I actually have a semi WIP system for doing this using vscripts and
triggers. I'll see about cleaning it up a bit and sending it later this
week.


On Sat, May 3, 2014 at 3:57 PM, Dennis B. <dennis.br...@online.de> wrote:

>  You can use the bot_show_battlefront or bot_show_occupy_time.
> Bot_show_battlefront shows the navareas where bots would meet if they
> would just run while bot_show_occupy_time will mark each navarea at the
> time when the bots can reach them. CTs and Ts have diverent colors for that.
>
>
> Am 03.05.2014 21:34, schrieb Michael Mayea:
>
> Adjusting player timings on a map is something that I spend a lot of time
> on, and I think there could be a more practical way of doing it. Besides
> spawning into the game, running the distance, recording the time, doing it
> for both teams down multiple paths to each bombsite, there could be an
> easier way to do it in Hammer. It's very time consuming and can go to waste
> when you make sweeping changes to an area and have to calculate the timings
> again.
>
>  For any competitive map in CSGO timings can make or break it, it's one
> of the most influential adjustments you can make that defines the map. It
> would be great if there was a practical way of calculating timings inside
> of Hammer, it would dramatically speed up my decision making ability when
> first conceptualizing a map.
>
>  A new Hammer feature where you can name paths, turn their visibility on
> or off, see the time it would take a player to traverse, red or blue for
> which team would be selected.
>
>  I would find this to be a very powerful tool, perhaps it could be
> implemented if other express their thoughts.
>
>
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