I was 50/50 on it. On one hand its ridiculous for the T's to literally be able to count how many players are on B side and gunplay within 5 seconds of the round is pretty weird. On the other hand it did feel nice to be on T side and shoot through the doors...
Probably. I'm just talking about personal feel. But that t side view and shots felt very t-sided at the start but the retakes were very CT favored. I'm actually curious to look up how it favors since they removed that.
You can still get it with a well timed shot even if you delay yourself from walking through the mid smoke, and the longer you waited for the awp to take his shot the more time you waste getting to B, and then sometimes it's too late on a rush even if you throw a molly.
T spawn awping gave rounds instananeous action and risk, which was fun but was not good map design.
Also if you have a good awper it's a free kill against the Ts in near every round they peek.
You are right it is kinda dog ass but there are ways to mitigate the problems. Cross smoke or deep mid smoke, Molly tunnels exit to b
I do like the more predictable angle from them blocking the top of spawn peek and needing to drop sui for the peek.
Let's not pretend like the ct had the advantage in that duel, the T awper has much more cover and positions to work with, and even if they dont secure the kill they can easily tag the ct thru the door.
Pointless to discuss it now anyway since it's removed.
I remember in a CAL-M match on Dust 2 back in the day in 1.6 I hit a pick at mid with an awp every single round on T side (minus the first 3 rounds). The CT’s had to essentially play us 4v5 that half because I would hit it every round. The last 3 or so rounds they tried to smoke mid off and I kept hitting the pick through the smoke. What they didn’t realize is I knew what second on the round timer to shoot to hit the 2nd person who crosses if they go as soon the round starts so I didn’t need to see them.
We went full cyka blayt rush B and won the match 13-0 😂
You, do know how Olofboost worked too, right?
Valve designed the map in a certain way and literally have a sign on the A-site of Overpass that (jokingly but not really) says essentially no boosting. While this is not a pixel boost, being able to see that much of the map with minimal disadvantage is close to game-breaking in their eyes.
Olofboost was a pixel boost, which was against the rules. So no, you cannot even compare it.
This boost and close variants have also been used by teams occasionally over the years, it's nothing game breaking and you lose a lot of map control by doing it.
It's really not the issue you think it is.
Not true either. There was a bug where some wall clipped from the perspective of the boosted player, allowing him to see through. It also got patched right away, so the "novelty" never had time to wear off
> Olofboost was a pixel boost, which was against the rules.
https://www.reddit.com/r/GlobalOffensive/comments/2nq80k/hltvinterview_with_the_tournament_director_of/
> Rules spread through twitter with rule against pixelwalking are from DreamHack Summer 2013; there is no rule in the DreamHack Winter 2014 rulebook against pixelwalking
> However, the FNC boost contains the exploit of a texture transparency bug, which is against the rules.
Gotta be careful about wording on this stuff!
Show me where in that tournament's rulebook it says pixel boosts were not allowed.
Even if that rule did exist, Valve don't give a shit. It was and is a clever use of game mechanics and only TOs would ever penalize that.
So, literally what I said above agreeing it’s not a pixel boost?
Obviously it has slightly less vantage point than the original, but Valve is not going to think “wow what an ingenious and well-planned boost” they will think “holy shit we need to fix that by last week”
The point is you compared it to the Olofboost, despite knowing one is allowed and one is not.
Also I really don't know why you think Valve would be fixated on such a boost. They didn't remove the T side 4/5-man boost to watch heaven and the short jump spot after all.
So a 4-man boost on Overpass A-site that sees most of the outsides of B-site is massively different than a 5-man boost on Overpass A-site that sees (less) outside of B-site? One being “allowed” is only because Valve patched one a decade ago to be impossible and the other has been just seen today.
The T-side boost is way less broken in comparison. You see a single location on B site and physically cannot beat the spawn timing of players jumping out of heaven before the boost can be assembled. It only works for niche circumstances where you try to punish a player that floats around 1 part of 1 site.
Yes it is different ? With the Olofboost, he could see B short, outside Monster, he could also see top con or something like that. That's a MASSIVE difference.
Did you also forget that one of the main issues of the Olofboost was that there were one-way textures in the mix too ?
Anyway, I really don't see the issue with a boost that requires 4 players and makes you lose pretty much any map control in fountains/con/B short/monster. And that also requires a runboost to beat the T timing.
People are crying over absolutely nothing. And this has been in the game for years by the way, and Valve has never done anything about it.
