It's just the map format, like being able to use the same bsp format files and curves etc. The entity structure is different because it's using the progs files from Quake. But you can set up your own. Since I am using Xonotic for instance, I am gonna have to reapply some things from Quake. Like monsters and single player starts etc. But it should be fairly simple. As far as Scripting goes. I don't know really. Xonotic got some added functionality. But it's pretty rudimentary, like using CVARs for setting up damage scales for weapons etc. There's not really anything in terms of level scripting outside of the progs files that I've seen so far anyway.
Problem I am having though is that I still need a programmer to help me with all the QuakeC (further developed version of QuakeC that is a lot more complicated so I don't understand anything of it myself). Anyway, I'll keep working on it whenever I can and eventually I'll have something to show that might be a bit more interesting and then maybe someone will be interesting to become my helper.
Thhanks, I'm more proud of the cogs though really. They took more effort. Though the banners was something that I was not sure how I wanted to make them before I decided on this method. (Last time when I worked with Doom 3 I made banners as simple textures so I could just paste them into the maps using patch meshes which is the common way to do it, though it didn't look nearly as good as this result)