Right....
KillJoy wrote:I have made a 8 sided 'Block' which my map is gonna be inside, the walls are 64 thick and are all flush against each other - there are no gaps.
Oops! Don't do that

it'll create loads of unneeded space that will have to be vissed and rendered, and is the best way of increasing r_speeds beyond all control

Although for test maps it's fine, but for a proper map you'd want to make sure there's no wasted space. It's probably not worth trying to make the outside of the map perfectly cuboid, that was just an extreme example. Some people do, mind, but I just can't be bothered to spend that much time and effort!
info_player_deathmatch(Dont know what this is)
That's a Terrorist spawn point.
when i compile the map, because i have started over again, it aint taking as long but it is still a little slow, so by the time i start entering loads of other crap i guess i'm gonna be waiting for hours !!
Well it does take a long time I'm afraid! Having said that on your system I'd be surprised if a full, decent map took longer than an hour or so. The testmap you describe should be done in a matter of seconds!
also the 1 pixel gap.... when running around map i can see right thru, and shoot thru it!!, thats never right... surely??
Are you sure it's only one pixel??? (Or rather, one grid line in Hammer)
Yes both you and the HL engine can see through such gaps, which is why you need to just learn through trial and error when to use the 1-unit-gap method of polygon reduction over other methods. There aren't really many general rules so it just takes practice I'm afraid
When running the map type
r_speeds 1 and then
developer 1 to see the wpolies, over 800 being unadvisable in normal conditions. Also use
gl_wireframe 1 (and
2) to see how the engine breaks up your map into polygons, although the game has to be run without the -deathmatch 1 tag for gl_wf to work.