Wow, way-to-go haymaker. That's a pretty good functioning train station.
I too like the fact that you don't have to wait on doors; it's a deathmatch map, and the less hindrance to the player's speed, the faster they can get back to the action. Leaving them as 'malfunctioned' but present would be a nice 'excuse' not to have them. -good idea!
The Problems:
Really, there aren't any I could think of, except one. The train's speed. Because HL2DM uses a dumbed-down version for the physics rendering, we may need to tweak the speed at which the trains move. Here's why: I stood in the back of the train, the very first time I rode in it (the one that makes a complete loop), and because the train was moving so fast, Source had a hard time keeping up with the physics calculations, and I ended up on the outside of the train as it went barreling down the tunnel. It pretty much teleported me to the outside of the train. On top of that, I stood in the middle, and didn't move (not even my mouse). I left myself there (while I went to go eat a burrito

). While listening, I heard after about the fourth cycle, my player 'teleported' out of the train again. I've been on rough rides, but never one so rough that it actually teleported me out of the vehicle!
My fix:
Simply slow the speed at which the trains move, and lessen the distance they need to travel! All while keeping the cycle time to about a minute, with two trains running (each stopping at either station every 30 seconds). But for one train to leave station one, and return to station one, it should take about a minute.
-Also, about the dynamic lights. I like dynamic lights, but not in HL2DM. Especially not in this future map. There is going to be way too much going on, and I think sprites will be enough, and we can light the tunnel it travels through so players can see where they're going. Dynamic headlights might be a little much IMO. They're really for effect, and not much more. We might be able to add them, but I find them to be optional at this point. -your thoughts?
-But like you said, it all depends on the layout of the map, which I am about to whip up a couple of diagrams next, since I haven't had time at all the past week to work on this. So check the compilation map thread so we can get this sorted out!
Good stuff so far! -Keep tweaking it until we can get a good working model!
Blog:
www.playingarchitecture.net
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Eric Lancon
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@Riven202