Overpass Callouts

Overpass Callouts Directory
Showing 46 of 46 callout zones
A Site
Bombsite A—plant area typically reached from Long/Playground routes.
B Site
Bombsite B—plant area reached from Monster/short tunnel routes.
T Spawn
Terrorists’ starting area; routes lead toward Playground (A) or Tunnels (B).
A Long
Long approach into A site; key for taking space and setting up A executes.
Upper Tunnels
Upper tunnel route toward B side; used for safer approaches and staged B pressure.
Lower Tunnels
Lower tunnel route toward B; common for sneaky timings and late pressure.
Connector
Connector path linking central areas; used for rotations and multi-lane pressure.
Party
Party/balloons area near Playground; common landmark for A-side control fights.
Mid
Central area connecting A and B sides; used for information and rotation control.
Fountain
Fountain landmark in/near Playground; common reference for early A control.
Playground
Large park area on A side; major staging ground for A pushes and defaults.
Rock
Rock cover in A Long near Tree; close hold for A defenders watching A Long pinches.
Tree
Tree cover position in A Long; close hold and A Long crossfire reference.
Long Toilets
Longer back stretch of the Toilets corridor leading toward A Long; sub-position used in A Long pinches via Toilets.
Long Boost
Boost spot on A Long that grants a stronger angle or faster control.
Close Left (Long)
The small corner next to the exit of A Long onto the A Site that can be hidden behind. Maybe this doesn't count as a callout, but it's worth knowing!
Van
Van cover landmark used as a call for tight positions on approaches or sites.
Bank
ATM/Bank landmark on A site area used as cover and positional reference.
Default (A)
The default plant spot on the A Bombsite, which is just between the two green boxes opposite the entrance to the site when coming from Mid.
Optimus
Blue transformer landmark on A site; common cover/crosshair reference.
Bins
Bin/dumpster area outside A site near Bank/Van; common CT close-cover position and reference for A entries from CT side.
Toilets
Restroom room on A side near A Long; key choke point into A.
A Short
Shortened approach to A site via Playground/Bank side; paired with Long for splits.
Flowers
Flower-bed landmark inside Monster tunnel; reference for precise positions.
CT
CT-side access ramp leading directly into A Site; key reference for retakes and defender rotations.
Monster
Large sewer/monster tunnel entrance to B site; major choke point for B hits.
Tracks
Rail/track area near B; used as a landmark for fights and rotations around B.
Short Tunnel
Shortened approach to B site from Upper Tunnels/Connector; paired with Monster for splits.
Water
Water canal section near Monster/B approaches; landmark for sound and rotations.
Squeaky
Squeaky-door alley between Mid and B-short approach; common timing/info spot due to the door’s loud sound.
B Short
Shortened approach to B site from Upper Tunnels/Connector; paired with Monster for splits.
Sandbags
Sandbag cover near B site; close-range hold/anchor landmark.
Sewers
Sewer-style tunnel toward B (related to Monster); sneaky rotation route.
Pillar
Pillar cover on B site used for CT trades and tight holds.
Toxic Barrels
Yellow/green barrel cover on B site used for anchor positions.
Pit
Small pit/depressed area on B site near Pillar; common close-hold position for B anchors.
Heaven
Elevated platform between A and B sites; classic CT pick spot with sightlines into A approach and B Bridge area.
Graffiti
Graffitied wall along the mid/Walkway corridor; reference point for mid timing and pinch coordination between A and B routes.
Cafe
The cafe sign opposite bench, on the other side of the wall to Long Toilets.
Bench
The bench opposite Cafe.
Storage
The room between Bank and Stairs near A Site.
Bridge
Wooden bridge over Water on B-side approach; key pinch point and reference for B execute timings.
Boost
The spot at which players can boost from Water to see onto B Site.
Ladder
The ladder that takes you from Upper Tunnels to Lower Tunnels.
Signpost
The signpost near A Site, on the wall that spans between the exits to A Long and A Short.
Hitmarker
Hitmarker is located just at the start of A Long, right as Terrorists expose themselves to A Long for the first time. It is named "Hitmarker" as often AWP shots will clip players through the wall that stands by this area, dealing them heavy damage but not killing them.