Overpass callouts in Counter-Strike 2 cover the standardized location names players use across the map's four main zones.
A Site holds Long, Toilets, Default, Bank, and Heaven. Mid covers Fountain, Playground, Party, Connector, and Cafe. B Site runs through Monster, B Short, Pillar, Heaven, and Pit. Underground spans T Stairs, Tunnels, Upper/Lower Tunnels, Squeaky, Water, and Sewers.
Unlike flat maps like Dust2, Overpass demands precise callouts. Vertical layering, underground tunnels, and elevation layers turn vague comms into lost rounds. One context note: Valve confirmed on June 22, 2026 that Cache will replace Overpass in the Active Duty pool from July 6, 2026. The map stays in Competitive, Casual, and community matches, so the callouts below still matter wherever you queue.
CS2 Overpass Map Overview: The Three Zones
Overpass splits into three zones: A Side, B Side, and Mid/Underground. Mid feeds both bombsites; the underground runs T Spawn to B Site via Squeaky and Sewers.

A Site Callouts on Overpass
A Site is the eastern bombsite, fed by A Long and A Short. CT anchors at Bank, Heaven (the elevated platform above CT spawn), and back-of-site dominate defense.
A Long – The AWPer's Highway
A Long is the open park-area approach from Playground onto A. Sub-callouts:
- Rock: first cover, right side.
- Tree: central wallbangable tree.
- Hitmarker: exposed mid-Long wall.
- Long Boost: flowerbed boost spot.
A Short (Banana) & The Signpost
A Short is the staircase from Mid onto A; the Signpost wall splits it from A Long. Use "A Short" over "Banana". Close Left is the tight inside corner.
Toilets & Long Toilets
Toilets is the indoor corridor from Mid to A (EU players call it Restrooms). Long Toilets protrudes onto A Long. Flowers sit to the left of Toilets.
The A Site Core – Default, Optimus (Truck) & Van
Default plants between green boxes opposite Mid. Optimus (or Truck, Optimus Prime) is the 18-wheeler. Van sits at back of site. A common T-side win: plant Default, hold Van with a lurker. Stick with "Optimus" so trades stay fast.
Bank, Bins, Storage & The CT Staircase Area
Bank is the building behind the bombsite, Bins (Dumpster) the trash cluster beside it, Storage the small room between them. Critical: "CT" on Overpass means back-of-A staircase, not CT Spawn.
Mid Callouts on Overpass
Mid is the strategic spine: owning Fountain and Party pressures both bombsites, since Mid feeds A and B.
Fountain & Playground – The T-Side Staging Ground
Fountain is the open area between T Spawn and Mid. Playground is the fenced zone behind it.
Party (Balloons / Upper Park) – The Elevated Mid Position
Party is the elevated platform with benches and balloons over Mid. Alternates: Balloons, Upper Park, Picnic.
Connector – The Underground Bridge to A
Connector is the staircase from Lower Tunnels to outside Toilets. A T at Connector threatens Mid and A Short.
Cafe & Bench – The Mid Landmarks
Cafe marks the cafe sign opposite the Long Toilets wall. Bench sits directly opposite.
Learn mid, and you learn Overpass. Mid control is also the stat analysts watch when they bet on CS2. Teams that own Fountain and Party consistently dictate which site gets hit.
B Site Callouts on Overpass
B Site is the lower-level bombsite. Heaven and Pit create a vertical split, so retakes run on two combat layers.
Monster & Tracks – The Main T-Side B Approach
Monster is the arched tunnel into B. Tracks (Alley, Train) is the outdoor staging area before it. Sewers (Jail) is the inside-site watery area after emergence.
B Short, Sandbags & Bridge – The Secondary B Approach
B Short is the second B entry from Water and Construction. Sandbags is the first cover, Bridge the walkway to site, Walkway the area past it.
Pillar, Heaven & Pit – The Vertical B Site Triangle
- Heaven: elevated platform above B, one of CS2's strongest CT positions.
- Pillar: central cylindrical bomb-plant cover.
- Pit: dark, water-filled depression behind site.
Drop off Heaven, land in Pit. The wooden platform marks the actual plant zone.
Toxic Barrels, Graffiti, Back B & Boost
Toxic Barrels names the cluster facing Monster exit. Graffiti is the back-corner boost over B Short. Back B is the rear corners behind Pillar. Boost in Water sets up early B vision.
Underground & Tunnel Callouts on Overpass
The underground causes more comms errors than any other zone. We walk the T-to-B route below.

T Stairs & Tunnels – The Underground Entry
T Stairs is the staircase left of T Spawn. Tunnels is the first indoor room.
Upper Tunnels, Lower Tunnels & The Ladder
Upper Tunnels (or Ramp) sits at the top, Lower Tunnels (or Under) below, joined by the Ladder. Source 2 localizes the ladder drop precisely.
Squeaky, Water & Boost – The B-Side Underground Exit
Squeaky is the audible door from Connector into Water. Water is the flooded area outside; splash leaks position. Short Tunnel runs from Water toward B Short and Construction.
Sewers (Jail), Pipe & Monster Exit – The B Site Emergence
Sewers (Jail) is the inside-site watery area after Monster. Pipe is the large structure connecting Water to Tracks. Reinforce the Monster vs Sewers split when you call: "Monster, one pushing" means tunnel hold; "Sewers, one out" means about to step on site.
