Most of you guys think I mean that we place the intermission camera in front on teh main structure. Although, from Asvarox's pictures it would look cool it may be placed at a wall and nobody can see it. Let me clear it.
About David's comment, I think the most reliable way to do this would be with predetermined intermission locations. Say we have a new shader called shader_room, right? Everything in this shader shares a location entity, and when the RC is built in this room, the humans use the info_human_intermission that was placed in this room. This would avoid exploits that involve the camera clipping outside of the map (which would be hard to control ingame, anyway. I'm quite sure there's no way to determine what's inside and what's outside post-compile). It would also implement an easier way to accurately control where location ents start and end.
This was my idea, however it is used with a target location. So when the RC/OM is in that target_location room, it points to a camera with a pre-determined place so it doesn't clip outside the map.
A famous example in a map where this would be important would be spacetracks, the one(s) with the elevator room. The humans would make their base in the elevator room, but the aliens would place a FWD in their default. The players in intermission can check if the booster is up, the eggs or even if their OM is being moved their. So in a way the camera is a spy.
And for older maps, if a target_location doesn't target a info_base_intermission, the camera is at the default info_alien/human_intermission.
I hop I cleared my idea up.