As it turns out, some of the entity hacks used in dmc3m6-8, namely the custom shambler, boss_death10 and OgreGrenadeExplode, are incompatible with QW and crash the server, even though they are flagged not to appear on dm. The reason for this is that Quake parses every entity/field on mapstart and only then decides which one is to appear on the current mode, which means that it does come across these monster functions that do not exist in the qwprogs. Hence it crashes with an ED_ParseEdict error.
than: Remember when we talked about this for your dm3rmx? Apparently wasn't just a matter of a missing spawnflag after all.
I've updated dmc3m8 - same download link as before - and made fixed versions to use with QW: QW fix
ZQF: I copied all those fields from a regular shambler. No idea what they all do or if manually setting them all was really necessary. I can only try to make sense of them with a very limited knowledge of QC. Look at shambler.qc and defs.qc for a start. Any proper coder or QC tutorial should be be able to give an idea.
nitin: By touch up I meant stuff like aligning textures, plugging holes/empty rooms, fixing and possibly optimizing some brushwork. This was done in every single map, though to different degrees.