what about making a trigger_hurt entity tied to an ivisible brsh and just setting a hollow box where the walls are where you dont want then to pass and just set the damage to 1000 or somehting.
This game has a tendency to have a method of texturing.
There will be a set of three textures.
>One is the base, either a transition from something to just a light shadow
>The next is the middle, just a plain texture of that you want
>The last is the top, sometimes a trim piece of a wall or...
you need to use the filter box not the keywords box
for the leaves type: 'leaves' theres like 4 to shoose from
for all good (useable)(sized correctly) decals type: 'decal' in the filter box
this is not the best tutorial but you can use it along with others, just search around its a common tut
http://www.hl2modcentral.com/tutorial.php?id=43&cat=0
either use wood or the wholed up metal but not both
why are there lights at the bottom???!???
the lights on teh side are un-nessesary
brick is ugly
too small, the other fy_glass was much larger and had more glass
you will have to use light_spot entity ontop of your less bright light entity. and if you want dusty air or sometihng add a env_sprit entity set to sprites/glow01.spr
lights are a pain but they look really nice.
i did my light and light_spot the same color but put the brightness to 10-20 on...
or if you want to select them all id just use pointer tool to select the box, them click the texture tool and choose skin and click apply, it will apply to all sides.
then for the window, deselct and select only the side for glass
you can set delay in the outputs but i guess youll have to find someone who can completely answer your question... all i can think of is having no buy zone and just spawn a deagal + ammo on the heads like in the old CS