it's not about how many lights you have.
Seriously, think about it...
I have just ONE light...ok...now the compiler has to calculate every single bit of lighting and shadow that lays on or is casted by each and every brush and surface that light effects.
One single light could take an enormous amount of time to compile depending on how complex the area you are lighting. 10 lights gets even more complex.
The latest map i'm working on has NO lights and one sun. It takes hours for it to final compile.
If you build maps with poor technique, which most people do until they decide to actually find out what good map building techniques are, you will cause the compiler to do A LOT more work than it should. Understanding how brushes work, from a compiler point of view, is crucial to learning how to OPTIMIZE your maps. This keeps compiling time down, and puts less stress on the game engine when run.
Are there any good places for me to check out information on how compilers work with brushes, and to optimize my maps, or is this something that is only learned through experience?