**** leaked ****
Entity func_water_analog (202.03 -5844.00 -1699.38) leaked
You have a leak. Go to map>load pointfile to load your pointfile. This will create a red line going from the entity nearest the leak through the leak and out into the void. Figure out what you need to do to seal it, unload the pointfile and recompile your map. Now reload the pointfile and repeat the process until it doesn't ask you if you want to load the default pointfile but instead takes you to a screen where you need to pick a file to load yourself. At that point you can say cancel, and you have sealed the leak. Remember, the leak will not be fixed by removing the entity that the pointfile starts at, that is simply the entity closest to the leak.
Once you fix that, repost your compile log and we'll see, but you will almost certainly need to simplify your map.
findportalside: couldn't find a good match for which brush to assign to a portal near (3493.2, -4096.0, 998.0)
This error is usually followed by something like this:
Leaf 0 contents:(may vary)
Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
This means that none of the brushes in leaf 0 or 1 that touches the portal
Check for a huge brush enclosing the coordinates above that has contents
Candidate brush IDs: [none or more brushnumbers]
Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.
I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.
warning: node without a volume
Your map has a node without a volume. (a node is what a clipnode was in hl1, in other words a volume denoting where the player can get to and where not.)
Unless you just did some vertex-manipulation or placed static props in a wall, or added a funky new displacement, you shouldn't hunt this error down, as it may take you ages to find, unless you get strange effects in your map. Just fix (simplify) the awkward gemetry if you find it. May also be the sign of an invalid brush, or simply vertices offgrid (unlikely?).