de_overpass
Overpass
An urban park built for duels, deception, and deep rotations.
OVERVIEW
Overpass is a German urban park setting featuring canals, underpasses, and a distinctive split-level layout. Entering the Active Duty pool in 2013, it has remained a fixture due to its strategic depth. The map is beloved for its mid area - Bathroom and Monster routes - that create complex information webs around the central contested space and make scouting extremely valuable.
The A site sits in a wide-open park area approached via Long or a connector through the park's central area; B site occupies a tight underpass complex with a canal running alongside it. Mid dominance is central to T-side strategy: controlling Monster and Bathroom corridors allows T-side to create false expectations and split executes that are extremely difficult for CTs to predict and counter.
Overpass rewards patient, methodical play. Teams investing in slow utility-clearing rounds through mid convert a higher proportion of site executes because defenders struggle to determine which site is being targeted. The map also features one of the most famous lurk positions in CS2 - the B-site Short anchor - making retakes a constant calculated gamble for the defending side.
CT rotations via the park connector are faster than T approaches; B site has a natural defensive anchor position in Short.
BOMBSITES
Site A
Open park platform with Bank and Playground cover; wide retake angles strongly favor CTs.
Site B
Underground tunnel site; Short and CT Ramp give defenders strong angles on both entry paths.
CALLOUTS 14 positions
KEY UTILITY
smoke CT, smoke Party, smoke Heaven; flash through Playground entry.
smoke Short, smoke CT Ramp, smoke Monster exit - three coordinated smokes required.
smoke Bathroom window, molotov Monster to force CT back without peeking.
Bank smoke on A from T Long allows safe planting away from Heaven sightline.
Canal smoke cuts retake rotation from CT Spawn to B site significantly.