All entities double spawn in multiplayer. Supposedly a gamerule class method needs to be stubbed out because it's running spawn code twice? We don't have the source code to HL:S, so we have no idea.
Go into rapidcore.bsp and hit the metal pillar in the middle of the room with the glass floor and MP5/9mmAR pickup. It makes flesh impact sounds, but only to the local player. Is the material type networked properly?
Sounds from Half-Life 2 clash with Half-Life. Doors during the train ride should not sound like a door handle is being pulled. The footsteps are all from Half-Life 2 as well and clash with the lower sampling rate sounds from Half-Life.
## Fluff: More cubemaps instead of spherical environment maps
One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
## Fluff: The chrome effect is not accurate at all
FreeHL has a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader.
## Fluff: Feedback on the map conversions
Boot_Camp: What's with all the added crates? And the barricaded door? This wouldn't pass Wolpaw's Crate Test.
Bounce: Is fine.
Crossfire: Is fine.
Datacore: Is good.
Frenzy: Has an exploit. You can jump up with the Gauss Rifle onto a penetrable ceiling metal grate type surface on which they can shoot everyone with an advantage.