They use replacement entities in SpawnEntities to replace certain entities with other entities. I have no intent of doing that, they will be seperate spawns since there's no way of getting only certain spawn points to change into something and others to something else, without finding out each name of the spawn points and hacking EACH AND EVERY spawn point individually in each map needed, too much time to take, which is why map packs will be released. Normal Quake2 maps will still be able to be used, but all monsters (shark excluded) will spawn at spawn points in all game modes.
I have ENT's files for all for the SP & DM maps in Q2, all of LeRay Wixen1 , Whirlingdervish, and some other and of course my maps.
I made these for the LOX / WOD mods to use with the CTF-Extinction mode witch is needed to play the game wright. It uses "classname" "info_player_team1" & "classname" "info_player_team2" those are the spawn pads that are use in the CTF mod too.