Sweet! Thanks for the great report about these issues.
Here are my fix notes or other comments regarding them:
http://steamcommunity.com/sharedfiles/filedetails/?id=159936062
People were stuck inside it instead of getting killing because the platform was supposed to squish them
I've added a kill zone that activates when this trap is used, it should kill people when the trap doesn't now.
http://steamcommunity.com/sharedfiles/filedetails/?id=152937002
The door was stuck open. Luckly it didn't keep sucking in people which is why a large group is sitting right in front of it.
I think this is harmless, as the motivator will kill anyone who sticks around there.
http://steamcommunity.com/sharedfiles/filedetails/?id=152563620
Hale was supposed to get kicked down a well in instead got flung behind the sniper....In other words the round could literally last forever (at least if humans had that kind of patience...so the round ended pretty quickly at that time)
How often does this happen? If it's a rare occurrence I'd say that the timer solves this.
http://steamcommunity.com/sharedfiles/filedetails/?id=152563612
This is self explanitory....The bars are missing
Can chock this one up to Valve. I
think the collision for where the bars would have been still exists? Otherwise, is this causing any issues with people getting outside and wasting time?
http://steamcommunity.com/sharedfiles/filedetails/?id=152563607
Now this isn't a bug but because it still happens I assume this has never caught your attention. Alot of the times (not rare occasions to put enphasis) when a donator's ghost goes Boo! their model dissapears but not the clothing attachted to it.
I have no plans to fix this at the moment.
http://steamcommunity.com/sharedfiles/filedetails/?id=152346836
DR Horrors...Great theme and ironic how there is no ghosts there. This pictures shows a person standing behind this cage and forcing the cage to not move unless he moves out of the way. Apparently the person who makes it past the cage fast enough has a small enough hitbox to move through the small opening and then using his hitbox to jam the cage. Others are then unable to pass...This is a current problem that needs attention.
I've made it do damage to anyone who tries to block that trap.
There is also a problem with the floor break minigame I somehow self taught myself that I will only adress to Voidy himself just to make sure no one else learns of and exploits this glitch
Feel free to PM me the details of how it's done.
http://steamcommunity.com/sharedfiles/filedetails/?id=152327343
http://steamcommunity.com/sharedfiles/filedetails/?id=152327333
Okay I will admit it....I did this glitch. Don't get me wrong though it was completly unintentional. Now when a scout uses Bonk! on the explosive trap right before the fan trap and positions himself correctly he can fly out of the map...I have seen someone do the exact same thing once before nearly a year and doing this reminded be of it which means the problem has never been fixed... Once under the map the player and move freely under the map without falling. I also used it to fly across the map straight to the finish if you place yourself correctly and if you don't then you just end up sitting in the pony trap if you flew into the pit. I am not sure if you can alter the map physics but my suggestion is to reduce the force push cause by the explosive trap.
I've added a kill zone at the top of the map near this section, it should prevent anyone getting out of the map.
http://steamcommunity.com/sharedfiles/filedetails/?id=152145716
http://steamcommunity.com/sharedfiles/filedetails/?id=151927187
Now this one also need attention and I can adress this freely because it can and WILL always be exploited...DR mario...The B hop minigame can be exploited by ghosts because ghosts can cause the platforms to fall before the player has a chance to jump on them. I have seen the ghosts just sitting in one spot and not even moving or in other words not even putting effort to force the platforms down. This exploit also effects the hale and can cause both the red team and the hale to wait (waste time) until the timmer runs out. my suggestion here is to remove ghosts on the DR mario maps.
This issue exists in more maps than just mario, but I'm still looking for a way to solve this without entirely disabling ghosts.
http://steamcommunity.com/sharedfiles/filedetails/?id=151606676
This is a minor glitch that happened only once. The hale can trigger a trap which causes smoke to appear from the small platform and collapses a small portion of it...When the trap was over the small part was still missing and stayed like that instead of just reappearing.
Another Valve issue. Not much I can do about this.
http://steamcommunity.com/sharedfiles/filedetails/?id=151927231
Now this one aggravates me personally and also needs attention...DR Bandicoot is a great map and the trap fit its theme very well but even though it still has problems. Now see the large group of people there? Normally that many people wouldn't be there because it takes time to platform across the spikes. In this glitch the second pillar is stuck and people are trying to get it open. Now the problem is that this reoccurs and the pillar that gets stuck is random.
How often does this occur? Is there anything specific that causes it to get stuck, or is it stuck right when the round begins?
Feel free to report more broken stuff!