So, I've been making some changes:
-The goals are now slightly larger, although I will probably tweak those some more and try to completely prevent there being any areas where the ball can get stuck.
-I tweaked the flippers, but there's only so much I can do - either they'll sometimes trigger too early (if the ball is moving very fast) or they'll sometimes trigger too late (if it's moving slow), I've tweaked the area that triggers them to hopefully get a decent middle ground. It is a little annoying when the triggers knock the ball into the goal... call it a feature though

-The spawnpad models are gone.
-The goals trigger earlier (the ball shouldn't get stuck in the goal any more).
When 1.2 comes out and this and cyber_jumppads are changed ("The cyber_jumppad entity has a field called JumpVector that points in the direction to boost players"), I will probably change the ramps, so that they affect players as well. Unless I can achieve the same effect with a trigger_push, in which case I'll do it now.
I thought the bumpers and flippers were working okay - although if you fire the ball directly at a bumper, it will probably come straight back at you, a slight angle usually sends it in a fairly different direction. Also the damage and kills from them I quite like, more fatalities is good! (Plus with instant spawn in 1.2 it'll be less annoying).
I don't mind that enemy spawns are accessible, it's not like you can achieve much there. If it turns out to be a problem I guess I can change it. Likewise, the small exits I thought would be okay, as you're spawned facing a single exit, so there should never really be two people trying to use the same exit. And hopefully the extra time this takes will balance out when instant spawn starts working.
Also there are some
problems (long story short: phistballs don't respawn any more), so I can't upload a new version yet
