary B attack route.
Tracks
The area outside Monster's entrance connecting T spawn to the tunnel network.
Short Tunnel
The smaller tunnel toward Construction and Water — the second B route.
Sewers
The exit area when approaching the B site from Monster.
Mid Control (11)
Toilets
The bathroom corridor from mid to the A site — the quiet "short" route for T squeezes.
A Short
The stairs entrance onto A where mid meets the site.
Mid
The area by Toilets, Party, and the Connector exit — the junction of the A half.
Party
The picnic-bench platform beside Toilets, decorated with balloons.
Fountain
The fountain plaza before mid on the A side — the T default staging area.
Connector
The corridor from Lower Tunnels up toward Toilets — the artery between the map's two halves.
Squeaky
The loud door at the end of Connector opening toward Water/Construction — its sound gives away every rotation.
Water
The canal water beside B Short and Connector — a slow, loud, but surprising approach.
B Short
The sandbagged entrance onto B from the Construction/Water side.
Sandbags
The sandbag stack on B Short — standard cover for both sides.
Boost
The spot where players boost from Water directly onto the B platform.
How to Play Overpass T-Side
T-side Overpass starts with the fountain/mid area. A standard default posts two players toward Long and Party/Toilets, one watching Connector, and two controlling Monster's entrance. From there the side is a patience game: CT aggression on Overpass is common, and punishing an over-extended Toilets or Monster push is worth more than any set execute.
A hits split Long and Short/Toilets: smoke Bank and Truck, molotov the default boxes and Heaven-side stairs, and cross the open ground in one wave. Bathrooms (Toilets) is the tempo route — quiet walks through it put Ts on top of the site without crossing the park's long sightlines.
B is about Monster: once Ts own the tunnel, the site can be hit from Monster and Short/Water simultaneously, with a Heaven smoke mandatory on every serious execute. Post-plant, the classic setup holds from Monster, Pit, and Graffiti with the bomb planted for Barrels. Standard lineups for both sites are on our lineups page.
How to Play Overpass CT-Side
The standard CT split is 2-1-2 with heavy early information play: the B pair often starts with a Monster or Short check, the Connector player supports both halves, and the A pair holds Long and Toilets at range. Overpass CTs are the most aggressive in the game because the map rewards knowing where the five Ts are — every safe round the Ts get, the scarier their late hit becomes.
On A, play the site high-low: one player around Bank/Truck at range, one closer to Toilets or the site boxes. Long pushes die to a well-placed molotov and a crossfire; the real danger is the quiet Toilets squeeze, so keep utility for it and re-check the bathrooms often.
On B, Heaven is the kingmaker: the platform sees the whole site and both entrances. Anchor with one player on-site (Pillar/Toxic/Graffiti) and one Heaven, and remember water slows and telegraphs pushes through the canal. Retakes come from Heaven and Connector/Water together — flash down, clear Pit and Barrels in sequence, and watch Monster for the post-plant hold.
Key Duels & Angles
Long park cross vs Bank AWP
The A half's defining fight: a CT AWP behind Bank or Truck punishes any dry crossing of the park. Ts answer with the Rock/Tree smoke wall or by routing through Toilets instead.
Toilets squeeze vs close holds
The bathroom corridor produces point-blank fights with CTs holding the exits from Flowers or the site. Sound discipline decides who gets the first shot — running through Toilets is a death sentence.
Monster exit vs Heaven
Ts exiting Monster are exposed to Heaven's elevated angle across the site. The Heaven smoke is mandatory; CTs re-take the angle the moment it fades, so plant fast or re-smoke.
Connector control
The Connector corridor is both the CT rotation route and the T flank path. Squeaky door audio, boost spots, and molotov timings make this the map's quiet mid-round battleground.
Water fights (B canal)
Pushes through the canal are slowed and telegraphed by water noise, but the low angle under B's platform surprises static anchors. Both sides use it late in rounds when utility is spent.
Common Strategies & Executes
The executes below lean on standard utility — practice the exact throws on our Overpass smoke & flash lineups page.
