LOL
![Smile :)](./images/smilies/icon_smile.gif)
This thing's not that big. It looks like you have 1 big zone. I assume CTF? So you'll be flipping it? That will give you ~2500 brushes - Nothing to crazy there, but too much for 1 zone. Some of my maps are 3000-5000 brushes and they build and work fine, but they use 50-64 zones. From what I see you can easily zone the map into several sections. By chopping it into zones you will help performance emensly, providing you do it correctly. Assuming the PPV is amoung the buildings (from street to perhaps a few lower rooftops, and not flying, you altready have plenty of BSP-view blocking available, however you must zone the map.
Note - "build visible actors" affects only "hidden" brushes and actors (most of them). For example you make a builder room for prefabs, then assign it's brushes to a group, then hide the group, set "build only visible actors" and build - the hidden stuff is not included in the compile. Very handy.
Printing the log dump on your screen is useless - that's not the whole thing. Copy the file called editor.log (in unrealtournament system folder) and send as a attachment.
Good luck.