As you may or may not know, competitive players can sometimes obsess over the smallest details of a map. For this final version, a lot of effort has been made to help players visualize the various invisible secrets the map holds. I've developed a fair amount of new mapping tech to be able to see the map like never before. On this release, you'll find familiar console commands that now have new functionality, and new commands driven by map logic. Product has always been a defining map in terms of competitive map making best practices and continues to innovate to this day.
r_drawclipbrushes 2
Displays clip brushes, now also displays blockbullet brushes as well as grate materials that allows splash (clip: fuschia, blockbullet: purple, grate: red).
map_showspawnpoints
Displays the location of spawnpoints, now using the height of the spawnpoints to indicate the spawn order (lowest to highest).
showtriggers_toggle
Displays various trigger volumes, now with different textures for the various types of triggers (trigger_capture_area, func_nobuild, func_nogrenades, etc...).
ent_fire vis_disp toggle
Displays displacements with a tint to represent their solidity (blue: not solid to players and projectiles).
vcollide_wireframe 1
Displays the collision model for props (unchanged).
ent_fire func_illusionary kill
Removes various non-solid geometry from the world for disambiguation (unchanged).