For the same prize, AMD was always far faster than Intel (but also eats more power). However after a certain point there are no better AMD processors (in speed) but Intel still have faster and faster ones. So Ye, the 8 core AMD is better than the same prized Intel, but its better to buy a faster Intel. i7 only 5-10% faster then the same speed i5, but I dont know how the i7's hyperthreading works on map compiling.
Skotty wrote:
Btw: Usually Intel cores support so called Hyperthreading. This means a 4 core CPU could become a theoretical 8 core CPU. But please don't ask me if they really increased speed.
Ye its 8 thread and not 4, but its still 4 CPU core that working so I guess since it just virtually splits performance to 8 thread, just a minor speed increase fpr more $. so if a single core does 2 virtual thread, then it can only do it at half speed on each thread. ON processes where lot of thread needed, and with only 4 thread the process just waits for the threads to finish to start another calculation, it can speed up things, but with vrad all my 4 core runs at 100% load, so I guess with an i7 hyperthreading it would be the same, and the extra technology involved could just resultin a minor speed increase at the same GHz.
Of course if money is not a problem then the fastest i7 overclocked is the best! 
Personally I have an i5-4690k 4core (overclockable) and with an average prized (not cheap) cooler it runs at 4.5GHz (0.8GHz idle, with turbo boost and energy saving). MY maps are huge, I only stop mapping when I reach hammer's and the compiler's limits and they starting to give me errors (too many brush, too big spaces) and lot of detail but even my biggest maps are compile in 5 minute with full compile and static prop lighting (but no HDR). If a map compiles for more than 10 min then its bad mapping (unless its the prop lighting that takes the most time, that cant be optimized if there are a lot of prop).
Even my old 6 year old DDR2 LGA socketed computer could compile anything in 10-12 min, so... ye, a good cpu can double or maxbe 4-5x or more compile times but a good optimization can do it as well 
Hint: light compile (vrad) takes the most time. With huge surfaces/areas, if the surface for example has the same brightness (same shadow amount) then changing lightmap scale from 16 to 64, 128 or even 256 can boost the compile on that surface 100x times (and the lighting still look the same)! With wheatley chambers where the fog makes far walls not visible and the huge blocks have almost the same lighting on their sides, 256 lightmap size usually not noticable. Actually running the map and checking the lighting in Portal2 and then alt*tabbing to hammer and changing the lightmap scale on surfaces where the lighting is homogen or where it does not matter if its not sharp, can insanely speed up compile time! Along with good visleaf-optimizations of course...