Overpass
A two-city map with a strong CT side and deep utility usage.
Overview
Overpass is a large map set across a canal, with an open A site near a park and a B site in the sewers and construction. It leans slightly CT-sided because rotations are strong and sites have many angles. Overpass rewards map control, utility, and coordinated defaults more than raw aim duels. It is one of the most tactically deep maps in the pool.
Callouts
The standard names for every area, grouped by bombsite and lane.
Mid and connectors
- Mid
- The central area linking T spawn to A and B through multiple routes.
- Long A
- The long approach from mid toward A site, also called A long.
- Connector
- The hallway from mid toward B site, a key mid-to-B path.
- Fountain
- The fountain area in mid, a common hold and rotate point.
- Bank
- The mid structure near the B side, part of the connector route.
- Short A
- The path from mid/fountain up to A site.
A site
- A site
- The open park bombsite with the bomb plant and trees.
- A long
- The lane from mid into A, held from site and tree.
- Playground
- The children's play area on A used as cover and a hold spot.
- Tree
- The large tree on A site, a key post-plant angle.
- Default plant
- The standard plant on A near the benches, safe from long.
- Truck
- The truck near A used as cover and a rotation block.
B site
- B site
- The construction bombsite with the plant zone and pillars.
- Short B
- The entrance from connector onto B site.
- Long B / Water
- The long sewer route from T spawn to B, also called water.
- Pillars
- The concrete pillars on B used as plant cover and hold angles.
- Monster
- The lowered tunnel entrance to B, a strong T execute route.
- Site bench
- The bench area on B, a common post-plant hide.
CT spawn and rotations
- CT spawn
- The counter-terrorist spawn between A and B.
- Walkway
- The CT route from spawn toward A, also called CT walkway.
- Barrels
- The barrel stack near B used to hold a B push.
Default tactics
Default T play is to take mid and fountain control, then split A between long and short, or hit B through short and water. A monster execute onto B with smokes is common. Overpass defaults are slow because CT rotates are fast, so Ts trade utility for map control before committing.
Default holds
CTs play two A, three B often, because B has more entrances to cover. A is held from tree, playground, and long; B from site, pillars, and short. Rotations through connector and spawn are quick, so CTs can retake fast if they save utility for post-plant.
Standard utility
The smokes, flashes and molotives that define rounds on Overpass. Descriptions are general references, not pixel-perfect lineups.
A long smoke
Smoke A long to block the CT angle from tree and let Ts take long control for a split.
Connector smoke
Smoke connector to block the mid-to-B CT rotation during a B execute.
Monster smoke (B)
On a B execute through monster, smoke the site angle to get the plant down safely.
Tree molotov
Molotov tree on an A retake to flush a terrorist holding the standard post-plant angle.
Short B molly
Molotov short B to stall a connector push and buy time for the rotate.
Fountain flash
Pop a flash from fountain toward A short to blind the CT holding short before an A split.