Blew my mind when I saw it! Would appreciate more demos though.
If it helps any, the actual movers on spacetracks in that part of the map are func_trains set to be crushers. However, the map IS littered with func_doors. I'm not sure how to read that special case mentioned but it sounds like the bounding box becomes infinite for a short time.
Also fwiw, there are a few path_corners really, really, really close to each other for the elevators, but I don't think any of them are moving instantly. They're like 0.125 units apart though. I did that for a reason but I don't remember atm.
EDIT: looking at g_mover.c, I notice that the only function that seems to have that context is:
void Reached_Train( gentity_t *ent )
What do you know. This handles (?) when a train reaches a path_corner. It doesn't appear to have the "protection" against stupid small values.
From what I recall, there are three path_corners in a row about 0.125 units apart for a reason. I was used to half life's trams and they had a nice feature where they could fire an entity's targetname on pass, but in Trem you have to hackishly have another entity with the same targetname as the next path_corner. It also happens to fire that entity BEFORE it gets there with this system. So for example, from the bottom up, it fires the targetname of the top corner before it even leaves. I wanted it fired when it REACHED the top to toggle the doors and didn't want to rely on careful timing if the elevator jammed. So I have one corner at the top, then another one really really close to it that shares a targetname with the door triggers, then one just after that which is where the train actually stops. It's weird and complicated but I'm wondering if this behavior is causing the bug.
Also fwiw, the old elevators were like this too. Never have seen any problems until some dolt built really close to the elevators. :> To fix the problem I've just nobuilded around the doors. Should work. I hope.