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As for the bots, you'll have to code their navigation algorithms, to probably use some dynamic info_nodes for navigation or rework the navigation mesh to be dynamic.
The only downside is it almost has to be done in single player as compiling then distributing a map on the fly in a multiplayer setting can be messy.
I suggest checking out Alien Swarms Tilegen tool and poking around its code if you want to learn more :)
In this case you will not have any navigation problems or perfomance issues, you will just have a bunch of small maps ^^
Teleporting has some severe limitations though. The connections between the areas have to be duplicated, and have to be in low visibility areas like s-bends. NPCs and other players also can't follow through seamlessly unless you teleport everyone at the same time. If the game uses nav meshes, the nav flow won't work between separated areas, and bots can't navigate through.
Having dynamic pathing, like the doors on your prototype map, can work with nav meshes, but only if the game has ways to block areas and recalculate flow. Currently only the L4D games have the entities to do it, but I don't think it would be a too big effort for Valve to implement it in CS:GO.