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A / B sitesReleased 2013-12 · Reviewed June 22, 2026

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.

Lane schematicAn abstract diagram of how areas connect, not a scale map.
T SPAWNCT SPAWNAA siteA siteA longPlaygroundTreeDefault plantMid and connectorsMidLong AConnectorFountainBankBB siteB siteShort BLong B / WaterPillarsMonsterCT spawn / Walkway / Barrels

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.
T side

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.

CT side

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.

SmokeT

A long smoke

Smoke A long to block the CT angle from tree and let Ts take long control for a split.

SmokeT

Connector smoke

Smoke connector to block the mid-to-B CT rotation during a B execute.

SmokeT

Monster smoke (B)

On a B execute through monster, smoke the site angle to get the plant down safely.

MolotovCT

Tree molotov

Molotov tree on an A retake to flush a terrorist holding the standard post-plant angle.

MolotovCT

Short B molly

Molotov short B to stall a connector push and buy time for the rotate.

FlashT

Fountain flash

Pop a flash from fountain toward A short to blind the CT holding short before an A split.

Back to all mapsMap guide reviewed June 22, 2026