That's way too troublesome.
Instead, an overview.
Spawn points are bunched together into "zones" or "territories" of sorts.
Back in COD2, spawns would be dictated solely by position of enemy players for almost any gametype.
In some gametypes, spawn zones were respective of sides - some would only spawn Axis or Allies.
There were often only three or four areas for each or both sides.
Due to its simplicity, spawn areas could be easily manipulated and exploited by players.
One team would get tucked into a corner, spawn in plain sight and be gunned down.
A player or two could stand right in the spawn area and shoot the enemy in the back, as long as the majority of the team stayed in the spots that dictated enemy spawn location.
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COD4 adjusted this spawn system so that instead of spawning relative to the enemy location, players would spawn in absolute locations and then spawn away from the enemy if the enemy encroached on their territory.
Example in this little set of hexes.
At first, both sides would be on opposite ends of the map, those locations would be their territory.
As the players move around, the spawn area may change territories based on the congregation of both their own and enemy players.
As they fight for dominance of the middle ground, the offensive team may push the other team back into their original spawn, which is often a corner or end of the map. At this point, the guys being beat are stuck, but they can fight back, not being spawn killed due to the design of the maps.
If the team is completely overrun, though, the team ends up on the other side, the furthest possible spawn area from the enemies.
The situation may be similar to COD2 in which the enemies are cornered, but the area at which the enemy will have its spawn changed is big. Spawns are tucked away so snipers have very few opportunities and any significant enemy presence will cause them to spawn elsewhere.
The design prevents direct spawnkilling but still allows the offensive team to be rewarded for suppressing the enemy into a corner.
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World at War...
Well, same territorial thing as COD4, except instead of location, spawns are more influenced by
sightlines.
If the player can directly see the spawn point, the enemy will probably not spawn there.
If there is a spawn point in the corner of a room and nobody is looking that way, the enemy may very well spawn there.
The territories are more flimsy - even a couple guys getting near the enemy spawn will often throw the enemy elsewhere.
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Marking spawnpoints would be a waste of time, the enemy will almost always spawn away from you so you cannot act against them immediately. The territories themselves cover quite a bit of ground and their influence is easily noticeable.
Exceptions being small maps like Bog or Shipment in COD4.
Other exceptions being most maps in WaW since the enemy who spawns in often has the advantage of being
right behind you.
Something like that.