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To check, mark "world geometry" in auto visgroups, hide unselected, and turn to func_detail all you can (steps, columns, details, glasses, rails and so on).
Many tutorials are available online, written or videos.
this is map
Normaly having too many things being a brush causing this, but that should not be the case.
If nothing work, you could send the .vmf if you want (or open the .vmf copie the text into an website like https://justpaste.me/ and send it, i copie that into an empty file, making it to .vmf and so i could open your lvl aswell)
As I reply to him, he should use the fastvis, compile the map (no map in the known universe needs more than some seconds to run a fast-vis), and eventually paste here the compile log to check. It's impossible to help seeing the external view of the map that he posted.
Are you sure, you don't want to send me your .vmf? I'm courious.
Sorry mate, if there was a brush entity with the origin out of the map, there would be a leak. And as I told you in my previous answer, with a leak vvis doesn't work, and it doesn't get stuck.
He simply has an optimization problem, as I mentioned earlier.
If, as I understand, he has closed the map inside a huge skybox cube, it is normal that the compilation time is very long, because vvis has to calculate what is visible and what is not from each visleaf of the map, including those outside the playable area.
Closing everything inside a skybox cube is always despicable, especially in this type of map, which can very well be closed by its world geometry.