Quick Reference: All CS2 Overpass Callouts in One Table
Bookmark this table. Every callout from the H3 sections above appears here, organized by zone, with community alternates where they exist.
| Callout | Alternate Names | Zone | Location Description |
| A Long | Long | A Side | Open park-area approach from Playground to A Site |
| Rock | (none) | A Side | First cover on A Long, right side |
| Tree | (none) | A Side | Central wallbangable tree on A Long |
| Hitmarker | (none) | A Side | Exposed mid-Long wall; heavy wallbang zone |
| Long Boost | (none) | A Side | Flowerbed boost for A Long vision |
| A Short | Banana | A Side | Staircase entry from Mid to A Site |
| Signpost | (none) | A Side | Wall dividing A Short from A Long |
| Close Left | (none) | A Side | Tight corner inside A from Long |
| Toilets | Restrooms | A Side | Indoor corridor from Mid to A Site |
| Long Toilets | (none) | A Side | Section of Toilets protruding onto A Long |
| Flowers | (none) | A Side | Flowerbed left of Toilets, common headcamp |
| Default | (none) | A Site | Standard plant between green boxes |
| Optimus | Truck, Optimus Prime | A Site | The 18-wheeler truck on site |
| Van | (none) | A Site | Van at back of A |
| Bank | (none) | A Site | Building behind the bombsite |
| Bins | Dumpster | A Site | Trash cluster beside Bank |
| Storage | (none) | A Site | Small room between Bank and Stairs |
| Heaven (A) | (none) | A Site | Elevated metal platform above CT spawn side |
| CT (on Overpass) | Back A | A Site | Back-of-A staircase area, not CT Spawn |
| Fountain | (none) | Mid | Open area between T Spawn and Mid |
| Playground | (none) | Mid | Fenced zone behind Fountain |
| Party | Balloons, Upper Park, Picnic | Mid | Elevated platform overlooking Mid |
| Connector | (none) | Mid | Stairs from Lower Tunnels to A side |
| Cafe | (none) | Mid | Cafe sign opposite Long Toilets wall |
| Bench | (none) | Mid | Bench opposite Cafe |
| Monster | (none) | B Side | Arched tunnel from T side to B Site |
| Tracks | Alley, Train | B Side | Outdoor staging area before Monster |
| Sewers | Jail | B Side | Watery area inside B after Monster |
| B Short | Short B | B Side | Secondary B entry from Water and Construction |
| Construction | (none) | B Side | Construction zone outside B Short |
| Sandbags | (none) | B Side | First cover on B Short |
| Bridge | (none) | B Site | Concrete walkway from B Short to site |
| Walkway | (none) | B Site | Area past Bridge, held by CTs |
| Heaven | (none) | B Site | Elevated metal platform above B |
| Pillar | (none) | B Site | Central cylindrical structure on site |
| Pit | (none) | B Site | Dark, water-filled depression behind site |
| Toxic Barrels | Barrels | B Site | Barrel cluster facing Monster exit |
| Graffiti | (none) | B Site | Back-corner boost spot |
| Back B | (none) | B Site | Rear corners behind Pillar; post-plant lurk zone |
| Boost (Water) | (none) | B Side | Boost for early B vision from Water |
| T Stairs | (none) | Underground | Staircase left of T Spawn |
| Tunnels | (none) | Underground | First indoor room after T Stairs |
| Upper Tunnels | Ramp | Underground | Upper portion of tunnel system |
| Ladder | (none) | Underground | Ladder between Upper and Lower Tunnels |
| Lower Tunnels | Under | Underground | Lower section leading to Connector |
| Squeaky | (none) | Underground | Audible door from Connector to Water |
| Water | (none) | Underground | Flooded area outside Squeaky |
| Short Tunnel | (none) | Underground | Tunnel from Water toward B Short / Construction |
| Pipe | (none) | Underground | Large pipe connecting Water to Tracks |
How to Actually Use CS2 Overpass Callouts in Matches
Knowing every name is half the skill. Delivery is the other half: callouts are a learnable, high-ROI teamwork skill. That delivery gap separates teams worth backing on an esports betting site from ones that lose despite the firepower.
The Callout Stack Formula – Callout + Number + Weapon
Stack calls in this order: location first, count second, weapon third. Location triggers spatial processing before threat level, which speeds reaction time. Examples: Heaven, one, AWP. Connector, two, rifles. Monster, one, pushing.
The Most Commonly Confused Callout Names on Overpass
- Monster vs Sewers: Monster = tunnel, Sewers = inside-site.
- CT vs CT Spawn: "CT" = back-of-A.
- A Short vs Banana: use A Short.
- Optimus vs Truck: use Optimus.
- Party vs Balloons: use Party.
Callout Discipline – What to Say, When, and What to Leave Out
Three rules we run by:
- Call before the engagement, never during it.
- When you fight, your job is fighting. Let a teammate call.
- After the round, take 10 seconds to agree on any confusing names. Saves the rest of the match.
How to Learn Overpass Callouts Fast
- Walk every route in a practice server, calling names aloud.
- Watch pro demos with the minimap visible.
- Use the table above as an active flashcard.
CS2 Overpass vs. CS:GO Overpass: What Changed for Callouts
Counter-Strike 2 keeps the vocabulary. Tactical weight shifted:
- Water physics: splash leaks position.
- Sound: Squeaky and Ladder more localizable on Source 2.
- Lighting: Heaven and underground read cleaner.
- Layout: core geometry preserved.
- Sightlines: minor clutter at A Long and B Short.
🗺 Visual: CS:GO vs CS2 Overpass comparison. Same key locations (Heaven, Squeaky, underground entrance) side by side with the specific change annotated.
FAQ
How do you play Overpass in CS2?
Has the layout of Overpass changed in CS2?
How has sound propagation been improved in Overpass CS2?
Are there any new mechanics on Overpass in CS2?
Is Overpass CT-sided in CS2?
Why is communication essential in team play on Overpass?
Are CS:GO Overpass callouts the same as CS2 Overpass callouts?
Where can I find an Overpass callout map for CS2?
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