The ski slopes are just position markers, the checks for getting to each marker and the timer is handed on the mapserver side. It could be handled by Paragon Chat and the scores put on the persistent room settings, but there's really no way to avoid cheating at the time. And it's not really worth CW programming time to bother with that. That sounds like a thing to do as a plugin once a system for them is available.
can paragon chat route info to another program on the main chat server's machine and then route outcomes back to chat clients?
if so I can do the timer and gate collisions if I have exact positions of the gates. the movements could be routed from paragon chat's main server to the program at which point I can make the player's cubes static and set to goto the map locations it's sent from paragon chat's server, not needing map geometry at all. it would be a stand alone system just meant to start a timer do gate collisions and stop the timer record the score (in whatever file format you want in a folder paragon chat's server can read it from).
it really wouldn't be complex at all.
I could even make more gates at random locations in the line meant to check for 'tp' cheating.
all Paragon chat has to do is send player locations to the program should the player be in Pocket D, and read outcomes such as Next Gate updates or scores from files or messages (as you need) then route outcomes to players.
I'm offering to do the work on the timer and gates to be ready for November/December.
I will need a unique message that defines when a player is on the pocket D map coupled with a location, that will be the player spawn trigger.
after that it's a cake walk to follow location and update the time to paragon chat via list message [playeridentity, [Time Mins, Time Secs, Time MS], current/next gate identity] or however you want/need the message.
I realize it may not be possible to route info through the chat server like this but, let me know if it is.