I tested the map you uploaded earlier and can't even get the map to properly compile with Newgen WE. It's getting stuck on saving the triggers.
However, all I could say after seeing the triggers was "KILL IT WITH FIRE!!". :/
No offense, seriously, but how the fuck did you manage to create a map that takes LONGER to load in the editor than maps with dozens of highly complex systems, 50k+ doodads and 480x480 map size?
With efficient triggering, you could get rid of 95% of your triggers and variables. At some places, you copy and pasted the same trigger 16 times just to make it MPI!
All I can say is... do yourself a favour, read some tutorials about efficient coding and start all over again, please. :/
Keep the terrain and object data, but get rid of the triggers and start it from scratch. It's a MESS!
Even if you manage to find what is blocking your init trigger (I think it's the fadefilter; I checked the wrapper and fadefilters DO use timers), there is no way you can ever complete that map and make it performant enough to be able to actually play it multiplayer, cause there is so many 32 fps timer events that your map will lag like hell.
I'm not trolling you here. I'm dead serious! You will *never* get this map to work in multiplayer like this.
Remove everything, read tutorials and start again. This will not go anywhere, I promise!