This is getting to be a problem, and it's a difficult one to talk about, because I'm sure there's a lot of authors who are going to disagree on func_nobuild and it's purpose. Recently, I've been seeing a lot of people use func_nobuild in a manner that isn't right. And by that I mean, people using func_nobuild to keep people from building in places the author thinks buildings shouldn't go. Like capture areas for ctf or cp maps...or a spot that is particularly advantageous to build a sentry in. And that's a no-no to me. I've seen that in a few contest ctf maps and some cp maps...that's just not right. If I can walk there, and it's not someone's spawn, I should be able to build there. Func_nobuild is for keeping players from building in places they shouldn't be building. For example, under stairs or ramps that are supposed to be secluded by props or other brushes. Or high ledges that are player clipped in the first place. Or a random spec of geometry that's part of a detail object. The main difference is in walkable space. If a player can walk around and inhabit that spot with his/her body, that player should be able to build in that space, size permitting. Placing nobuild and saying, "I don't want players to build there", is not the correct solution. Add props, walls, change the geometry so that players can't build there. But don't just use nobuild. This of course doesn't rule out the use of func_respawnroom, which is similar but has a completely separate purpose. If you disagree with me, let's talk about it, I want hear your thoughts.