I set fps_max to 999 and tried out the same map. I only got stuck at the 45° part, which is where these two brushes meet:
But then I tried out a normal arch, which is not twisted or bent like the one in there.
(note: everything there is on-grid)
And I'd get stuck a lot. Anywhere where two brushes met. This happens due to how GoldSrc map collision works. It has something called clipnodes, which basically define a mesh for collision, it's a bunch of planes.
These clipnodes expand on common brush edges:
If they didn't expand, then the player would go
into the edges, as if it were something like this:
Ironically, it seems to fare better with off-grid coordinates than on-grid ones, hah!
I don't think there's a way to solve this without modifying the player movement code, though. And since you're mapping for TFC, that is not an option.