Home ยป Counter-Strike 2 ยป OVERPASS
CS2 Overpass Guide: Callouts, Strategies, and Tips
Overpass is one of the most vertical and biggest maps in CS2. A German city park sitting on top of a canal, with a road bridge over the water and tunnels running underneath everything. The two sites are on different levels, and the map mixes long open sightlines with tight passages in a way that makes utility matter more than aim on most rounds. It left the Active Duty pool in July 2026.
Below is the map broken down by area, callouts, nade lineups and a basic plan for both sides.
CS2 Overpass Map Overview
A is the upper site, next to the Bank building, reached through the park, down Long, or from the level below. B is underneath the bridge - tighter, darker, with Monster and Short as the main ways in and the water as the third.
Connector is the piece that ties the map together. Both teams use it to switch between the sites, and holding it means getting there first.
Ts can go fast and low - through Canal and Water straight at B - or play the slow version through Fountain and the park toward A. Both sites are open enough that an entry without smokes and flashes rarely survives.
| Details | |
|---|---|
| Type | Bomb Defusal |
| Terrorists | Phoenix Connexion (Eastern Europe) |
| Counter-Terrorists | SAS (United Kingdom) |
| Setting | Berlin, Germany |
| Created by | Valve |
| Released | November 1999 |
| Map Code | de_overpass |
Nuke Facts
The map arrived on December 18, 2013 in the Winter Offensive update, alongside Cobblestone. It was the first map Valve built specifically for CS:GO rather than carrying over from an older game, and it was designed for competitive play from the start.
The setting is Berlin. The tower on the skyline is the Fernsehturm, the TV tower at Alexanderplatz.
The version we play isn't the one that shipped. Through the first half of 2014 Valve changed it almost monthly - cover added and removed on A, the connector between canal and park redesigned, the tunnels under A reworked, a one-way drop into B taken out because the site was too hard to defend.
It joined Active Duty on July 1, 2014, in the same update that brought in Cache and Cobblestone and pushed Train out. That was a month before ESL One Cologne, and teams weren't happy about learning a new map that close to a Major.
Overpass and Inferno were the only two Active Duty maps rebuilt from the ground up for CS2 rather than ported.
It's the biggest map in the pool, which is where the old line about it being a six-player map for a five-player game comes from.
Pool history since: removed in April 2024 for Dust 2, back in July 2025 in place of Anubis, out again on July 6, 2026 when Cache took its spot.
Overpass Map Callouts
T Start โ Where the Terrorists spawn at the beginning of each round
Alley โ Leads out from T Start into the main areas of the map
T Stairs โ A staircase near T Start that leads toward mid
Side Alley โ An alternate route near the canal heading toward B
Tunnels โ Underground path from near T Stairs to mid
Connector โ A critical area linking parts of the map; leads to Lower Park and Walkway
Walkway โ Can take you toward either A or B site
A Site โ One of the bomb planting zones, labeled โAโ
Under A โ The lower level beneath A Site
Stairs โ Leads from the lower map levels up to A Site
Back of A โ Behind A Site; often used for defending
Lobby โ Near Storage Room, usually used when moving toward A
Storage Room โ Small room near Lobby, good for holding angles
B Site โ The second bomb plant zone, labeled โBโ
Bridge โ Connects B Site to other parts of the map
Water โ Lower area near B that offers movement options
Pipe โ Pathway leading into B
Construction โ Common defensive spot near B
Canal โ Lower map route leading to B
Fountain โ Central area near Playground
Playground โ Far-left area where Ts can push early
Upper Park โ Elevated ground near Playground
Restroom โ Narrow hall connecting Park to A Site
Lower Park โ Lower ground area close to the Restrooms
How to Play Overpass in CS2
Height changes break the habits you bring from flat maps. On both sites you have to check above and below you, not just left and right - Heaven over B, Under A beneath the upper site.
The water is loud. Splashing in the canal gives away a B push early, and it does the same to the CTs who go down there.
Utility is worth more than usual. One smoke on Long or an incendiary in Monster can end an entry on its own, which is also why both sides run out of grenades before they run out of ideas.
Nuke T Side Tactics
Both sites are open, so dry entries get punished. Everything below assumes the utility is ready before anyone moves.
For A, take Fountain and Connector early. That makes the move into the park safe enough to work from, and from there smokes cut the defensive sightlines while flashes clear the corners. A needs the full set - the long angles will catch an entry that's missing one.
For B, a fast push through Canal and Water catches CTs before they're set, if the timing is right. The slow version works too: burn out the aggressive defenders and make them rotate early. Monster and Short are the two ways in either way.
Change the timings between rounds. Repeating an approach on a map this open means walking into pre-aimed angles.
Nuke CT Side Tactics
On A, hold Long with a rifle or an AWP and put someone on the entries from the park and Restroom. Bank and the cover on site give you the crossfires.
On B, the standard is one player at Barrels or Construction and a second deeper on the site or up at Heaven. Monster and Short are narrow enough that utility stops a push better than bullets do.
On A, an early molotov into Squeaky breaks fast pushes. A player in Heaven sees most of the site and can drop through Hell or onto A if the round goes lower.
In the middle, smokes and incendiaries slow the pressure through the park and the water. Keep someone aware of Connector - losing it is what makes the rotations arrive late.
Pushing out occasionally is worth it. A move into Fountain or Playground takes information and breaks whatever the other team had set up.
Conclusion
Overpass works on two levels at once, and that is what makes it hard. A sits up by the Bank and takes the full set of utility to enter. B sits under the bridge and can be hit fast through the water or slowly through Monster. Connector is in the middle of both plans, which is why both teams spend the first thirty seconds fighting over it.
If you want to go through the rest of the pool, I have guides for Ancient, Anubis, Dust2, Inferno, Italy, Mirage, Office, Overpass, Train, Vertigo.