So you create this
killer CTF level, but are a little stumped when it
comes to which entities go where, and why. I'll 'splain
it for you here, as there are specific entities for
specific things.
In Q3R, right click
in one of the 2d windows and choose the team
entity. The popup will look something like this:

The flag entities are
self explanatory, so no need to describe them;
however, what's with all the different red and blue
player starts? You will soon understand why there
are two types of player starts for each team.
team_CTF_blueplayer
is the player start that is used when a player first
enters the game, or if they change to the blue team.
This player start is not used to respawn a player
after they are killed. These should be placed around
the blue base only. You wouldn't want someone just
joining the game to spawn in the middle of the red
side of the level! Be sure to use at least eight of
these in your level.
team_CTF_bluespawn
is the player start that is used when a player is
killed and respawns. These should be placed around
the level, but kept on the blue half. Having respawn
points inside the opposing team's base is a bad
thingTM. You should use at least eight of
these also, if not more, so players do not have to
continually respawn in the same location over and
over.
team_CTF_redplayer
works exactly the same as the blue team.
team_CTF_redspawn
works exactly the same as the blue team.
All four of these
entities should have their angle set, so the
player respawns facing the correct direction.
There's nothing worse than a player start that faces
a wall. Also, have you ever had a level where people
would respawn where they died at? Or perhaps there's
one respawn with four or five players all piled up
on top of each other, none of which can move? This
is a result of having a player start stuck in the
floor or too close to a wall or other solid object.
Be sure to give your player start entities plenty of
room.
Written by HAL9000