Because I have respect for your quality work, I'm not gonna blabbering with presumptions. So first let's get into resources - and YES EVERYONE should read these pages and original help coming with UMOD package for understanding the purpose of MH and the way how do it works http://www.unreal2.co.za/mh/
- MH will not screw UT install - last official is version 503 Not conformed with nothing previously released;
- Paths are usual but exist isolated cases when DevPath is pushed closer to "not working" because of the load devastating CPU cycles hard-coded in Engine - a powerful CPU doesn't help here either;
- maps over 2012 are not examples of mapping MH and neither those empty cubes with nothing like MH;
- PlayerStarts = Max 16 active at time - MH uses original TeamGamePlus playerstart seeking method and getting those "bEnabled" ones;
- Sample maps are default maps but not all of them;
- Monsters are stock/custom and their strength is screwed by MH's "difficulty" system - this is a tiny bit of tech which we can debate later;
- a Forum is/was at UT-Files.com (Skillz) which do includes a Sub-Forum - old PlanetMonsterHunt;
- Bot Support Hints is described in Mod's Help coming with UMOD which no one is reading and that's why it's all a stupid guess about Bot - Including that "GamerBoy" which did not continued tutorial at this point, because he was out of subject even at reading an English Help.
- as CTF uses Flags - MH uses a MonsterEnd trigger for ending game - this can be active or inactive being activated by a monster or dispatched with other ending sounds/lights/effects, etc. in order to make end more spectacular.
If you read what Shrimp was writing, you'll figure what was the goal and a bit of How to. The rest of job is UT itself and MyLevel for creative people (this needs some cheap hacks) it's part of coding stuff for MH.
Edit: Some of default rules are not in account for different custom MH types done because... they went improved over years as long as Shrimp (author) went away leaving this thing pretty unfinished.
PS: The most of info toward MH is granted by CODERS which were writing general patches for maps and MH modifications.
By playing original MH maps (some of them a bit wrong as they are) you'll figure what was good and what was bad at them, and drawing conclusions about "How To". Then you'll be able to make a MH Video-Tutorial.