NOTE:
If you prefer to use your hammer editor for compiling your wads into the map, try Forceflows tutorial.
If you prefer batch compiling, try Tracer Bullets tutorial on batch file compiling..
As you can see this is the first tab on the HLCC screen, the map is setup to eventually compile the map "Double_Trouble". I am sure that the paths may or may not correspond to your actual paths, but if you edit it to your exact paths it will be ok. Just as long as the last folder is the maps folder, otherwise you may send it anyplace you desire, as long as YOU know its destination, and YOU move the .bsp into the maps folder so that HL can find it.
Be SURE that in the options box that you at least have "ZHLT" support on, you don't really need batch file if you so choose:
In this picture you will note that the compile options are able to be turned ON or OFF so that you can do specific compile tasks, such as "ONLYENTS" in which case you would turn OFF all steps except the 1st</sup></sup></sup></sup></sup> one, "CSG":
In the following picture you will note the "params A" tab bas been depressed. You will note that in this tab you have the options to compile the "CSG , BSP and VIS" of your future compile. In this particular pic you will note that the "estimate" and "high" priority boxes are checked, this is a more intense compile- if you wanted a fast compile you would un-check the "high" and substitute the "low" or the "fast" in the options. I don't really know about the other options and didn't find time or reason to learn what they all do, but there are plenty of places on the internet you can find out about them.
Also please note that if you are only adding entities, such as weapons, ammo, items, player starts AND/OR adjusting doors, lifts, and func_illusions or glass transparencies you can un-depress (OFF) all the compile options except the CSG and check the box "ONLYENTS" and add all or adjust all these tasks in seconds.. BUT it requires that you understand,
1) you must have already finished a completed compile.
2) you altered absolutely no solids whether you added some or deleted some.
3) the entity you are using doesn't emit light of any kind.
also please note: un-check all boxes save "onlyents" in the csg before hitting the compile button.
You will note that this is the same "params A" tab but in this one it shows the "wadinclude" options. Be sure to click the "wadinclude" option and click the "+ADD" to set the path to the wad desired.
in this picture you will note that after you click the "+ADD" you will need to set the path to the wad you want included, in this case the "holys**t.wad". Also note that the textures you used will be added, or embedded into the final .bsp, and will increase the file size, but it will only add those you have actually used, all other textures in the wad are ignored.
In the next picture you set the RAD portion of the compile process, in this case i have it set for a full compile (high), but if you only needed a fast, you can un-check all options and only check the "low" priority.
Finally after you have all the desired options you return to the front and press the blue "compile" button, and if all goes well, the black compiler process screen will show up.
If you are using zoners tools , the "ZHLT" mentioned earlier, you will be forced to map errorless- if there is a problem with your map, you can look in your maps .LOG file (which is in the same folder as your map itself), and then use this website or the internet to find the solution to your problem(s).
If you prefer to use your hammer editor for compiling your wads into the map, try Forceflows tutorial.
If you prefer batch compiling, try Tracer Bullets tutorial on batch file compiling..

As you can see this is the first tab on the HLCC screen, the map is setup to eventually compile the map "Double_Trouble". I am sure that the paths may or may not correspond to your actual paths, but if you edit it to your exact paths it will be ok. Just as long as the last folder is the maps folder, otherwise you may send it anyplace you desire, as long as YOU know its destination, and YOU move the .bsp into the maps folder so that HL can find it.
Be SURE that in the options box that you at least have "ZHLT" support on, you don't really need batch file if you so choose:

In this picture you will note that the compile options are able to be turned ON or OFF so that you can do specific compile tasks, such as "ONLYENTS" in which case you would turn OFF all steps except the 1st</sup></sup></sup></sup></sup> one, "CSG":

In the following picture you will note the "params A" tab bas been depressed. You will note that in this tab you have the options to compile the "CSG , BSP and VIS" of your future compile. In this particular pic you will note that the "estimate" and "high" priority boxes are checked, this is a more intense compile- if you wanted a fast compile you would un-check the "high" and substitute the "low" or the "fast" in the options. I don't really know about the other options and didn't find time or reason to learn what they all do, but there are plenty of places on the internet you can find out about them.
Also please note that if you are only adding entities, such as weapons, ammo, items, player starts AND/OR adjusting doors, lifts, and func_illusions or glass transparencies you can un-depress (OFF) all the compile options except the CSG and check the box "ONLYENTS" and add all or adjust all these tasks in seconds.. BUT it requires that you understand,
1) you must have already finished a completed compile.
2) you altered absolutely no solids whether you added some or deleted some.
3) the entity you are using doesn't emit light of any kind.
also please note: un-check all boxes save "onlyents" in the csg before hitting the compile button.

You will note that this is the same "params A" tab but in this one it shows the "wadinclude" options. Be sure to click the "wadinclude" option and click the "+ADD" to set the path to the wad desired.

in this picture you will note that after you click the "+ADD" you will need to set the path to the wad you want included, in this case the "holys**t.wad". Also note that the textures you used will be added, or embedded into the final .bsp, and will increase the file size, but it will only add those you have actually used, all other textures in the wad are ignored.
In the next picture you set the RAD portion of the compile process, in this case i have it set for a full compile (high), but if you only needed a fast, you can un-check all options and only check the "low" priority.

Finally after you have all the desired options you return to the front and press the blue "compile" button, and if all goes well, the black compiler process screen will show up.
If you are using zoners tools , the "ZHLT" mentioned earlier, you will be forced to map errorless- if there is a problem with your map, you can look in your maps .LOG file (which is in the same folder as your map itself), and then use this website or the internet to find the solution to your problem(s).