I used to use region compiles a lot in q2 engine mapping, but in wolf, Ive found they dont always work with alphamaps and meta shaders, if the terrain is culled by the region… but if we`re testing small terrain areas, or terrain func_groups that fit inside the region then it works fine.
if using normal brushes or patches then regions are a great time saver, but if were using sky to light our maps and the region is too small then the compile will come out darker as there isnt enough lights created for the sky.
the best trick I`ve found for speeding up terrain compiles while still getting the alphamaps and meta shaders to align properly, is to leave a strip of tris around the whole perimeter of the terrain area.
then group large areas, not needed for testing into func_groups, and edit the classname to func_group2 which can be seen in the editor, if were not filtering ents, but wont get compiled thus saving time.