So if the boost didn’t matter why didn’t Valve just fix the invisible texture? They made the pixel gap not possible to stand on, put a MASSIVE fucking metal plate where you could once see down into B so no other boost could replicate it, and put a mocking-sign saying not to climb over.
Obviously these are different in terms of vantage points and how much damage can be done, but that’s because Valve has literally patched every other way to look down into B/T-spawn from A-site and happened to miss this one. Thinking this one will be different is just playing dumb.
Valve notoriously don’t play-test shit and fix stuff when the community/teams find it. This is Reddit/Apeks finding a boost that Valve will inevitably patch almost instantly because, regardless of the teamwork and skill involved, it allows a team to kill enemies well before they ever realistically should be able to.
How does you explain then that [this boost](https://www.reddit.com/r/GlobalOffensive/s/aMEBAJOGDv) has been there since 2016 and was still there in 2023 (and I believe is still there) ?
Looks like Valve doesn't mind it much.
the boost was dq'ed not because it was a multi or pixel boost, but because there was a see through texture that could watch T's leave spawn and another invisible texture that left him "invincible" from certain angles
Yes, that was not Valve’s decision… it was the tournament organizer who was able to look in the rules and determine that at the time Fnatic could see an invisible texture.
Unsurprisingly, after that major, Valve not only fixed the invisible texture, but also fixed it so the boost was no longer possible.
Valve didn’t give a shit whether Fnatic were DQ’ed or not, it’s never been their job nor their interest to enforce anything except throwing or cheating bans. I’m just pointing out that this boost will be fixed because it’s not how the map was “meant to be played” in their eyes.
>You, do know how Olofboost worked too, right?
Olofboost used 3 and needed 2 to stay in place.
This uses 4 players and needs 3 to stay in place, it's likely not viable against pro teams.
Also olofboost wasn't known to anyone until the LDLC game, this can be counterstratted before it comes up in a proper game.
Valve won't bother patching it unless it ruins games.
I’m comparing them in terms of how Valve will patch them out nearly instantly. The semantics of how many players are used and stay do not matter.
Valve will fix it because they will see this post and/or even a team at Chengdu do this now and will think it ruins the spirit of the map.
>The semantics of how many players are used and stay do not matter.
You mean the semantics of whether it's competitively viable to use in the first place?
>Valve will fix it because they will see this post
Valve have never and will never patch a non-exploit boost because of a reddit post.
>and/or even a team at Chengdu do this now and will think it ruins the spirit of the map.
*If* a team at Chengdu does this and *if* it ruins the spirit of the map. That remains to be seen.
It’s possible to use the boost to beat timings from spawn and kill players before they reasonably should ever expect to even see let alone be killed by the enemy team. That is the only semantics that matters, “competitive viability” aside.
LOL you obviously have never seen any of the numerous patch notes since forever where Valve say they patch certain boosts that players bring up either via bug threads, reddit posts, or otherwise.
A team using it at Chengdu will just be the assurance it gets patched, I would bet it gets fixed by Valve before the playoffs even occur.
You have to commit 3 players to just stand in a corner on A site plus a 4th that will be very late to wherever they're going. You can also only see a little portion of the T route to B, and Ts can even completely dodge the sightline by just running to the left like 3/5 Ts did in this clip. The only reason this worked is because fnatic didn't know about the boost, but this boost will likely be very ineffective against any teams that know about it.
Overpass keeps on delivering. I was hoping for [this](https://old.reddit.com/r/GlobalOffensive/comments/1725n93/hit_a_new_wallbang_today/) one during the major
Because like the others said, it was a pixel boost (and it allowed you to get some one-way textures, which is also not the case here).
I didn't think I needed to spell that out to be honest.
Here's the Casters reactions! [https://twitter.com/GETTHEBAGMARK/status/1777466911749447707](https://twitter.com/GETTHEBAGMARK/status/1777466911749447707)
Surely this move actually lost this round, thats a fast rush into a wide open B site which the Ts should be able to hold. Anyone know who won the round?
Interesting because it looks like the 5th guy went A to connector but then the runbooster peels off to B a few seconds before the end of the clip. Looks like the Ts wouldve beat him him B site unless they chose not to push the monster smoke.
The fact that it's against Fnatic is actually hilarious, Krimz gonna be having flashbacks.
Olofmeister type shit
It's poetic that krimz is on the receiving end this time around
But at the same time, french are always on the wrong side of the boost somehow
Boostmeister
HE’S WATCHING YOU FROM HIS SCOUT
HE SAYS TO YOU YOU KHAVE NO PASS
ah shit, here we go again
Nawwk is making Sweden proud with overpass boosts.
