Let me break a bit rules with redundant posting - already described and it looks like I have to repeat for those which are not reading forum.
PlayerStarts ARE ALL USABLE - by TOGGLING them On/Off
, RespawnSound was intended to announce when first 12 pieces have been deactivated and next ones activated for creating multiple spawn locations. If you want to do something constructive you can edit that FAKE 64 players information from LevelInfo as long as UE1 has a PRI array of max. 32 players, the rest are not in account for plain game stats being out of Engine array. Only modified servers can deal with such things not a plain UT vanilla server... all those over 32 are not that much in account in stats data, a static array it's just a static array and it doesn't change just like that.
If you would do a check at PlayerStarts you could figure a custom TAG used, by finding actor with same TAG in Editor's Menu you could see a SpecialEvent triggered at once with Starts due to the same TAG used - purpose: figuring if everything it's fine over there. Of course it can be removed leaving Starts to work silently. It's interesting... when a map it's not just cubes and plain starts people are disturbed but when map is simple the question comes: Why it's not improved a bit
Light me how exactly should be a "rich" CTF map except the same spawns, the same routes, and all the same as everywhere...
For me a version with enhanced spawns it's good for use... We can have these in 2021 even in version 436, right ? Sound volume doesn't need to be higher after all... and we can spawn in more than 16 stock locations because the same stock assets are allowing different settings which are not Rocket Science to do.