You could wait all night, but I wouldn't recommend it!
![;)](http://192.241.182.11/images/smilies/wink.png)
Try running with fast vis to preview the map. Try these things to quicken your compile:
? Func_wall complicated brushwork that's not blocking VIS--Stuff that seperates one part of your level from another is a good thing for keeping your wpolys down. (Null any unseen faces of visible entity brushes, as they will be rendered almost all the time).
? Scale up your textures a little--try X2 and watch how much faster your compile goes. Doing this too much however will make your map/lightmaps look like shit.
?Simplify any crazily complex architecture. You'll find that many times complex structures will look almost identical to something with 2/3 of the brushes. Also, many times complex stuff that looks great in the editor turns out to look very plain in-game, and then it's just a waste of resources.
?Errors of all sorts can add needless eons to your compile time. Check your compile log to make sure you're error-free.
If you want, I can look at your map and give more specific advice.
![:)](http://192.241.182.11/images/smilies/smile.png)