That's your problem; the error means that your scene has too much 'stuff' and some of it isn't being rendered as a result. That's why it happens only when you look at things at certain angles; because those particular views are causing the game to draw too much than it can handle.
You want to make sure you're not running vvis with the -fast parameter; as doing so will bypass the vis process and can result in this error happening (even if your level is lit correctly and compiles without error, if you ran with -fast it's not optimized visibility-wise).
If you did indeed perform a full compile, the only remedy is to optimize your map somehow and reduce the amount of things being drawn. Perhaps you have some areas with unnecessary or excessive brushwork that you could reduce? If you have a lot of complicated structures made from brushes, you could convert them to static or physics props with
Propper, but this will mostly just free up
brushes and not
vertices, which doesn't help with your problem. Occluders and areaportals can help, depending on how your map is laid out. Setting/style permitting, you could also try using
fog to obscure distant parts of your scene that are far away from the player.
Source should be able to handle outdoor maps just fine provided it's not rendering too much in a
single scene. Most of the big-huge Valve maps (hl2 coast levels) utilize fog as a visibility control with the FarZ clip value; this just culls/hides anything beyond the FarZ clip value from the player, while the fog masks the fact that the distant objects are disappearing.
[m]EDIT[/m]: If you're using func_viscluster this could be contributing to the error, as well - if multiple func_visclusters with lots of models, brushes, etc can see each other, than the game will think they're all visible at once, even when they might not be, so use them sparingly, if at all!