I've also just completed an update of my MapFlows application, which shows a heatmap-style visualization of where players are over time in the game level. It averages all available samples within a specified "bucket" range, and then generates a color value for each pixel based on its distance from all sampled player positions. It basically treats the known (i.e. sampled) positions of players as forces on the pixel where the magnitude of the vector is inversely proportional to the straightline distance to the point.
The app saves the frame images, stats about the app performance (meaning how long it took to process), and you can also print contact sheets of the frames in order to represent the flow as a static series of images.
I will post little videos of these flow-maps in the next day or so...



