When you make brushes into func_detail, it makes compiling go faster.
To func_detail a brush, select it with the Select tool (press escape), then press ctrl-t. THEN compile; the time it takes to compile the map should be much shorter with func_detailed brushes.
Note: make sure
not to func_detail everything. This will result in horrible in-game performance. In your first screenshot, f_detail the metal cage and the thin brushes on the wall; in the second, the wooden planks on the ground; third, the doors and plates sticking out; fourth, all the angled brushes and the thin wooden supports on the wall; fifth, the coffins, planks, and angled brushes.
Another note: you did not build cubemaps, which gives you those pink-and black squares on some props and brushes. To get rid of those, place an env_cubemap point entity in each room/main area; then play the map in TF2, and type the following into the console (~ key, below Esc):
Code:
mat_specular 0
buildcubemaps
mat_specular 1
disconnect
sv_cheats 1
mat_reloadallmaterials
sv_cheats 0