1- you can use a Dlight entity whit key value to flick a light or you can use a shader on a texture brush.
something like this but for this ex, it more like fadding on/off texture:
textures/color/orange
{
qer_editorimage models/color/orange.tga
q3map_surfacelight 200
cull none
surfaceparm glass
{
map $lightmap
rgbGen identity
tcGen lightmap
}
{
map models/color/orange.tga
blendfunc filter
rgbGen const ( 0.241176 0.241176 0.241176 )
}
{
map models/color/orange.tga
blendfunc add
rgbGen wave sin 0 1 0.9 0.7
}
}
you can play whit the “rgbGen wave sin” number to make it more flick or
add another :
textures/color/orange
{
qer_editorimage models/color/orange.tga
q3map_surfacelight 200
cull none
surfaceparm glass
{
map $lightmap
rgbGen identity
tcGen lightmap
}
{
map models/color/orange.tga
blendfunc filter
rgbGen const ( 0.241176 0.241176 0.241176 )
}
{
map models/color/orange_dark.tga
blendfunc add
rgbGen wave sin 0 1 0.9 0.2
}
{
map models/color/orange.tga
blendfunc add
rgbGen wave sin 0 1 0.9 0.3
}
{
map models/color/orange_dark.tga
blendfunc add
rgbGen wave sin 0 1 0.9 0.7
}
{
map models/color/orange.tga
blendfunc add
rgbGen wave sin 0 1 0.9 0.9
}
}
Not tested this one but you need 2 textures… orange and orange_dark (or wehat color you want)
maybe all orange will work to…
2- do a search about elevator.
i will do that whit a func_button target a target_script_trigger and make the lift in script_mover and 2 path_corner thten script all of that 
3- no idea
you can wait better idea … I have time between a compile to try to awser you 
GL