🐞 Possible Bugs

MapEventManager.cs
SlipperyIce multiplies grounded players' horizontal CharacterController.Velocity by 1.015 every fixed tick, which compounds to roughly double speed per second and keeps climbing for the whole event instead of just reducing friction.
PlayerClass.cs
Ability activation is wired to Input.Pressed("menu"), so pressing Escape to open the menu also fires the class ability (and IsQPressed just returns the same menu check, so Q is never actually read).
The healing station GameObject and its PointLight are created on the deploying client and stored in a plain field, so other players never see the green healing zone.
RoundMutatorManager.cs
ApplyMutatorEffects only runs where RollMutator is called, so the synced ActiveMutator never disables DirectionalLight or PointLight on proxies and clients stay fully lit during ThickFog.