This prop lets you use a model to function as a door_rotating entity. First build your basic room out of a box. Add an info_player_start and a light. Next, create a prop_door_rotating. Now select the entity and hit ALT + Enter, which will bring up its properties.
Name: door_01
World Model: models/props_c17/door01_left.mdl
Skin: 0
Rotation Distance: 90
Speed: 100
Fully Open Sound: doors/door1_stop.wav
Fully Closed Sound: doors/door_wood_close1.wav
Moving Sound: doors/door1_move.wav
Delay Before Close: -1
Leave the default values for everything else.
Name - Use this to define a name for your door. Useful when using a func_areaportal.
World Model - This defines the model of the door you want to use. This will always be the model you will be using for doors unless you model your own and want to use it.
Skin - This is where you define different skins for your door. As I stated above you will always use this model for your doors because this is the value where you define what it looks like. Depending on the number you use, your door will have a different skin applied to it. There are a total of fourteen skins. Here is a picture I made showing all the skins you can use for this door.
Rotation Distance - The number of degrees the door will rotate. Default is 90, which is a standard door.
Speed - The speed at which the door moves. Default is 100. A higher number means the door will move faster and a lower number means the door will move slower.
Fully Open Sound - Sound played when door is fully opened.
Fully Closed Sound - Sound played when door is fully closed.
Moving Sound - Sound played when door is moving.
Delay Before Close - This is how long (in seconds) the door takes before it resets itself. By default this is -1 which means it stays open until you press the "use key" again to close it.
Starts Open - If set, the door will start open instead of closed, the default position.
Starts Locked - If set, the door will be locked and the player will not be able to readily open it.
Door Silent - If set, the door will make no sounds when opened or closed and will not alert nearby NPC's.
Use Closes - If set, the "use key" will open and close the door.
Door Silent To NPCS - If set, the door will make sounds when opened and closed but will not alert nearby NPC's.
After setting up the prop_door_rotating, you can now start to build the frame around the door. Make sure the doorway you build for your door is 108 units high and 48 units wide.
When you place your prop_rotating_door in your map you will notice that its dimensions are slightly larger than 108 units by 48 units. This is only due to the bounding box because it is slightly larger than the model itself. You may have trouble getting it to align of course, so with your door selected press CTRL + Shift + B. This will snap the object to the grid and allow you to line up the door like this.
Also make sure sure that the door's bounding box completely aligns with the floor and not the top of the doorway.
As the image says, use the bottom center square to drag the bounding box onto the grid line where the top of the floor resides. This may take multiple tries, as it only moves a little every time. After that you're done.
For something a little extra, you could add a func_areaportal. This is outside the scope of this tutorial. However, feel free to read this tutorial in order to learn how to apply area portals to your doors. http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=143
I'd also like to point out that this is a left handed door, hence the "_left" at the end of the model name. This just means that the doorknob is on the right and the door should open towards the left.
I have included a zip file containing an example map. You will find a bsp, vmf, and compile log in the zip. Example Map
Note: in my example map I have added a working func_areaportal.

For this tutorial I used these values:
Name: door_01
World Model: models/props_c17/door01_left.mdl
Skin: 0
Optional Values:
Rotation Distance: 90
Speed: 100
Fully Open Sound: doors/door1_stop.wav
Fully Closed Sound: doors/door_wood_close1.wav
Moving Sound: doors/door1_move.wav
Delay Before Close: -1
Leave the default values for everything else.
Explanation of Values:
Name - Use this to define a name for your door. Useful when using a func_areaportal.
World Model - This defines the model of the door you want to use. This will always be the model you will be using for doors unless you model your own and want to use it.
Skin - This is where you define different skins for your door. As I stated above you will always use this model for your doors because this is the value where you define what it looks like. Depending on the number you use, your door will have a different skin applied to it. There are a total of fourteen skins. Here is a picture I made showing all the skins you can use for this door.

Rotation Distance - The number of degrees the door will rotate. Default is 90, which is a standard door.
Speed - The speed at which the door moves. Default is 100. A higher number means the door will move faster and a lower number means the door will move slower.
Fully Open Sound - Sound played when door is fully opened.
Fully Closed Sound - Sound played when door is fully closed.
Moving Sound - Sound played when door is moving.
Delay Before Close - This is how long (in seconds) the door takes before it resets itself. By default this is -1 which means it stays open until you press the "use key" again to close it.
Flags:
Starts Open - If set, the door will start open instead of closed, the default position.
Starts Locked - If set, the door will be locked and the player will not be able to readily open it.
Door Silent - If set, the door will make no sounds when opened or closed and will not alert nearby NPC's.
Use Closes - If set, the "use key" will open and close the door.
Door Silent To NPCS - If set, the door will make sounds when opened and closed but will not alert nearby NPC's.
After setting up the prop_door_rotating, you can now start to build the frame around the door. Make sure the doorway you build for your door is 108 units high and 48 units wide.

When you place your prop_rotating_door in your map you will notice that its dimensions are slightly larger than 108 units by 48 units. This is only due to the bounding box because it is slightly larger than the model itself. You may have trouble getting it to align of course, so with your door selected press CTRL + Shift + B. This will snap the object to the grid and allow you to line up the door like this.

Also make sure sure that the door's bounding box completely aligns with the floor and not the top of the doorway.

As the image says, use the bottom center square to drag the bounding box onto the grid line where the top of the floor resides. This may take multiple tries, as it only moves a little every time. After that you're done.
For something a little extra, you could add a func_areaportal. This is outside the scope of this tutorial. However, feel free to read this tutorial in order to learn how to apply area portals to your doors. http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=143
I'd also like to point out that this is a left handed door, hence the "_left" at the end of the model name. This just means that the doorknob is on the right and the door should open towards the left.
I have included a zip file containing an example map. You will find a bsp, vmf, and compile log in the zip. Example Map
Note: in my example map I have added a working func_areaportal.
Finished Product:
