Tick Tock Man
Spy Crab room is built and programmed. Killbox around it so no-clipping won't work either. So the only way to get into the control room is through a teleport command. (This can be removed if needed, but only as a last resort)
Here's the gist of how it works:
A mod/admin hosts the spycrab and directs anyone interested to make their way to the spycrab teleporter in their respective spawns. The teleporters take them to this room. At this point, the doors are already open, so when everybody is in their box, the host can hit the door button and seal everyone in and start the spycrab. As the event goes on, the host can kill the spycrabs with their corresponding colored buttons.
Pros:
Easy to use!
No more keeping track of names (or as much). When you see someone crab, hit their button and send them packing!
No jumping!
The Anti-Asshat 9000 (patent pending). The top middle button (appropriately surrounded by hazard texture) will kill anyone in the main room who is not in a box. The killbox is also covering the tele entrances, so there's literally not a single safe corner. In an effort to quell the people who will undoubtedly interfere with spycrabs, I've put in a barrier between the orange and blue boxes so even if a non-spy comes along, they can't hit any one. (The Control room also has a sheet of glass in front of it, but the host's view is a no-draw so there's no annoying texture in the way). The main room is available for spectating, but basically forces any troublemakers to rethink their actions. If they cause a problem, they will be killed and it will understandably upset the rest of the people who want to watch. Alternatively, the troublemaker can be removed via other means (kick and/or ban).
Doors. Nothing too special, but upon hitting the bottom middle button, glass will slide down and close each row of boxes. The button is a toggle and is only located in the control room. That means only a Mod or Admin can trigger it.
Cons:
Limited to 24 players (+1 host) - In all reality, unless it's a serverwide unusual spycrab, you're not going to get more than 20 participating.
The design (as in the decoration) isn't flawless, but I figured that nobody would really be focused on how pretty the walls are.
The teleporters. It came down to a decision of a long, twisty hallway for each side or a teleporter. In an effort to keep the area compact, I opted for the teleporters, but as with all teleporters, there is that delay of a few seconds in between each teleport. Currently searching for a quicker method, but no promises.
Taunt Game room done:
It's basically a copy of the spycrab room, but with changed features.
Tick's idea was to have a button that again will kill everyone in the room, which is done.
I also turned the shield glass into a door so the host who is trying to be tauntkilled can hit the button, jump down into the "arena" and the door will close after them.
The boxes were removed as well as the barricading doors for them.
Added a bit more light.
Same killbox as before, so no-clipping isn't a concern.
Left to do:
ROCKET JUMP PLATFORMS
Smaller minor spycrab boxes for non-event use.
General cleanup, and bugfixing, including signs to indicate which teleporter going where.
Will be finishing this up tomorrow. I have class tonight :C