If it's taking that long and overheating I'm curious about a few things-
Addressing your overheating problems:1. What are the specs on your computer? Go to start -> run -> dxdiag. You can take a ss and upload it to imageshack... or not
2. If you processor isn't from the 1990s it shouldn't overheat. Perhaps you should make sure the fan is properly fixed to it with a sufficient amount of thermal gel between it. Your processor can get up to 150 degrees Celsius (1.5 times the heat needed to boil water) so it is important for the speed of your computer and the safety of your processor that it is properly cooled.
3. Besides the hardware issues, you're map is pretty small. If you want to take the compile time from 60 hours down to 8 minutes you might want to try this.
- Select your entire map
- Go to Brush -> Make Detail (CTRL + M)
- Select all walls and floors (not pipes, decorations, broken glass, etc.) and go to Brush -> Make Structural (CTRL + SHIFT + M)
What the compiler does is create
Visual Fields, or vis fields, based on structural brushes. 95% of your map will
not be structural. What a visual field does it tell the player what the player can and cannot see at any given point. If you are in room1 of this image, you cannot see what is in room2. You may be able to see what is in the first hall and the second hall, but none of the third hall. Visual fields will make these calculations for you and it won't make your graphics card draw the entire map.
However, too many visual fields is just as bad as none! You will draw less perhaps but spend days compiling and the fps will die trying to do so many calculations (cpu calculations will affect the gpu for other reasons. Don't over-think it, just take my word for it). There is a healthy balance. Now you know.
Map Issues:1. I'm happy I was able to play your map without needing your texture files and without getting no-textures but be careful. I may have all you maps but if someone doesn't they will not see your map correctly. If one of your textures is textures/SuperAwesomeMap/FIRE.jpg but I don't have this texture then I will not see it. If you are using someone elses texture put it in your texture file or try to stick with stock maps (maps that came with trem- atcs and karith station for example)
2. All of your human buildings are not able to spawn. They need to be at least 4 grid points from the floor and not overlapping it. Also if they are too close to each other they won't spawn. I compiled your map and aliens automatically won (edited it and played it though).
3. Your glass textures and forcefields don't work. Learn about shaders like I often recommend.
4. Some doors didn't open but I'm not sure if that's a bug or not.
5. I don't know what the button does in the box room. Unless it's a secret thing try displaying a message or be more obvious- "The super door was opened! woooOOoOoOoOOO!"
6.
Aliens and Humans CANNOT MEAT!! How do they get to each other?
7. Some lights were inside walls.
8. Only way to exit alien base is to crawl on the walls. No dragoons, tyrants, maras, or others can leave the base. It's a long crawl!
Likes:1. Low gravity snow room ftw

2. Looks like it could have fun gameplay. The map was interesting and different and good for a first but obviously has issues. But you can only tell when you actually play it.
I've made half a dozen maps that failed and the one I did release still wasn't stable. So it's nothing to get discouraged about.
And finally, to test the other issue besides the visual fields go to build -> build without visibility or lights (30 second compile time). It will be ugly but you can test most of your map.