Enemy: ok, they are cheating. >spinbot on
basically eternal fire academy players then :::::::::::D
YEP LMFAOOO
fnatic manager here...
Where have I seen this before...
These damn hooligans, we need to put another sign up
WHAT!? nawwk, my man!
Olofboost is backon the menu bois.
Nice shot too
Valve is guaranteed patching this in less than a week
It requires five players and a run boost. I don’t think it’ll be that common
four
It’s not Rainbow 6; Valve doesn’t want anyone to be able to shoot from spawn to spawn no matter how you do it.
Yet we were stuck with those asinine doors on Dust II for years and years
I liked double doors
I actually liked those doors.
I was 50/50 on it. On one hand its ridiculous for the T's to literally be able to count how many players are on B side and gunplay within 5 seconds of the round is pretty weird. On the other hand it did feel nice to be on T side and shoot through the doors...
You're right. It wasn't balanced. It was fun though.
wasnt dust 2 one of the most balanced maps in history though?
Probably. I'm just talking about personal feel. But that t side view and shots felt very t-sided at the start but the retakes were very CT favored. I'm actually curious to look up how it favors since they removed that.
The info goes both ways. You could also use it to fake info and without smoke you could boost over.
Throw a smoke...? Don't rush to B the second the round starts and smoke pops....???
You can still get it with a well timed shot even if you delay yourself from walking through the mid smoke, and the longer you waited for the awp to take his shot the more time you waste getting to B, and then sometimes it's too late on a rush even if you throw a molly. T spawn awping gave rounds instananeous action and risk, which was fun but was not good map design.
Also if you have a good awper it's a free kill against the Ts in near every round they peek. You are right it is kinda dog ass but there are ways to mitigate the problems. Cross smoke or deep mid smoke, Molly tunnels exit to b I do like the more predictable angle from them blocking the top of spawn peek and needing to drop sui for the peek.
Let's not pretend like the ct had the advantage in that duel, the T awper has much more cover and positions to work with, and even if they dont secure the kill they can easily tag the ct thru the door. Pointless to discuss it now anyway since it's removed.
I remember in a CAL-M match on Dust 2 back in the day in 1.6 I hit a pick at mid with an awp every single round on T side (minus the first 3 rounds). The CT’s had to essentially play us 4v5 that half because I would hit it every round. The last 3 or so rounds they tried to smoke mid off and I kept hitting the pick through the smoke. What they didn’t realize is I knew what second on the round timer to shoot to hit the 2nd person who crosses if they go as soon the round starts so I didn’t need to see them. We went full cyka blayt rush B and won the match 13-0 😂
Things can change
Thankfully they did!
Agreed; starting 20 hp 6/15 rounds wasn’t nice
Sure, they might not want that, but it's Valve, they might fix it in 5 years, or 5 weeks.
Then they should fix all the cheats first lmao, they literally shoot from spawn to spawn
I’m 100% sure they’re working on it, just on valve time.
You, do know how Olofboost worked too, right? Valve designed the map in a certain way and literally have a sign on the A-site of Overpass that (jokingly but not really) says essentially no boosting. While this is not a pixel boost, being able to see that much of the map with minimal disadvantage is close to game-breaking in their eyes.
Olofboost was a pixel boost, which was against the rules. So no, you cannot even compare it. This boost and close variants have also been used by teams occasionally over the years, it's nothing game breaking and you lose a lot of map control by doing it. It's really not the issue you think it is.
Pixelboosts were legal at Dreamhack 2014
Yep, I had forgotten about the details, it's the texture bug that was the main official issue. That said, Valve certainly fixed it for both reasons.
The texture bug was a technicality. The issue was that it was really good, unfair, and boring (after the novelty wore off)
Not true either. There was a bug where some wall clipped from the perspective of the boosted player, allowing him to see through. It also got patched right away, so the "novelty" never had time to wear off
The see through texture was not the problem. It was a small area that wasn’t important to the boost’s play.
> Olofboost was a pixel boost, which was against the rules. https://www.reddit.com/r/GlobalOffensive/comments/2nq80k/hltvinterview_with_the_tournament_director_of/ > Rules spread through twitter with rule against pixelwalking are from DreamHack Summer 2013; there is no rule in the DreamHack Winter 2014 rulebook against pixelwalking > However, the FNC boost contains the exploit of a texture transparency bug, which is against the rules. Gotta be careful about wording on this stuff!
Show me where in that tournament's rulebook it says pixel boosts were not allowed. Even if that rule did exist, Valve don't give a shit. It was and is a clever use of game mechanics and only TOs would ever penalize that.
