At least I can confirm that it takes *ages* to compile that map, even on my i7
That map alone already took more time (30+ mins and still compiling) than I used to need for compiling *all* the maps.
==> there is something 'fishy' about that map.
Mattn did a lot of optimization work on it shortly after adding to trunk, but it's still going to be hefty compared to existing maps. Is it inappropriately hefty? I don't know. To my knowledge there are no errors that are causing the long compile times. It's just that the lighting and brush complexity far exceed any previous map for UFOAI. In addition, though I don't think this matters at compile time, the texture sizes used were in general doubled from the sizes commonly being used.
I'd be very interested in hearing more feedback about this. I pushed it at mattn's urging, but without any clear idea about how far is too far. I can't even compile the map on my machine (a puny laptop from 2005), but after the map loads in game (a little longer than other maps) it's very playable. I experience no excessive lag when flying the camera around.
But if you or someone with more technical knowledge wants to take a close look at the compile to see if there is something fishy that may be adding to the compile time, I'd be very grateful. It's my first map.