To help with scaling my maps, I’ve been making a list of the travel times for KotH maps popular in casual/competitive TF2 – maybe it'll prove useful for some of you, too. The rules for these times were as follows: All times are approximate and were taken from whatever spawn point I happened to start at, so factor in ~.5s on either side for good/bad spawns. All routes were walked as Pyro (who moves at 300 units/s, same as sniper and engineer). I took the fastest route I could find to each area. Only walking and regular (not crouch) jumping allowed. Travel times to the control points were taken to just inside the capture zone, not to the centre of the CP. THE TIMES Viaduct/Product: CP: 11s Battlements: 10s Lakeside: CP: 12s Left battlement: 8s Right battlement: 10s Ashville: CP: 12.5s Battlements: 10.5s Coalplant_b7 CP: 12s Left battlement: 12s Right battlement: 10s Highpass CP: 13.5s Left battlement: 12.5s Middle battlement: 10.5s Right battlement: 12.5s Badlands (KotH) CP (upper path): 12s Under CP (lower path) 11.5s Battlements: 10.5s Brazil CP: 13s Rear battlements? (balcony, view of mid area but not of point itself): 8s Battlements (open bridge, view of point): 11.5s Lazarus CP: 13.5s Battlements: 11.5s Airfield_b7 (N.B. this is played in 4v4, so it may be too small for casual. Or maybe not) CP: 10.5s Battlements: 8s Bagel_rc2a CP: 13s Raised buildings on either side of point: both 13.5s Some things I noticed: The fastest route to the control point was often the lowest and most exposed route to take; the side route(s) were usually slightly slower but provided higher ground and/or more cover. Different maps have more or less winding paths to mid, but there was almost always a direct-ish middle path with minimal diversions. While the times may not seem to vary much, the difference does feel significant – maybe it was just because I was staring at the clock, but getting to Highpass or Brazil mid certainly felt longer than getting to Viaduct mid. Hope this is useful!