Ok, quick modelling tip for those getting into vertexing and such, since I see this a lot more frequently than I'd like
When you pull some verts up like that, try adding some verts in between and move them around so it doesn't go straight up like that. An easy way to do this is selecting the edges that are parallel to each other in that area and hitting Connect, if you're using an Edit Poly modifier. You can also go into vertex subobject mode and use Cut to add verts and edges manually, and it gives you a bit more control over the edge flow.
Once you have verts added to your liking, push and pull them around until you having something more natural looking. In this case, you may want to make it look a bit more bunched up and wrinkly, since from what I can tell it's cloth.
Just a little tip that no one asked for from your friendly neighborhood Spider Man. Carry on.
Neat finding with the hitboxes, I didn't even think about changing hitbox flags for stages. I hope you post your funky .rel findings somewhere so anyone else who may want to edit stage hitboxes can use the info.
Actually, we own a warehouse out in the middle of the desert where only the most elite hackers can get together and work on their mods. You can only get in if you know the secret handshake.
I see you intend to make a balanced Shadow Moses, any plans for it? I started on one a while ago and I had a platform made and ready to go but I got caught up making the Metal Gears appear, so I never finished it. You could use that as a base, if you so desire, your call.
There is one competitive one out there, but I don't think it was executed properly. It has plenty of neat ideas, though.