Im thinking, you can do it even just with mapping techniques, but to stay within a decent runtime entity number, you'd have to really go easy on the railings, alien infestation, all those things that add detail. Plus, your lightdata would likely be fairly high, and you'd defintely have to play with dynamic lighting turned off (the actual lights turning on and off look a bit faker, because they don't bounce like normal lighting).
But i'm taking to the idea already. This could turn out pretty awesome. Think about a basic but solid layout, metal, veil, lucid, tanith... where every room was fairly simple but effective gameplay architecture, and each room also had four different light settings, 1-2-3-4, plus minimal, scary-as-hell texture lighting (some places maybe more... but these would be the transition rooms, the hallways).
I wrote out how you could do this with a math_counter (or non-Source equivalent) just now, but then deleted it after because i realized a much easier way to do it. When any of the four nodes closest to MS are built, each one, on its 'spawn on build' field, trigger its one specific lightbulb in every room. And then turn off when its destroyed. You could even mark the four 'lightnodes' specially on the minimap with a little border. Perhaps even have them the lights 'walk' toward the hive, so the first two nodes have better lighting than the next. Imagine playing Veil like this, where a skulk running past the marine offensive and killing both Topo and West puts the rest of the map into added darkness? I dont think a mapper can differentiate between what team the node is for (though in Source you definitely can), so aliens building the node would have to trigger it too. Ninja's would become real ninjas.. though they would still light-up like a neon marine to the aliens. Damned if it wouldnt help alleviate the Cargo-rushing-marine-on-veil Syndome. Reloc's would be interesting. And Electrification Strat would get a... strange boost.
Lighting can create some fun atmospheres, and I tried to do a bit of that in some rooms in my map Nexus. Specifically one where the huge dome on the floor, with the rt in the middle, pulsates slowly, and the room around follows suit. Though the some in the competitive community would s*** themselves over this, this map brightening/darkening concept could really create a new, and very unique, experience.
Remember too that the mapper's artistic touch would matter enormously in terms of getting the lighting levels to an appropriate, balanced level.
Looks like my next map, tentatively called ns_stage, will have to be the guinea pig