Routes
The Routes tab shows where teams actually moved. Parsertime mines player positions out of the map and groups them into the paths teams took — from spawn until they made contact — then draws those paths over the map image. Instead of guessing how a team set up or rotated, you can see the routes themselves. It sits on the Routes tab of a scrim's map page.
The goal is to answer two questions a coach usually has to infer from memory: how does our team move from spawn to first contact, and do winning rounds take different routes than losing ones? Routes is built for studying setups, rotations, and flank timings — the off-spawn movement that the killfeed and stat tables never show.
What It Shows
Each route is a line traced across the map following a player's movement from a spawn up to their first contact of that life — the first time they deal or take damage, or get a kill. A new route begins at the round start and again every time a player respawns, so a single round produces one route per life rather than one long path. This "spawn to first contact" window is deliberate: it isolates the approach, before the fight scrambles everyone's positioning.
Routes are drawn with direction markers so you can read them at a glance:
- A dot marks where the route started, at spawn.
- An arrowhead marks where it ended, pointing in the direction the player was heading when they made contact.
Routes are colored by how the round turned out — won, lost, or unknown — so you can compare the paths that led to wins against the ones that led to losses. The outcome is just the round's result, shown as a record (for example, "4 won / 1 lost") next to each group; it is not a claim that the route caused the win. Read it as correlation to investigate, not proof.
Because many players run similar paths, Routes groups similar movement together and draws a representative path for each group by default, keeping the picture readable. You can switch to showing every individual route when you want the full detail.
Controls
The viewer behaves like the other positional views:
- Zoom and pan: scroll to zoom, drag to pan.
- Fit to routes: the view opens framed to the routes that are actually drawn, rather than the whole map image, so the playable area fills the screen instead of empty corners. You can freely zoom and pan from there.
- Filters: narrow the routes by team, player, round, and round outcome, and toggle whether to show every route or just the representative paths.
Control Maps
On Control maps, the fight moves between capture points, so routes are split per capture point into tabs. Each tab is labeled with that point's name and shows only the routes from spawns that were active for that arena. The split is necessary, not just tidy: each capture point is a separate arena that occupies different (and overlapping) space, so layering them all on one image would draw routes on top of the wrong geometry. Splitting per point lets you study each point's setups separately and keeps every route on the image it belongs to. If a point never came up in the scrim, its tab shows an empty state.
The Routes tab is available on paid plans (Basic and Premium), and like the heatmap and replay viewer it needs two things to work: positional data on the scrim, and a calibrated map. Both are required for a reason: routes are drawn from recorded world coordinates, and a calibrated map is what lets those coordinates be placed correctly on the image. Without positional data there are no paths to draw; without calibration the paths can't be trusted to land in the right place. If either is missing, the tab will not appear or will show an empty state. Map calibration is handled by Parsertime admins for supported maps.
If a map's calibration is off, recorded positions can land outside the map image and routes can't be drawn meaningfully. When that happens the tab shows a notice asking for the map to be recalibrated. If you run into this on a supported map, let us know via Discord or at help@parsertime.app.
How to Use It
Routes are best for studying movement away from the killfeed. Filter to one team and one round to see how they set up off spawn, or compare won rounds against lost rounds to see whether a different path correlates with a different result. Watch where routes fan out versus group up to read rotations and regroups, and look at the timing and angle of the arrowheads to study flank timings and where teams committed to contact. When a route raises a question, jump into the Replay Viewer to watch that moment play out in full.
Routes are reconstructed from the positions recorded as events happen during a life, so out-of-combat travel is sampled less densely than a continuous walk would be. Parsertime only draws the part of a path it can actually support from the data and breaks the line where there's a long gap, rather than inventing a straight shortcut across space the player didn't visibly travel. Read routes as a faithful trace of the approach into a fight, not a frame-by-frame footprint of every step.