Overpass Callouts

Overpass (de_overpass) is a bomb defusal map set in Berlin, Germany, featuring elevated highways, water tunnels, and wide open areas around the A and B bombsites. Its vertical design, diverse sightlines, and multiple rotation routes reward map control, coordinated utility usage, and smart team strategies in competitive play.

Germany
Bomb Defusal
Overpass view 1

Overpass Overview

Overpass is a large, layered map focused on map control, vertical positioning, and coordinated utility usage. The map features two bombsites at different elevation levels, making rotations and information gathering especially important. Controlling Connector, Bathrooms, and Short B is critical for both sides to enable successful executes and defenses.

This overview pairs best with learning the main callouts, understanding common CT and T setups, and practicing effective utility usage.

Characteristics

  • Balance

    Generally balanced with strong CT defensive options

  • Win Conditions

    Map control, utility efficiency, and coordinated executes

  • Map Control

    Connector and Short B control are crucial

  • Rotation Time

    Moderate, with fast rotations through Connector

Key Areas

  • A Site

    Elevated bombsite with long sightlines and open space

  • B Site

    Lower bombsite accessed primarily through Short B and Monster

  • Connector

    Central rotation point connecting Mid, A, and B

  • Bathrooms

    Primary route for A Site control and pressure

  • Short B

    Critical choke point leading into B Site

  • CT Spawn

    Main rotation route between bombsites

Overpass Main Callouts

Learn the most important Overpass callouts for A Site, Mid, and B Site to improve communication, rotations, and round execution.

A Site

  • TruckCover spot directly inside the A Site plant spot.
  • Close LeftCorner near A Site for defensive plays.
  • VanCover spot in A Site for peeking.
  • TrashStaircase with cover leading into A Site.

B Site

  • HeavenHigh-ground position overlooking B Site.
  • BoostJump-up position for peeking or aggressive plays.
  • BridgePath on the side of the B Site for rotation.
  • PitLow cover position near B Site.
  • RampSlope providing access into B Site.
  • BarrelsCover for peeking or defending near B Site.
  • PillarCover point near B Site for tactical plays.
  • SandbagsDefensive cover near B Site.
  • Sewers / CanalOpen area that is overlooked by B Site.
  • MonsterHigh-traffic corner near B Site for cover.

Mid

  • MidCentral rotation point connecting A Site and Connector.
  • ToiletsHallway connecting Mid to A Short.
  • SandwichCover spot near Mid for peeking or defense.

Other

  • T SpawnStarting point for Terrorists to rotate or execute strategies.
  • Upper TunelsPathway connecting T Spawn to Mid and A Site.
  • Lower TunnelsLower corridor giving access to Connector from T side.
  • Ladder / DropElevation change for quick Tunnels rotation.
  • PlaygroundOpen area near T Spawn for rotations and fights.
  • FountainProvides cover for Ts pushing into Mid.
  • RockGives cover inside of A Long.
  • TreeGives cover inside of A Long.
  • LongPathway from T side into A Site area.
  • CafeCorner near Mid for cover and peeks.
  • BalloonsCover overlooking Mid for defensive plays.
  • Long ToiletsConnects Long to Mid.
  • ShortPath from Mid to A Site for rotations.
  • FlowersCorner providing cover near A Site Short.
  • BankHidden room for rotating around near A Site.
  • WalkwayEntrance into B Site for CTs.
  • ABCCorner used for holding B Site.
  • WaterOpen area connecting Short Tunnel to Connector and B Site for rotations.
  • DoorInteractive door connecting Connector and Water.
  • ConnectorRotates between Mid and B Site.
  • Tracks / DirtOpen area connecting T Spawn to both tunnels.
  • Short TunnelConnector from Tracks to Water.
  • AlleyWalkway for Ts to begin their push into B Site.
  • DiscoHidden corner of the map that can be used for saving.

Overpass CT Strategy

Common Counter-Terrorist setups and positioning principles in Overpass to help you hold sites and win rounds.

2 A, 1 Connector, 2 B

Two players defend A Site and Bathrooms, one controls Connector, and two anchor B Site. This setup provides strong map control and flexible rotations.

Pros

  • Strong Connector Control A dedicated Connector player enables fast rotations and information.
  • Balanced Defense Both bombsites are defended with enough players to delay executes.

Cons

  • Utility Dependent Maintaining map control requires consistent grenade usage.
  • Connector Pressure The Connector player can be isolated by coordinated utility.

3 A Control, 2 B

Three players focus on controlling A Site and Bathrooms while two defend B. This setup aims to deny A control and force Ts into B-heavy executes.

Pros

  • Strong A Denial Multiple defenders make A Site difficult to take.
  • Early Information Aggressive Bathrooms control reveals T intentions.

Cons

  • B Pressure Risk Two B defenders can struggle against layered executes.
  • Rotation Timing Late rotations can be punished if Connector is blocked.

Aggressive Short B Control

CTs contest Short B early using utility and coordinated aggression to limit T-side B options.

Pros

  • B Site Security Early Short B control makes Monster-only executes predictable.
  • Information Advantage Early contact reveals B-side intentions.

Cons

  • High Risk Early fights can quickly swing momentum.
  • Utility Heavy Requires consistent flash and smoke usage.

Positioning & Rotations

A Site

Hold long sightlines and play off Bathrooms control. Utility is key for delaying executes.

B Site

Control Short B and Monster with smokes and molotovs to delay pushes.

Connector

Central position for rotations and information gathering.

Bathrooms

Aggressive control can deny Ts space and gather early information.

Retakes

Retakes rely on controlling Connector and using utility to isolate angles. B Site retakes are generally more manageable than A.

Overpass T Strategy

Common Terrorist setups strategies for attacking Overpass sites and starting powerful pushes against defending players.

A Site Bathrooms Execute

Ts take Bathrooms control before executing onto A Site using smokes and flashes to isolate defenders.

Pros

  • Strong Site Isolation Utility cuts off common A Site angles.
  • Post-Plant Control Bathrooms provide strong post-plant positions.

Cons

  • Utility Dependent Requires multiple grenades to execute effectively.
  • Long Rotations Late executes can allow CTs time to rotate.

B Site Monster Execute

A direct execute through Monster designed to overwhelm B Site anchors with speed and utility.

Pros

  • Fast Timing Quick hits can catch defenders off guard.
  • Clear Entry Path Simple pathing allows for decisive entries.

Cons

  • Choke Point Heavy Monster can be dangerous against prepared utility.
  • Limited Exit Routes Once committed, retreating is difficult.

Mid Control → B Split

Ts gain Connector control before splitting into B Site through Short and Monster.

Pros

  • Forces Rotations Connector pressure pulls defenders out of position.
  • Multiple Entry Points Splits make it harder for CTs to hold crossfires.

Cons

  • Execution Complexity Requires precise timing between groups.
  • Connector Contest CT utility can slow down Mid control significantly.

Positioning & Rotations

Bathrooms

Primary staging area for A Site executes and post-plant control.

Connector

Critical route for splits and rotations.

Short B

Key access point for B Site pressure.

Overpass Utility Usage

Key smoke and molotov grenade lineup spots on Overpass to control vision, block angles, and support your team.

Bank Smoke

Smoke

Blocks elevated defenders on A site, essential for a clean A take.

Heaven Smoke

Smoke

Obscures Heaven vision on A site, delaying CT rotations.

B Heaven Smoke

Smoke

Critical for B site executes, denying defenders vision from above.

Monster Molotov

Molotov

Clears Monster corner and denies Connector support during B site takes.

Back Site Molotov

Molotov

Forces defenders off deep positions on B site, easing entry for Ts.