If you can give me a full list of new entities, their models, and any other relevant info, I could probably slap one together eventually. I've played through it now, and all I can say is... nice. The maps are really hard, what with the lack of cover, but the new monsters and weapons are great. I didn't have a chance to see everything you coded, just what was in those levels, but what I did see is great. A few suggestions/notes/bugs, though;
Monster_human_assault (HWGrunt) doesn't have a spinup sound to warn you when he's about to start firing. I think HL shipped with one somewhere, but if not, svencoop should have one that can be used as a placeholder. He also holds on to his gun when he dies, but that's not as big a deal since the mod doesn't have a player-usable minigun.
monster_brother (assuming this is the one that uses the urban.mdl) doesn't have a submodel for not holding a gun, which would be problematic on death, as they would both drop a gun and still have one.
The knife is awesome, but not overly useful as a combat melee weapon. Please increase the damage or firerate to have roughly the same DPS as the other melee weapons, perhaps less damage but do slash damage instead of blunt (not sure if it already does) I think the op4 knife had a faster firerate but less damage than the crowbar.
On that note, could you maybe make it a bit easier to sneak up on enemies? Whenever you get within roughly melee range while sneaking they turn around, just like in vanilla.
The hornet grunt doesn't ever seem to run out of ammo, which makes him a lot tougher than he should be.
Opposing force weapons are awesomely detailed.
Does the glock start with the silencer, is it part of a spawnflag, or does impulse 101 just give you the silencer item too?
All in all, this is great code, and I hope something comes out of this. If a concrete plan gets set up in terms of team and storyline, I might be able to make a few maps/a chapter. (No promises, but I am interested)