While working on my tower map I've been looking for ways to optimize it more, I noticed all of my func_ladder entities were chopping up vis. This was pretty irritating since I have a lot of ladders in my map that are sticking out in various areas. I decided to make a quick test map to see if I could solve this. First I tried making various func_ladders of different textures, invisible, playerclip, clip, nodraw, and invisibleladder. Playerclip and clip don't function as func_ladders and instead just act like regular clipping brushes, while invisible, nodraw, and invisibleladder all function as a ladder. So I thought, whats the point of the invisibleladder texture if the other textures function as ladders too? I decided to make just a regular world brush textured with invisibleladder, it still functioned as a ladder. I tried to func_detail it and it was still chopping up vis. I then tried a func_brush textured with invisibleladder, and it worked! It didn't chop up vis, and best of all you can even give it a name and toggle the ladder on and off! The only cost of it is you end up adding to your total edicts, but you can always just tie all of your ladders into 1 entity unless you need to toggle individual ladders.