If it's the player you want to teleport, and the player is activating the script, use
Teleport rather than TeleportOther.
As implied, TeleportOther is for teleporting something other than the activator of the script. In your case, your script is saying "teleport a thing with tid 10 to a teleport destination with tid 11".
There are a few teleport-related things that might also be relevant:
You should use one of the proper teleport landing things as the destination, not a map spot.
Teleport lines are usually directional (you have to cross them from the front (this allows you to walk off teleport pads surrounded by teleport lines). This even carries across to teleport instructions embedded inside a script. So, if a script is activated by the player crossing from the back, everything else bar the teleport instruction might work. In UDMF, lines can be set to activate from both sides using a line flag. However, in UDB, this property is called "Player can use from back side". Note, "use" not "activate" or "activate by crossing". However, that could just be because it's a shorter word. I haven't checked if that would fix a situation like I just described, but it might do. There are other ways around it too, if it becomes important.
Just in case you've done it this way, you cannot give the player a tid by allocating a tid to the player start spot. You usually allocate tids to the player using a script. This is typically done by using
Thing_ChangeTID in an enter script or in a player activated script.