I'm sure you've all seen multiple elevator threads on these forums, but please bear with me. I am using 'elevators' in my map, Chamber. In reality though, they're really just simple lifts made out of func_doors that move up and down. Their purpose is to bring one player down into an area where another player will duel with them. Unfortunately, additional players can accidentally or inadvertently get on the lifts and, as you all know, the elevators become jerky and will suddenly stop and start. According to the page on elevators at the Valve Developer Community website, this is the cause of "the network player physics designed to save on resources". Specifically, what does this mean? Where is this defined in the code of the Source engine? Would there be any way to 'modify' the physics to prevent this from happening? I'd be very interested in knowing exactly what causes this phenomena to occur. If, however, there is absolutely nothing that can be done, are there any techniques that would at least minimize the frequency of the lifts malfunctioning? I would replace them if I could, but the lifts allow for a specific chain of outputs and inputs that I cannot do without. Any help is appreciated.