Compiler Options

-novis
Checks for map leaks. No light information is created. Because there are no shadows to get in the way, this mode is also good for looking for z-axis fighting between textures.
-fastvis
All the world is made into a single bsp branch. It's fast, but when you look in a particular direction, you see every single detail in that direction. Nothing is blocked. A light map is created. This mode was used for space maps.
-fullvis
The world is subdivided and broken up into smaller chunks so you can see only what is logically in your view. A light map is created. This is what is used to check polygon-in-view counts. Combined with light extra, it is the final compile for all maps.
-entities
When you add or subtract non-brush model entities from a map, use this compiler. It's very quick. If you change a brush model entity (like a trigger or a door), you must do a compile that includes a vis stage (fast or full). Also, if a brush model entity also has a md3 model component, the map must be at least fastvis'd for that entity to appear in the map.
-relight
Use only if no geometry has been changed. It will rebuild the light map with the new infomation.
-nocurves
what is says. The map is compiled without curves.
-nowater
The map is compiled without water, lava, or slime.
-nolight
No lightmap is generated. A fast way to check polycounts.
-light extra
A finer degree of subdivision is used to create a more detailed lightmap. This is generally only done when the lighting is going through a final fine-tuning because it takes a long time.