Sorry I removed my post that Kaelin I think is refering to below.
Re-Edited
Sorry it took me awhile to get back, and yes I should have mentioned uman and xplosys are correct.
After various tests a few months back, I found that if you are going to make a level, you need to make it right the first time (paper/pen). The editor has a nasty bug in it (this may have been mentioned) where you can have invisible entitys and segments in your level with out even knowing, unless you scan for them. However removal can be tricky.
I solved this problem one night when I had placed a segment, did something away from my pc, jumped on, selected a different segment or something, and then deleted the segment, to find that I did delete it, however the blue grid was still hightlighted where the segments once was, after moving the viewing area away a bit. Now I may be wrong, yet I think I re-deleted the invisible segment with the same segment or placing it again and removing.
So Im thinking that this could be a small cause (or large) for some fps problems, and a object/model needs to be removed with the same object model etc. And unless you are deleting the whole room to start with a new segment, this overlapping can not be seen. Removal and other factors need to be tested though. And deleting a segment area with entitys placed, may also involve the entitys becoming invisible, you can find these invisbile entitys by searching for un accounted for dots on your level editor.
Anyway, go xplosys way and save, rename, save etc. it will help in the long run if you make big changes to your level and the end result is more lag you can step back.
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Apart from me not knowing if you have incounted what the 2 users above have mentioned. Here is some ideas you could try.
Blue - There is not a complete segment here, missing the back wall.
Red - the segement here is also not joined, I see you have been mixing textures, try using the same texture you want and delete the wall and re-apply should fix it.
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This maybe has something to do with the error uman mentioned above, not sure,
Did you remove/delete any segments or segment walls, before you started to apply different walls from other segments?
Also when you were adding different segments in that area, to get the effect you wanted, did you try many different ones a few times?
Depending on your answers, this is maybe how these lockup areas are caused. Going off what I mentioned above.
Yellow - Personally This looks fine, however i have found long hallways dont really like joining hallways going from the side, if you are leading from a small area into a large. From the looks of the level, going from a large room into a long hallway to another room is fine, yet heading back out it has to produce the large part of the level again.
However to avoid this shorten your hallways and group your rooms on the right with the centre rooms.
Which is how I discovered double L shape rooms, and no longer use.
Purple - At first I would have said remove this all together, however apart from me not really knowing whats in the centre, it lines up with the next level, which I have found to be ok. Yet I would still remove it.
In the end I made a re-creation (unsing ww2 segments) of your corner area, and even adding a extreme amount of entitys, I could not get the same error.
Going on what your pc specs are, it should be ok. I say go what uman said and re-create the level from scratch.
UPDATE:
If you are getting problems in another places of the level, then this can be caused by many things (outer level design not being a good shape, too large, too many corners for example), try to compact the whole level all togther. such as move the room your trying to get to (problem room), into another area of your grid, maybe bring it back a bit and have it more under your main area, and not place anything where you incounted the problem may save the level being re-done.
Long hallways may work, yet can cause problems else where.
Good luck.
Working on a new title, planning in progress.