When I looked at the map I immediately noticed a design-error. Therefor, I went around the map for about 5 minutes and just screen'd everything I found. Those are just minor errors, but imo they kinda distrub a otherwise quite well done map.

Some part of another place in the map is visible.

That looks a bit strange.

Again we have the inside visible from the outside and a hall-of-mirrors-effect.

The fog-textrue is exactly on the same place as the wall-texture, creating a strange effect.

The door clips into the wall when completely opened (not really visible is a screenshot)




Just some leaks that should be fixed.


In this too screenies, there is no visible lightsource, light comes out of nowhere. I'd also recommend you to use light-shaders (Nexus6 has a lot of them in diffrent sizes and brightness)
I havn't really looked at the map from the gameplay-side yet, but I think it got better.
As for the compile time: I looked at the map-file (from b1, since b2 wasn't there) and you are still not using detail-brushes enough. If you look at the map-file of arachnid for example, you can see that, if you turn of detail, the map only consists of big, rectangular rooms.
To include sounds, use a target_speaker.
How to do orange fog: In the line "fogparms ( X Y Z ) A" X, Y and Z are the RGB values for the fog's color while A is the distance you can see throught the fog (the lower A, the thicker the fog). For Orange I think it would be "fogparms ( 255 128 0 ) A".
Your maps are quite well designed, but from the technical side, they seriously need improvement.