T-Side Attack
A Split (Long + Toilets)
Smoke Bank and Truck, molotov Flowers, and hit the site from Long and Toilets simultaneously — the two-direction entry breaks the high-low defence.
Monster + Short B Execute
Smoke Heaven and Sandbags, then enter from Monster and B Short at once. Plant for Barrels and hold from Monster, Pit, and Graffiti.
A Fake → Fast B
Throw A utility at Bank/Truck with two players showing at Long, then sprint the pack through Monster before Heaven resets. Overpass's signature round-stealer.
Connector Take
Control Lower Tunnels and Connector mid-round to threaten both halves at once; the CTs must guess which side the squeeze hits.
CT-Side Defense
Early Info Push
The B pair checks Monster/Short with a flash at round start while Toilets is peeked from Flowers — then everyone resets to standard holds with the T positions mapped.
Heaven Anchor System
Heaven player calls the B half alone from the platform, with the site anchor playing off Pillar and the Connector flex arriving through Water for retakes.
Tactical Tips
Information wins Overpass — punish CT aggression before running set plays.
Smoke Heaven on every B execute, and re-smoke it for the post-plant.
Use Toilets for quiet A squeezes instead of crossing the park dry.
As CT, check Monster early and often; conceding it silently loses B.
Track the Squeaky door audio — it betrays every Connector rotation.
Overpass in Pro Play
Overpass built a reputation as a tactician's map across a decade of pro play: deep CT aggression, elaborate A fakes into Monster hits, and some of the most famous clutch moments in Major history happened on its canal site. Teams with strong utility discipline and mid-round calling historically over-performed here.
Its July 2026 rotation out of Active Duty ended a long competitive chapter, but reserve-pool maps have returned before — Overpass itself came back once already in 2025. The tracked pro stats above reflect its record while in the pool.
Frequently Asked Questions
- Is Overpass still playable in CS2?
- Yes. Overpass left the Active Duty pool on July 8, 2026, when Cache replaced it in the Season 5 update, but it remains in the game and playable in Competitive matchmaking as a reserve-pool map. Premier mode, however, only uses the seven Active Duty maps.
- Why do teams fake A and hit B on Overpass?
- The map's geometry makes it the natural play: Ts spawn close to the A park, so showing bodies and utility there is cheap, while Monster offers a direct tunnel to B once the CTs commit. Because Heaven takes time to re-establish after a rotation, a well-timed fake often reaches the B platform before the defence resets.
- What utility matters most on B site?
- The Heaven smoke is non-negotiable — the platform sees the entire site and both entrances. After that: a Sandbags/Short smoke to split the site, a molotov for Toxic/Pillar close positions, and a spare smoke to re-block Heaven for the post-plant. Without Heaven denied, B executes fail against even average defences.
- How should CTs use aggression on Overpass?
- Early and purposefully: a Monster check or Toilets peek at round start costs little and reveals the T-side's shape. Overpass punishes passive CTs because Ts can build map control quietly through tunnels and Connector — the defence's counter is taking information before the T default settles, then resetting to standard holds.
- What are the main routes into each bombsite?
- A site: the Long park lane, the Toilets corridor from mid, and the A Short stairs. B site: the Monster tunnel from T spawn, B Short via Construction/Water, and the Water canal itself for boosts and late-round surprises. CTs rotate between the halves through Connector or across Heaven.
- When was Overpass in the Active Duty pool?
- Overpass joined CS:GO in December 2013 and was an Active Duty fixture for roughly a decade. In CS2 it was rotated out for Dust 2 in April 2024, brought back in July 2025 in place of Anubis, and rotated out again for Cache on July 8, 2026 — its current reserve status.
- Is Overpass CT or T sided?
- Across 169 tracked pro matches, CTs win 55.7% of rounds on Overpass versus 39.9% for Terrorists, making it a CT-sided map at the professional level.
- How often is Overpass picked in pro CS2?
- Overpass has an average pick rate of 6.3% and a ban rate of 21.1% across 12 tracked teams. The pistol round is won 54.1% of the time in the map's data sample.