3rd version, and I can't seem to stop myself from adding pointless detail. Nothing to further the example...but it looks kinda nice, so check it out
It seems the texture of the brush-based entity you're using is very important in terms of it's "bulletproofness".
For every texture I've tested--besides glass--, you need 4 seperate walls to stop an AWP bullet. Glass walls, on the other hand are substantially weaker, and it takes 11 of them to stop the same AWP bullet!!
12 togglable func_doors controlled by a very simple button system, as well some really nice Game_Player_Equip gun cabinets. Play around with the GPE's, and notice the strange effects like being able to "own" multiple rifles at once!
Makes it much easier to test the the penetrating power of any weapon, though you'll need to use the buyzone for pistols and SMGs.
Used a cycler for the hostie instead of a hostage_entity. This way, you can tell if the bullets are penetrating by the models's animation change, and he never dies.
Enjoy
Known Issues:
- If you press the buttons too fast--because they're all toggable with no delay--it will mess up their open/closed sequence with the indicator lights.
- Wpolys are approaching 2000 in some corners...so if you don't already know, this is WAY too high for a normal multiplayer map!
- If you look at the logfile, you'll see a thousand "Too many light styles on a face" errors. Though this is not normally recommended, it does not negatively effect the map for example purposes.
: )