Yea, it's pretty strait forward...
Ok, you just need two entities to get this to work. A momentary_rot_button and a func_movelinear; both of which are brush based entities. The func_movelinear will become your door. Mind you, a door that moves side to side, or up and down, that's about it. The func_movelinear is best represented by covering it with the nodraw texture and make a wheel prop (ideally the one used in the level you mentioned: models/props_borealis/door_wheel001a.mdl [use prop_dynamic]) parented to that invisible momentary_rot_button.
Now you're pretty much free to do whatever you want with the keyvalues, but note that if you want the door to slam back down when the player is not turning the wheel, then you need to leave the "toggle" flag unchecked in the momentary_rot_button's flags and assign a number at which the speed for the door to close back when not in motion under the "auto-return speed" keyvalue.
But the real magic happens between the two entities' I/O systems...
For the momentary_rot_button's outputs, just put:
My output named: Position
Target entities named: The name you gave your func_movelinear.
Via this input: Set Position
No parameters, fire more than once, and no delay.
space
Now, for your func_movelinear we will create TWO outputs:
-Output 1-
My output named: OnFullyOpened
Target entities named: your momentary_rot_button
Via this input: Set Parent
No parameters, fire more than once, and no delay.
-Output 2-
My output named: OnFullyOpened
Target entities named: your momentary_rot_button
Via this input: Set Position
No parameters, fire more than once, and no delay.
And that's it! Just make sure your door and wheel are moving in the right direction, and you have "use activates" selected for the momentary_rot_button, and you should be set to go! After which, I would go back and tweak the settings some.