Glad you like the goldeneye-stuff. 
About the doors: I had three options: 1) No doors, 2) Doors that could be opened/closed (with the “Action”-key), and 3) breakable doors that cannot be rebuilt. Option 1 is lame. Of course there should be lab-doors, since they were there in the original game. Option 2 is nice, but I decided to go for option 3. When the doors are destroyed, they are gone. And the flow in and out of rooms and corridors will never be hindered by a closed door. I thought option 2 would create bottlenecks, when players closed doors on each other.
CrazyGuy, what do you mean? when “helo” (helicopter) blows? are you referring to the (red) text in the console, that reads “setstate called but no entities found”, when the helicopter is dynamited? That is “normal”.
This is how it works in the map: Each breakable window in the helicopter is an entity. There are 8 windows. When the helicopter is destroyed, each one is removed (by the script). But sometimes a player has destroyed one or more windows beforehand. So, when script tries to remove them, they are already gone - and the console prints that (red) message.
Hint: I made it possible for the Allies to plant ON the rotor and to start the rotor. That makes it virtually impossible for the Axis to defuse the dynamite!
However, the rotor only has a 20 percent probability to start (1 out of 5), each time the start-button is used.
The button can be used as many time as you like, but there is a 2-3 sec delay for each attempt to start the helicopter.
// Loffy