Overpass Callouts & Map Guide

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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.

Map ControlCreative UtilityTwo-Faced LayoutReserve

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

Every official callout on Overpass, plotted from the game files at its exact in-game position. Hover a callout to see what it means — community names for spots inside these areas are listed below.

Overpass radar with 25 callout positions

Hover or tap a callout to see what it means. Click one to jump to its description.

CT sideMidT side

Positions extracted from the Counter-Strike 2 game files — not hand-placed.

Map data freshness. The Overpass callout positions come straight from the map's own game files. 2 tracked CS2 updates have shipped since the content was last reviewed on 4 July 2026 (most recently 4 August 2026) — including a content update. See what changed → We track Valve’s game files daily, but map geometry is not part of that extraction, so this is a staleness signal rather than a claim that the layout is unchanged.

Pro Competitive Stats

On Overpass, CTs win 55.8% of rounds — a CT-sided map at the pro level. Aggregated from 430 team map results across 13 tracked teams (a game between two tracked teams counts once per team).

55.8%CT Round Win
42.6%T Round Win
48.7%Pistol Win
3.8%Pick Rate
19.6%Ban Rate
430Team Map Results (13 teams)

The stronger side takes roughly 55.8% of rounds when CTs hold the advantage. See all CS2 maps compared →

Best Teams on Overpass

Win rate over each team's own tracked Overpass games (minimum 5), from the same sample as the stats above.

TeamMapsWin rate
Team Nemesis2268.2%
largadosypelados1163.6%
K274461.4%
ex-RUBY3259.4%
HOTU4955.1%

Overpass at a Glance

Elevation everywhere: the B platform and the bank sightlines make the Heaven smoke non-negotiable.

Utility dependenceVery High
ChokepointsHigh
Mid importanceModerate
Rotation speedModerate
VerticalityHigh
Callouts documented60
Bombsite levelsSingle level
Playable inCompetitive
Active Duty spells3 of 6 tracked rotations

The five traits are our editorial read of long-established map characteristics, on a four-point scale — not measurements, and not blended into a single score. Callout count and level count come from the map data itself.

What Decides Rounds on Overpass

A callout list tells you what a place is called. This is which places are worth fighting for, and what taking one gives you access to — our read of the map, not a statistic.

Monster

Critical

The tunnel to B, and the route a fake-A-hit-B round is built on. Owning it means the B take can start whenever you choose.

OpensB SiteWater

Heaven

Critical

The platform sees the whole B site and both entrances. Every B execute on this map exists to deny it.

OpensB Site

Playground

Secondary

Mid control on Overpass. It threatens the connector rotation and the A approach at once.

OpensConnectorA Long

A Long

Chokepoint

The long approach past the tree — an AWP lane before it is anything else.

OpensA SiteBank

Connector

Rotation hub

How the CTs move between the sites. Smoking it isolates whichever site is being hit.

OpensA SiteB Site

Where the Bomb Goes on Overpass

Common plant spots and the positions they are held from after the plant. Common, not the only ones — the right plant depends on who is still alive and where.

A site

Defaultat Default (A)

The open A plant, kept in view of whatever you still hold outside the site — the bomb is a trading problem for the CTs rather than something they can walk onto.

Held fromA LongTreeA Short

Behind the truckat Truck

The truck breaks the long sightline across the site, so the bomb cannot be watched from range and a retake has to close the distance.

Held fromA LongA ShortTree

B site

Pillarat Pillar

Uses the pillar to break the line from the elevated angle over the site, so a retaker cannot hold the defuse from above without dropping in.

Held fromMonsterWaterSandbags

Barrelsat Toxic Barrels

Plants against the barrel cover on the far side of the site, splitting the CT retake between clearing the bomb and clearing the players still holding the entrances.

Held fromMonsterWaterPillar

Positions by Role

Pick your role to see the spots you actually play on Overpass. Coverage is partial on some maps — only roles we can describe confidently appear.

