Lighting is calculated during the compile stage of the map. That means it's not dynamic, it doesn't react on moving entities or such that in real-life would block light. So, entities do not block light. Unless you're compiling with Zoner's compile tools, which you really should be doing - these versions offer some more control, like enabling entities to block light.
If you let that door block the light, then when the door opens, the lighting still remains the same, e.g. there's no stream of light falling on the floor of the next room once the door is open. As I said, lighting is pretty much static.
Another solution would be to trigger the light once the door opens or closes. Would work in a singleplayer map but less effective in a deathmatch map, obviously.
EDIT: Elon beat me to it...
Anyway, Source doesn't do full real-time lighting, so also that engine doesn't really give you the desired result. Dynamic lights are supported to some degree but they're expensive and limited as well.