All Overpass callouts

A full list of positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.

Bombsite A 6

A Site 

The bombsite itself, by the bank building

Bank 

The building by the site

A LongLong

The long approach to the site

A ShortShort

The short approach to the site

Default 

The default plant spot

Barrels 

The cover by the site

Bombsite B 7

B Site 

The bombsite itself

Monster 

The structure at the B entrance

Heaven 

The platform above the site

Water 

The channel by the site

Party 

The room next to the site

Pillar 

The pillar on the site

ToiletsBathrooms

The CT approach towards B

Mid and approaches 6

connectorConn

The link between the two sides of the map

Playground 

The area on the T side

Fountain 

A point on the route towards A

Pit 

The sunken area on the approach to A

Sandbags 

The cover by the passage

Stairs 

The steps down towards the site

Spawns 2

T Spawn 

The attackers spawn

CT SpawnCT

The defenders spawn

How to Play Overpass?

Overpass is a map that many people dislike because it punishes any lack of discipline. It is technical, sprawling, and heavily reliant on spatial control. If a team does not communicate well, it quickly falls apart. It is probably the most chess-like map of them all.

It's not as spectacular as Mirage or as simple as Dust II. It's a map for teams that think, analyze, and control space.

If it's not your favorite, it's often because it requires more patience than most maps.
But when you play it consciously, it starts to make sense.

CT - checking the map instead of standing on the site

The biggest mistake on Overpass is playing passively.

Standard:

  • 2 x A

  • 2 x B

  • 1 x rotator

Key areas:

  • connector

  • short B

  • Long

If you give up the mid and connector without a fight, T gets a lot of freedom. Overpass requires active defense. Sometimes you have to go out for info, sometimes you have to close the distance.

This isn't a map where you can stand around for 90 seconds and wait.


A site - difficult to repel

And it's wide and open. If T executes well, he'll take the bank and the truck, and retaking it can be painful.

That's why you have to:

  • smoke early

  • delay the plant

  • play for trades

Everyone here has to work together, no sitting on the sidelines. Solo peeking ends in a quick 4v5, the map is too big for mistakes.

B site - short control is everything

B without shorts is practically impossible to maintain.

Anchor must:

  • play under info from connector

  • change tempo

  • don't give away the shorts for free

If CT holds short and has info from mid, B becomes much easier to defend.


T side - a map for the patient

Overpass rewards T, which doesn't look for W on the keyboard xD.

Strongest moves:

  • fountain control → split A

  • connector pressure → late B

  • slow pace and penalty for CT aggression

A dry rush without map control, with weak utility, either due to a lack of skill or a lack of money, rarely works.

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