Awesome mod you got, just played it a few weeks ago on a Zombie Fortress server. Ive updated my popcorn mod and have a really cool script snippit for doing away with map config files for random spawning of items if your interested. Works great, guarantee we will get more people to use random drop rather than the death drop now. I copied and pasted from my code, but i beleive you will get the picture

. Now to figure out a fix for teleporter, Ill post if I have something.
PHP Code:
new Float:MapX[2];
new Float:MapY[2];
new Float:MapZ[2];
new runeAmount = 20;
new bool:pop_mapstart;
new Handle:pop_boxTimer = INVALID_HANDLE;
public OnMapStart()
{
MapX[0] = 0.0; MapX[1] = 0.0;
MapY[0] = 0.0; MapY[1] = 0.0;
MapZ[0] = 0.0; MapZ[1] = 0.0;
pop_mapstart = true;
}
public PlayerSpawnEvent(Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (client > 0)
{
if (pop_mapstart)
{
new Float:targetPos[3];
GetClientEyePosition(client, targetPos);
MapX[0] = targetPos[0]; MapX[1] = targetPos[0];
MapY[0] = targetPos[1]; MapY[1] = targetPos[1];
MapZ[0] = targetPos[2]; MapZ[1] = targetPos[2];
pop_mapstart = false;
}
{
}
public function_EnableItemDrops ()
{
function_ResetHistory();
pop_boxTimer = CreateTimer(10.0, expandBox, 0, TIMER_REPEAT);
}
public function_ResetHistory()
{
if (pop_boxTimer != INVALID_HANDLE)
{
KillTimer(pop_boxTimer, false);
pop_boxTimer = INVALID_HANDLE;
}
MapX[0] = 0.0; MapX[1] = 0.0;
MapY[0] = 0.0; MapY[1] = 0.0;
MapZ[0] = 0.0; MapZ[1] = 0.0;
}
public Action:expandBox(Handle:timer, any:garbage)
{
new Float:targetPos[3];
for(new i = 1; i <= MaxClients; ++i)
{
if (IsClientConnected(i) && IsClientInGame(i))
{
if (IsPlayerAlive(i))
{
GetClientEyePosition(i, targetPos);
//Create Max X coordinates
if (targetPos[0] > MapX[0])
MapX[0] = targetPos[0];
if (targetPos[0] < MapX[1])
MapX[1] = targetPos[0];
//Create Max Y coordinates
if (targetPos[1] > MapY[0])
MapY[0] = targetPos[1];
if (targetPos[1] < MapY[1])
MapY[1] = targetPos[1];
//Create Max Z coordinates
if (targetPos[2] > MapZ[0])
MapZ[0] = targetPos[2];
if (targetPos[2] < MapZ[1])
MapZ[1] = targetPos[2];
}
}
}
return Plugin_Continue;
}
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