The door
It is silent in my game ( quit playing SoF2MP beta releases

)
Add the noise property to get the metal sound.
If you want it to stay up for the rest of the round in round based games, then you could add 2 delay ents between the trigger_multiple and the door; 1 that waits for 300 secs, but only spawns in inf and dem, and an other that doesn't wait so long, but only spawns in dm, tdm, elim and ctrl... So rename door1 to door_real, call the delay ents door1 and have them target door_real.
All ents are reset at round restart, so don't worry about it's position in the next round.
The Projector
Box inner side?
Deforming shader?
The map layout (decal(2).jpg) on the wall is inversed and I guess the whole thing should be on the white background.
Add demolition gametype?
Dare I ask for a bot-route? ;-)
Please add these things (I've taken a lot of time to find the specs and write this for you):
To support the Control gametype, add these gametype-items on the noted positions:
#1 "blue_box1" (1770 -265 -144)
#2 "blue_box2" (798 1493 -144)
#3 "red_box1" (-1475 1364 -320)
#4 "red_box2" (789 -1919 -320)
- And add "Ctrl" to the type-field in the arena-file.
Add a "g_spawnfragDistance" "12" property in worldspawn.
In RoCMod CDK and the soon to come AV-mod this CVar determines how far (in meters) the enemies will have to keep away from the spawn points, in order to avoid being telefragged when the next guy spawns. It only works in gametypes with interval spawn type and with one exception; if the enemy looks
away from the spawning player, but the spawning player
can see the enemy.
I'll make levelshots for inf, dem, ctrl and ctf for you if you add those things :-)