light catchers
the hard way would be to model a set of catchers for both the excursion funnels and the hardlight bridge, this would have the advantage of looking VERY different than anything in the game, and therefore would make the player look at it longer and wonder about it, and would also be able to look like anything that you wanted. Maybe the excursion funnel "catcher" is a giant plunger than needs to be pulled or pushed to toggle something in your level? maybe the hardlight bridge catcher is a plus that does 2 different things depending on the angle of the bridge put into it. possibilities are endless.
Jexim wrote:
the hard way would be to model a set of catchers for both the excursion funnels and the hardlight bridge, this would have the advantage of looking VERY different than anything in the game, and therefore would make the player look at it longer and wonder about it, and would also be able to look like anything that you wanted. Maybe the excursion funnel "catcher" is a giant plunger than needs to be pulled or pushed to toggle something in your level? maybe the hardlight bridge catcher is a plus that does 2 different things depending on the angle of the bridge put into it. possibilities are endless.
Creating models is optional, you can do this with good brushwork too. (The plunger can be linked to or be a "func_door".) Pretty things can be done here. 
As for the trigger mechanism, Jexim is right about that, you should probably use a "func_portal_detector" and place it at the right location. Another one at the place the bridge/funnel hits the wall and a simple AND-gate to finish it off. ![]()
EDIT: Oh yeah, as for the funnels, a catcher is actually called a "button-stuck-to-the-wall-catching-a-cube"... But I understand that isn't always what you want.
Jexim wrote:
NEVER carve
Good call 
Jexim wrote:
avoid circles when you can, to make them look good in brush work takes at least 8-16 sides too look good depending on size and texture applied.
Not sure about that, for the funnel I'd definitely make a circle, only way to make it look good. Of course you could use that circle prop elevator tubes lead in to. I use it around my droppers 
The lights would start blue-purple and when activated, they would turn off and yellow-orange-red one would be turned on, and same w/ deactivating.