I've been banned from a Halo server for throwing grenades in a hallway right next to our spawn, pernament. I don't think i've been banned somewhere else other than that.
I think you can move any entity with logic_measure_movement (http://developer.valvesoftware.com/wiki/Logic_measure_movement). Just have the Target and MeasureReference value say info_player_start, and all of them should move with the entity to measure movement from(MeasureTarget).
My first map was a CS: S map, i tried out hammer because i didn't have fast enough internet back then. In one week i built a map that had 2 floors, a roof, a boat, lots of water, and a large bridge. It took 15 minutes to compile, even after tieing the whole thing to func_detail. It looks like crap, even after improving it. The boat was made out of 2 func_physbox'es, they always sunk into the water. I even parented them to eachother (error).
The reason the blue parts appear ingame is because you didn't tie them to a func_wall and set the render properties properly. Render mode: Solid Render amount: 255
That's all old news to me. The entity descriptions being blurry is caused by an old update, where all materials were rendered at lower dx levels, no way to fix. I asked for the ability to choose dx levels and other options like in HL2, so far nobody responed.
Currently you can't make anybody spawn with nightvision in HL, but i think you can do it in CS. You can try to use the env_fade entity with the modulate flag to mimic nightvision.
Its impossbile to do, because you can't tie a brush to 2 entities, but you can't deactivate ladders in half-life either, unless you're mapping for sven co-op.
It's impossible to use func_rotating's for this, you need to make it a func_train and place the paths. The origin of the train should be used as one of the targets of the beams, it should then work.
It might not work for more than one round, i'll take a look and see if there's anything causing that. EDIT: i looked at your map and it appears there's a trigger_auto causing the problem. It triggers a multimanager, which triggers itself and an env_blood. The problem is that it may cause an error on dedicated servers. Back up your map and delete the system, then try and see if it works.
Do not modify the fgd without knowing what you're doing, there's a SC 3.0 fgd with model support (i use it), use the search function on their forums and use that fgd, then do a check for problems and fix ANY problems (except the "there is no info_player_start" error).