Yeah sorry about the epic spawnroom fail. </idiot>
I've already begun work on the next build, and the problem with the ball getting stuck in the hallways is fixed with a func_vphysics_clip.
As for a "scoreboard" in the HUD, i discovered that you can't have two game_text entities displaying their respective text at the same time. I had also tried to use the CP hud (have 4 neutral CPs off-map and keep the 4 squares on-screen, setting a team ownership to co-incide with a team scoring a point). And aside from that not working either, I thought it'd be a little confusing, with people looking for control points. instead. So I did the next best thing:
If they dont' know the score now, they're blind.
As for a ball indicator, I tried parenting a brifcase to them, but then I thought I'd also run into the same problem with the CP hud. The only other idea I had was parenting a prop_dynamic of the neutral CP hologram to the balls, but they rolled too with the balls. So I figured, if the balls won't get into the hallways or spawns anymore, the only other place I can think of where they'd "hide" is behind the team barriers. And even then they'd be easy to spot.
Also added: Black ball doesn't fly all over the place now. It kills you on touch.
Next release may or may not be a beta, depends on how my other TF2 community likes it.