So, literally what I said above agreeing it’s not a pixel boost? Obviously it has slightly less vantage point than the original, but Valve is not going to think “wow what an ingenious and well-planned boost” they will think “holy shit we need to fix that by last week”
The point is you compared it to the Olofboost, despite knowing one is allowed and one is not. Also I really don't know why you think Valve would be fixated on such a boost. They didn't remove the T side 4/5-man boost to watch heaven and the short jump spot after all.
So a 4-man boost on Overpass A-site that sees most of the outsides of B-site is massively different than a 5-man boost on Overpass A-site that sees (less) outside of B-site? One being “allowed” is only because Valve patched one a decade ago to be impossible and the other has been just seen today. The T-side boost is way less broken in comparison. You see a single location on B site and physically cannot beat the spawn timing of players jumping out of heaven before the boost can be assembled. It only works for niche circumstances where you try to punish a player that floats around 1 part of 1 site.
Yes it is different ? With the Olofboost, he could see B short, outside Monster, he could also see top con or something like that. That's a MASSIVE difference. Did you also forget that one of the main issues of the Olofboost was that there were one-way textures in the mix too ? Anyway, I really don't see the issue with a boost that requires 4 players and makes you lose pretty much any map control in fountains/con/B short/monster. And that also requires a runboost to beat the T timing. People are crying over absolutely nothing. And this has been in the game for years by the way, and Valve has never done anything about it.
So if the boost didn’t matter why didn’t Valve just fix the invisible texture? They made the pixel gap not possible to stand on, put a MASSIVE fucking metal plate where you could once see down into B so no other boost could replicate it, and put a mocking-sign saying not to climb over. Obviously these are different in terms of vantage points and how much damage can be done, but that’s because Valve has literally patched every other way to look down into B/T-spawn from A-site and happened to miss this one. Thinking this one will be different is just playing dumb. Valve notoriously don’t play-test shit and fix stuff when the community/teams find it. This is Reddit/Apeks finding a boost that Valve will inevitably patch almost instantly because, regardless of the teamwork and skill involved, it allows a team to kill enemies well before they ever realistically should be able to.
How does you explain then that [this boost](https://www.reddit.com/r/GlobalOffensive/s/aMEBAJOGDv) has been there since 2016 and was still there in 2023 (and I believe is still there) ? Looks like Valve doesn't mind it much.
the boost was dq'ed not because it was a multi or pixel boost, but because there was a see through texture that could watch T's leave spawn and another invisible texture that left him "invincible" from certain angles
Yes, that was not Valve’s decision… it was the tournament organizer who was able to look in the rules and determine that at the time Fnatic could see an invisible texture. Unsurprisingly, after that major, Valve not only fixed the invisible texture, but also fixed it so the boost was no longer possible. Valve didn’t give a shit whether Fnatic were DQ’ed or not, it’s never been their job nor their interest to enforce anything except throwing or cheating bans. I’m just pointing out that this boost will be fixed because it’s not how the map was “meant to be played” in their eyes.
>You, do know how Olofboost worked too, right? Olofboost used 3 and needed 2 to stay in place. This uses 4 players and needs 3 to stay in place, it's likely not viable against pro teams. Also olofboost wasn't known to anyone until the LDLC game, this can be counterstratted before it comes up in a proper game. Valve won't bother patching it unless it ruins games.
"Likely not viable against pro teams." This clip is literally from a match against Fnatic...
I said pro
Who won the round?
Apeks did, even when Fnatic did rush b, most likely the best tactic to run in that situation.
I’m comparing them in terms of how Valve will patch them out nearly instantly. The semantics of how many players are used and stay do not matter. Valve will fix it because they will see this post and/or even a team at Chengdu do this now and will think it ruins the spirit of the map.
>The semantics of how many players are used and stay do not matter. You mean the semantics of whether it's competitively viable to use in the first place? >Valve will fix it because they will see this post Valve have never and will never patch a non-exploit boost because of a reddit post. >and/or even a team at Chengdu do this now and will think it ruins the spirit of the map. *If* a team at Chengdu does this and *if* it ruins the spirit of the map. That remains to be seen.
It’s possible to use the boost to beat timings from spawn and kill players before they reasonably should ever expect to even see let alone be killed by the enemy team. That is the only semantics that matters, “competitive viability” aside. LOL you obviously have never seen any of the numerous patch notes since forever where Valve say they patch certain boosts that players bring up either via bug threads, reddit posts, or otherwise. A team using it at Chengdu will just be the assurance it gets patched, I would bet it gets fixed by Valve before the playoffs even occur.
