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Theoretically it should also be possible to put these soundscape files in your GarrysMod/garrysmod/scripts directory, but I'm not 100% sure if this works. And if it does work, keep in mind that it can prevent stock HL2/GMod soundscapes from working, unless you merge the contents of the manifest with that of the default manifest.
1. Massive amounts of extra skybox area is unused, thus also slowing the compilation time.
2. Potential overuse of func_viscluster, but I have yet to prove it.
3. .vbsp detail_props default density and/or model visibility range too far (but I have not been able to change that).
I'm no expert at this; correct me if I am wrong. I will keep posts on any new optimization experiments/tests.
There's not much I can say about the other theories at this point. Gut feelings can be misleading when it comes to performance, so I would advise testing them out and doing before/after comparisons with the cl_showfps and +showbudget commands. I don't have the time or energy to experiment with this map any more, but I'm eager to hear about your findings if you want to look into it.
And yes, I've previously posted these compilers on the Facepunch forums as well. The ones included in the download here are probably the same, or they have some additional raised limits. I don't remember exactly.
I should warn you that gm_boreas pushes GMod to its limits, and that finishing the project involved a ton of headaches. If you're new to Hammer then I would strongly advise you to start by creating a simple map on your own, rather than editing an existing one (especially one as complex as this).