de_overpass - radar callouts and map notes
de_overpass in CS2 - the sprawling map. Bathrooms, Fountain, A Long, Connector, Monster, B Site under the canal. Callouts and rotation reads for the longest-rotation map in the pool.
Last updated: 2026-06-02
de_overpass has the longest CT rotations in the pool and the most distinctive A site - a fountain plaza with bathrooms in the corner. B site sits under a canal at the other end of the map. Slow defaults punish under-informed lurks; the radar rewards patient setup play.
Key callouts
- Bathrooms / Bath / Toilet - the A-site corner room. Common lurk spot.
- Fountain / Default / A Site - A site geometry.
- A Long / Stairs / Connector - the slow A approach.
- Connector / Squeaky / Pillar - the connector between A and B.
- Monster / Short B / Bridge - the B approach lanes.
- B Site / Default / Heaven / Sandbags - B site under the canal.
- Canal / Tunnel - the T-side approach to B.
What to watch on the radar
- Rotation distances. CT rotations between A and B are the longest in the pool. The radar tells you which sites have rotated and which haven't. T-side that reads correctly gets an uncontested execute; T-side that misreads gets caught mid-rotate.
- Connector control. Connector is the structural piece of Overpass. Whoever holds Connector decides whether mid-round splits are possible.
- Bathrooms lurkers. Bathrooms is the canonical Overpass lurk - a CT sitting there can flank an A retake. The radar reveals whether anyone's still in Bathrooms when A executes start.
Sightlines that punish
Overpass punishers are long: A Long toward Stairs, Connector toward both sites, Heaven toward B default, Monster toward Short B. The slow defaults mean angles are pre-aimed rather than reacted to; a radar plus ESP lets you pick the lurk angle and the rotation timing rather than guessing both.
How Favade handles de_overpass
Full top-down geometry, accurate Bathrooms / Connector / Monster callouts, and the per-player HUD fields. See the radar HUD reference for the field list.