You can change the levelshot image on fly with a remapshader command in mapscripts. This way it would be possible to change colors on capturable spawns on various events like destroying Oasis wall, for example.
http://games.chruker.dk/enemy_territory/scripting_reference.php#models_and_texture_related
A simple example of changing oasis minimap to radars would look like this:
remapshader levelshots/oasis_cc_trans levelshots/radar_cc_trans
remapshader levelshots/oasis_cc_automap levelshots/radar_cc_automap
remapshaderflush
Remapshaderflush executes the shader change, so you need to always add it in the end. And the 1st shader is always the original one, no matter how many times you change it.
Also, if you create a compressed TGA with just spawnareas and blank/black background, you can save some filesize. You will need to blend it through shader with original map image then.
Those levelshot shaders would look something like this then:
spawnareas/oasis_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/oasis_cc.tga
depthFunc equal
rgbGen identity
}
{
clampmap levelshots/spawn_mask.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
spawnareas/oasis_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/oasis_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
{
clampmap levelshots/spawn_mask.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
.. "spawn_mask.tga" would be the transparent image with spawn locations.