Well i looked at the maps and the reason why it takes 2 days to testbuild is simple. You have already been told (not by me) in 2 other threads but again:
You are using no details.
How to make a detail?
You can make a brush to a detail by selecting it and pressing ctrl+M. You can disable/enable showing details on the screen by pressing ctrl+D.
Where to place details?
Details should be used on anything that's not a wall, floor, ceiling, skybox or everything else that is a 'border' of the map. For example the pillars in the human base on mecka should be set to detail. Patches can't be set to detail, but they already act like one.
What's the point in setting details?
(I got no idea how to explain it well, but I'll try). While compiling, the map is separated into many areas. Those areas are created between the brushes. The more brushes, the more areas.
Those areas are afterwards connected 1 by 1, to see which areas are visible from others. (For more information visit
http://tremmapping.pbworks.com/Understanding%20Vis%20and%20Hint%20Brushes) This takes ages to compile if there are too many areas. This is most likely what is making you trouble.
Setting a brush to detail makes it having no impact on the creation of areas, meaning there will be far less of them. This in turn reduces the time to compile significantly.
As for the textures and pk3 creation:
You should never use textures directly from other maps. You'll have to put the textures in the texture folder of your maps pk3, and ofc use them from there. If you use other peoples textures, make sure you are allowed to and give credit.
You can see what layout your pk3 should have by looking at the default maps. The way of creating a pk3 is simply by packing the folders and files you need to a .zip and rename it to a .pk3.