Outis, If you make your own floor tile texture, then make another that is brightly lit (or get something like this from someones wad pack) and then add a info_texlights entity into your map giving the bright tile a strong light property, you can make two func_wall_toggles in the same place, one with the light and one without, leave the one with the light off and then when needed trigger the one without the texlight off and the one with it on, that way it will switch between the one that emits light (and it will emit light) and the one that doesn't.
There is an easier way actually; there is a way to trigger texlights on and off, with func_walls (check some tutorial here to see how it's done) Anyway you can do that to trigger the tiles light emission on and off, that might work, but the effect wont be as good as the func_wall_toggles.
Finally, the easiest way over all is to just make a light_spot over the tile to make it light up every-time you step on this tile, or even add a func_wall_toggle with a light look-alike effect over the tile to create the effect that it lit up.
About the triggers I can think of a easy fool-proof way.
1. Add a trigger_multiple with a 4 sec delay before reset value right over the tile.
2. Make this trigger_multiple target a multi_manager over the tile.
3. In the multi_manager properties, trigger your objects on 0 seconds, then trigger them off on 3.9 seconds. As an example, it should look like this:
0 - func_wall_toggle
0 - light_spot
3.9 (or 4) - func_wall_toggle (same entity but it will turn off when triggered again)
3.9 (or 4) - light_spot (same as previous, it will turn off)
now every time a player steps on the tile, the trigger_multiple triggers a multi_manager only once (since it has to wait 4 seconds to trigger again), the multi_manager fulfills it's sequence in 3.9 seconds (or 4 depending on how you set it) and then turns off, and at the exact same time the trigger_multiple turns back on, ready to trigger all over again, repeating the sequence as long as the player stays on the tile touching the trigger.
edit: and of course 2 players on the same tile, even 10 players on the same tile will not change anything, since the delay for reset is 4 seconds.
edit2: Ofc the 4 second delay is just an example, if you want the tile to turn off in 2 seconds, or even 1, then change the delay to reset value to 2 (or 1) and the turn off values in the multi_manager to 2(or 1).