  • CTAWPerA Long — The long A angle, holding the whole approach past the tree.
  • CTAWPerHeaven — The B platform sees the entire site and both entrances, which is why the heaven smoke is not optional for the T side.
  • CTAnchorBank — The deep A anchor: it covers the site from a position the entry cannot clear on the way in.
  • CTAnchorPillar — The B anchor's cover on the site itself, played off whoever is holding the platform above.
  • CTSupportConnector — The rotator's lane between the two halves of the map, and the retake entrance for whichever site fell.
  • TEntryMonster — The B entry. It is a short, sharp lane, so the utility has to land before the body moves.
  • TEntryA Long — The A entry approach — long is taken with utility and traded, never peeked into an AWP.
  • TSupportWater — Where the B utility is thrown from once monster is contested.

Overpass Angles

Common AWP positions

  • CTA Long — The long angle from the A side, holding the whole approach past the tree.
  • CTHeaven — The B platform — sees the entire site and both entrances, which is why the Heaven smoke is non-negotiable.
  • CTBank — Deep A angle covering the site from the bank side.
  • TWater — T-side angle into the B approach once monster is contested.

Clearing B site

  1. Monster
  2. Pillar
  3. Toxic Barrels
  4. Tracks
  5. Sandbags
  6. Heaven

Monster out, close cover next, heaven last — it is both the strongest angle and the retake route.

The common sequence, not the only correct one — a teammate's utility or a known setup changes the order. Positions are named with this map's own callouts, so you can find every one of them on the radar above.

Learn Overpass: A Practical Path

  1. Callouts first. Learn the 60 named positions on the radar above, then hit Test your callouts to drill them until calling comes without thinking.
  2. The 6 essential lineups. Not all 14 at once — the ones marked Essential are the utility every standard round uses.
  3. Put them together. The 3 utility sequences show the same grenades in throw order as site executes and retakes.
  4. Drill it in the workshop. One curated workshop item carries Overpass content — see the list below.
  5. Practice offline. Generate a practice config with Overpass preselected — infinite utility, trajectories, and rethrows.
  6. Study the meta. The pro stats above show which side to bet your rounds on; compare every map to know when to pick it.

Workshop maps for Overpass

Curated Steam Workshop items that carry Overpass content — prefire routes, utility lineups, or a performance run set on the map itself. Read the category: it is what tells you whether an item teaches the map or merely runs on it.

Links open the item's Steam Workshop page. We curate what these items contain; we do not monitor whether they still load — a Workshop item can be updated or delisted by its author at any time. Browse all workshop maps →

Learn These Overpass Callouts First

12 of 60 — the positions that turn up in how this map is actually played, rather than every micro-spot at once.

A LongT

The long park lane from the fountain area to the A site — the wide route watched by CT AWPs.

Reached from a key areaKey areaCommon AWP anglePost-plant position

HeavenCT

The raised metal platform overlooking the whole B site — the strongest CT position on the map.

Decides roundsCommon AWP angleCleared on entry

MonsterT

The big drainage tunnel from T spawn straight into B — the primary B attack route.

Decides roundsCleared on entryPost-plant position

PillarCT

The large circular pillar in the middle of the B platform — the site's central cover.

Cleared on entryBomb plant spotPost-plant position

WaterMid

The canal water beside B Short and Connector — a slow, loud, but surprising approach.

Reached from a key areaCommon AWP anglePost-plant position

BankCT

The bank building at the back of A with a window walkway over the site — the site's strongest holding structure.

Reached from a key areaCommon AWP angle

ConnectorMid

The corridor from Lower Tunnels up toward Toilets — the artery between the map's two halves.

Reached from a key areaKey area

SandbagsMid

The sandbag stack on B Short — standard cover for both sides.

Cleared on entryPost-plant position

Toxic BarrelsCT

The barrels beside B site with strong angles onto the Monster exit.

Cleared on entryBomb plant spot

A ShortMid

The stairs entrance onto A where mid meets the site.

Post-plant position

A SiteCT

The raised A bombsite above the park, ringed by Bank, Truck, and the Toilets exits.

Reached from a key area

B SiteCT

The B bombsite on the wooden platform in the canal pit, watched from Heaven above.

Reached from a key area

View all 60 Overpass callouts →

All Callouts (60 positions)

Official callouts (24)

Defined in the CS2 map files — each one is plotted on the radar above at its exact position.

