# [Resource] Class Distance/Time Calculator

Discussion in 'Mapping Questions & Discussion' started by Cynick, Feb 11, 2010.

1. ### CynickL4: Comfortable Member

Messages:
153
Positive Ratings:
143
A little utility I made a while back to calculate how long it takes for a class to get to different areas on the map. The valve wiki has a great page on class speeds, but doing the calculations by hand/calculator (for every class for every distance that needs to be measured) can be much harder than it needs to be.

I don't know if anyone else has thought this, but I figured I'd post this anyway:unsure:.

Simply type in a distance in hammer units and it spits out the time it takes for all 9 classes to cover that distance (works in reverse too, type in a class time and it will generate all the other class times and the distance in hammer units).

Screenshot:

• Thanks x 8
2. ### aaTrotim

Messages:
1,180
Positive Ratings:
995
...that's pretty cool but probably nothing I'd use a program for. Good job anyway!

3. ### aaLanceyCurrently On: ?????

Messages:
3,076
Positive Ratings:
1,314
I just use a calculator honestly.

4. ### aaA Boojum SnarkToraipoddodezain Mazahabado

Messages:
4,769
Positive Ratings:
5,535
The need for something so exact amuses me because you'll never get an exact measurement in the first place since most routes will be twisting

5. ### Firest0rmL4: Comfortable Member

Messages:
171
Positive Ratings:
33
looks like it could be useful, but only for designing respawn times, and even then it wouldn't be 100% accurate because you can't predict the route people will take all of the time

6. ### aaBoyleepew pew pew

Messages:
1,068
Positive Ratings:
631
Well it would be no more or less accurate than doing it with a calculator, plus it saves you having to look it up.
Point is, it obviously won't tell you the exact average time it'll take to cover that distance because of geometry but it will give you a rough idea of the minimum time, just ignore anything after the first decimal point.
Certainly helpful for less experienced mappers like myself. Thanks for sharing Cynick.

Now all we need is a ruler tool (like Photoshop's) in hammer, then we COULD work out exact route times.

Last edited: Feb 11, 2010
7. ### CynickL4: Comfortable Member

Messages:
153
Positive Ratings:
143
Yea, it's really just something I used for a few maps and figured I'd throw it up here in case someone finds it useful.

8. ### aaThe Political Gamer

Messages:
4,468
Positive Ratings:
1,684
Any way you could add something to store the numbers or even check them vs. valve maps?

9. ### CynickL4: Comfortable Member

Messages:
153
Positive Ratings:
143
I had initially thought of being able to save the numbers, but I figured noone would want extra semi-pointless files cluttering up their hard drive, but it's definitely something I could add. There are also some 2fort numbers already on the wiki, but I could probably add some reference numbers as well.

10. ### l3eeronL8: Fancy Shmancy Member

Messages:
594
Positive Ratings:
85
I think it's handy, thanks.