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To make it work, you need to replace any continous stretches of cubes with single brushes, and make protruding cubes into func_details. Also, it's very stronly reccomented to set up the skybox like this[www.optimization.interlopers.net], instead of having it surround the entire map.
The brushes have to be convex, so in the case of Minecraft blocks only straight shapes will work.
Brush 9370: nummapbrushes == MAX_MAP_BRUSHES
Brush 10080: nummapbrushes == MAX_MAP_BRUSHES
I have had enough fiddling around seeing as I know ♥♥♥♥ so I will just dropbox it and if anyone knows how to and would kindly fix it that would be great.
The preferred version
https://www.dropbox.com/s/dzm4bu6d5b3mjpp/Preferred.vmf?dl=0
If that's just too much then this one.
https://www.dropbox.com/s/mle3i8mvbywgh1b/Cropped.vmf?dl=0
Start a new map and copy across sections of your old map one at a time and optimise as you go. There are lots of resources to learn about optimisation, such as interlopers[www.optimization.interlopers.net], the VDC and THW[www.tophattwaffle.com].
In essence, take what you've learned about optimisation and the limits of the source engine and create a new, better version of your map.
Though some things could probably be converted to models and look okay. If you are going to go that route try Blender, it's free and exports nicely to Source.