CT Side (10)

A Site●

The raised A bombsite above the park, ringed by Bank, Truck, and the Toilets exits.

B Site●

The B bombsite on the wooden platform in the canal pit, watched from Heaven above.

Bridge●

The concrete stretch beside B running from Sandbags toward the walkway.

Back of A●

The rear of the A bombsite toward Storage and the CT approach. It is the anchor's fallback and the ground a retake comes from, out of sight of the Long and Short entrances.

Lobby●

The room behind A site linking the CT approach down toward the bombsite past Storage and Stairs. It is the corridor defenders arrive through, which makes it retake staging rather than a place fights start.

Snipers Nest●

The elevated CT position behind the A bombsite, between Stairs and Bank. It gives the defence a long angle over the site and the park approach, and it is a standard smoke target on A executes.

Stairs●

The stairwell behind A connecting the CT side down to the bombsite. It is the defence's route onto A, so cutting it is what isolates the A anchor.

Storage Room●

The game's name for Storage, the room between Bank and Stairs behind the A site. It is part of the CT approach and a retake position, tucked out of view of Long.

Under A●

The low ground directly beneath the raised A bombsite, down at canal level below Snipers Nest. It sits between the A structure and the water running toward the B half, so it is connective space rather than a holding position.

Walkway●

The raised concrete walkway between the A structure and the B canal, running on from Bridge. It crosses the middle of the map at height, so both sides use it to rotate without dropping into the water.

T Side (9)

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.

Alley●

The narrow lane on the eastern side of the map between the T Stairs climb and the ground below B. It is a T approach that never touches the park, so pressure here is invisible to anyone watching A.

Lower Park●

The lower half of the park, the open ground between the Restroom building and the climb toward A. It is part of the A Long approach, wide enough that Ts crossing it lean on smokes rather than speed.

Pipe●

The large pipe on the eastern side of the map, above Alley and below the B half. It is a landmark on the eastern approach rather than a position either side holds.

Side Alley●

The branch off Alley on the far eastern edge of the map, the outermost stretch of the T-side approach. It is a flank path — long, slow and out of every default sightline.

T Stairs●

The stairs climbing out of T spawn toward the eastern lanes. It is the first move of the round for anyone taking the Alley side instead of the park.

Tunnels●

The game's zone covering the tunnel network between T spawn and the mid/Fountain area — Upper Tunnels, Lower Tunnels and the Ladder linking them. It is the covered route between the map's two halves, which is what makes Overpass rotations so hard to read.

Upper Park●

The western stretch of the park beyond Lower Park and the Restroom building. It is the widest, most exposed ground on the A half, and the flank a lurker takes when the rest of the team goes B.

Mid Control (5)

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.

Water●

The canal water beside B Short and Connector — a slow, loud, but surprising approach.

Construction●

The scaffolded construction ground on the B half between Short Tunnel and B Short. It is the staging area for the second route onto B, and the ground Ts have to hold for a B split to work.

Restroom●

The game's name for Toilets, the bathroom building between mid and the A site. It is the quiet short route onto A, which is why its doorway attracts more utility than almost anywhere else on the map.

Community callouts (36)

Player names in everyday use for spots inside the areas above. The game defines no position for these, so we list them rather than guess them onto the map.

CT Side (16)

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.

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.

CT Spawn

Counter-Terrorist spawn above the sites, feeding A directly and B via Heaven.

T Side (12)

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.

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 (8)

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.

Squeaky

The loud door at the end of Connector opening toward Water/Construction — its sound gives away every rotation.

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

1

Information wins Overpass — punish CT aggression before running set plays.

2

Smoke Heaven on every B execute, and re-smoke it for the post-plant.

3

Use Toilets for quiet A squeezes instead of crossing the park dry.

4

As CT, check Monster early and often; conceding it silently loses B.

5

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 430 tracked team map results, CTs win 55.8% of rounds on Overpass versus 42.6% 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 3.8% and a ban rate of 19.6% across 13 tracked teams. The pistol round is won 48.7% of the time in the map's data sample.

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