Yes, that's the origin brush marker. And no, the traditional Quake compilers don't support it yet. STILL, the origin brush's center X Y Z can be typed into the origin field. The QuakeC followed by an fgd for Worldcraft plus a tutorial or 2 and a sample map is my main priority since this is so close now.
Trying to get there ... this engine modification combined with LordHavoc's modifications to his compiler work very well together.
I noticed that rotation and txqbsp does not entirely. But neither does it not. Txqbsp seems to be compatible with the doors, but not stationary rotating objects that spin.
I did look at the changes LordHavoc made to the compiler to see how extensive the changes were. I about half understood it.
But the QuakeC is the true barrier, atm. Not only does LordHavoc's hmap2.exe compiler support rotation, so does Half-life BSP and txqbsp seems good to go for doors.
And an adaptation of Avirox's QuakeC for Quake-Life plus looking at how Quake 2 handles rotating doors makes the rest of the road map on this clear ...
And for the byte angle versus float angle thing, I have a hilarious solution for a 90%/10% solution to make the jerky be silky smooth for single player without messing with the protocol or the demos (it's kind of like how JoeQuake deals with maxfps

)