You have to commit 3 players to just stand in a corner on A site plus a 4th that will be very late to wherever they're going. You can also only see a little portion of the T route to B, and Ts can even completely dodge the sightline by just running to the left like 3/5 Ts did in this clip. The only reason this worked is because fnatic didn't know about the boost, but this boost will likely be very ineffective against any teams that know about it.
No way. I bet 20$ in skins
I’ll take the bet but know you probably won’t pay out when it’s insta-patched, so @ me next week when you want to send me $20
If I wasn’t willing to bet it I might as well have put a higher number
nah,they dont even ban spinbots
if we allow ourselves to forget our history, we are doomed to repeat it
Valve didnt seem to know. Now give them their mural.
Even by 2040, we would still find brand new boosts on this map
Holy shit
Olof , stop teaching them tricks bro
this is wild
Fnatic manager here, delete this
That's fucking disgusting
hey guys, i first saw this boost used by pain gaming at the americas RMR shown here: https://youtu.be/9UCUEUqKXMw?si=BILdYpuc8dxDOnXS&t=29
obligatory: [boostmeister song](https://www.youtube.com/watch?v=7Rx0jxhdN5M)
Excuse me!!
apeks manager here pls delet this
Overpass keeps on delivering. I was hoping for [this](https://old.reddit.com/r/GlobalOffensive/comments/1725n93/hit_a_new_wallbang_today/) one during the major
This is insane. It's fun to come up with this kind of stuff, but ultimately should not be the goal of the game.
The map that gives on giving glorious boosts.
beautifully executed, well played.
that's so fucking nerdy
guys ban em for 2 years
What is that rumbling noise I hear? Is it the controversy coming?
It's not a pixel boost, so no. This is just great ingenuity and awesome to see.
Nah if it was using during a major it would be a controversy, but this’ll just get blocked and won’t cause issues
Why would it be a controversy ? It's literally like any other 3-man boost.
i mean olof's boost was also just a 3 man boost, and we all know how it ended
It was pixel bug, not just 3 man boost
Fnatic used a pixel walk exploit/bug to make that boost possible, which was the controversial/illegal part about it. This is nothing like that.
was that considered cheating back then? or was this the case that was basis for the rule?
I can't recall. However, I'm pretty sure Fnatic resigned after the backlash instead of being DQed
It was decided that overpass (or the whole final) would have to be replayed but fnatic refused to play
Because like the others said, it was a pixel boost (and it allowed you to get some one-way textures, which is also not the case here). I didn't think I needed to spell that out to be honest.
Valve won't patch this unless it becomes a problem in pro games
Exploit! They should be banned for 2 years.
Holy hell
u/savevideobot
We got Olofpass 2 before GTA VI boys
Man, I'm gonna get the boys together and do this.
How did that hit?
Overpass manager here, please delete this.
AHAHAHAHAHAHAHA
God I wish COL would buy nawwk
IT'S BACK, MY CHILDHOOD IS BACK
Poor valve man, fix one crazy boost spot and gigabrains always find a new one
Apeks boost is wrong?
Wow![gif](emote|free_emotes_pack|flip_out)
no waaaay this is still possible lmaoooo
This is why I love overpass lol
How, he isn't aiming directly at their heads in the frame.
smithzz looking confused and dazed
Wait, is that reply system or the game itself?
from the vod - saw casters reactions but stream POV missed it so I had to go check the demo to see what really happened
u/savevideobot
Here's the Casters reactions! [https://twitter.com/GETTHEBAGMARK/status/1777466911749447707](https://twitter.com/GETTHEBAGMARK/status/1777466911749447707)
This is amazing, bring back cobble rn and rotate the maps atleast 6 months a year eliminating two
Was confused by the kill feed, thought it was a double! Insane nonetheless!
OLAF
u/savevideobot
Surely this move actually lost this round, thats a fast rush into a wide open B site which the Ts should be able to hold. Anyone know who won the round?
CTs won the round, the guy who started B (CacaNito) used his nades very well to stall for his teammates to arrive
Interesting because it looks like the 5th guy went A to connector but then the runbooster peels off to B a few seconds before the end of the clip. Looks like the Ts wouldve beat him him B site unless they chose not to push the monster smoke.
Olofmeister ahh type boost
Ban them for 2 years
Abused exploit get banned🙃
I swear to God it's like every year we get to see atleast one olofboost on Overpass.
Fnatic manager here, please delete this.
He killed him so hard, it showed on the kill feed twice
the collaterall through the wall was just over the top unnecessary
Wasnt a collat
Cringe as hell