Oops, Thought I Was In The Mapping Help Thread
I'm using Fitzquake 0.85, it's all I ever use.
A trigger_monsterjump will probably work, but I was trying to minimize the number of models required. I was able to get the monsters to fall correctly by activating them with another relay. Once they start moving they fall as they should. Pre-activating them this way is less than desirable though.
The way I had this working before, all the monsters spawned on a long, sideways moving door. There were small walls between them to keep them separated and to keep them from moving with the door. As the door slowly slid out from under them, they would fall into the teleport.
This worked, but the timing was hard to get right due to the different sizes of the monster bounding boxes, and I was trying to get rid of the door to free up another model.
I have gone back to using a door to move the monsters. This time the door consists of 4 brushes sized 64x64x8 (one brush per monster 8 units below each) moving downwards. The monsters correctly fall onto their section of door when spawned. Once activated, the door lowers them into the teleport brush.
The timing is more deterministic this way, so even though I haven't freed up any models, that is an improvement anyway.
I still don't understand why the monsters don't want to fall correctly.
In order to stay on topic, here is a screenshot:
http://www.quaketastic.com/files/screen_shots/Wish13_0007.jpg