VRad stopped working
Post your compile log of the most recent full compile. Good chances it has something to do with the resolving of VisLeafs within VRAD as it doesn't even come up to it.
Also have you done a full compile on this map before? It could be that the actual tools are the problem and not the map. Create a new map with a spawn point and a light and see what happens when you fully compile it.
Tick everything to normal when you see the compile dialog (F9).
What I found was that my map was too large and not well optimized enough. I wasn't able to tell if it was the number of visleaves causing the problem or the number of brush faces but reducing both can't hurt here. It's kinda hard to give general advice without knowing what your map is like but I'll give you some tips that helped mine:
*Func_detail. If your map is like mine and you have large bounding boxes for pits, you NEED to be extremely careful about your visleaves. I'm reading through your compile log, 3350 numportals (essentially 3350 visleaves) is insane. (I don't know what fast VVIS does to this number, though.) Turning detail brushes into func_detail means they will not affect visleaf generation. If you haven't already, read through this: http://www.optimization.interlopers.net/ There's a section on visleaves and func_detail, that should definitely be required reading for any mapper.
*Fog. If you have HUUUUGE open areas (like I did for pits and BTS areas) that's going to cause problems. If possible, you should add an env_fog_controller with a low-ish start and end distance. This will allow you to tighten up some of your areas without making it look too much worse. Helps with lighting too!
*Make the map smaller. I believe the source of your problem is too many brush faces too much brush face area. Your compile log says 1905719936 (1.9e9) square units! In comparison, my map (which was really pushing it) had 1588317952 (1.6e9) square units. I would bet money this is where your problem lies. You need to reduce the map size, either by making the areas smaller, or, if all else fails, cutting your map into two.
Hope this helped! Good luck!