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koth_bagel
121
#121
-2 Frags +

https://www.youtube.com/watch?v=7ba4dwyLMQY

[youtube]https://www.youtube.com/watch?v=7ba4dwyLMQY[/youtube]
122
#122
koth_bagel
4 Frags +

https://cdn.discordapp.com/attachments/420268109317013514/710490298593050695/b9_promo.png

Download: koth_bagel_fall_b9

This is mostly just a visual update, besides the decluttering in house and lobby.

b9 changelog
-New detailing in various out of bounds areas
-New signs/posters
-Redetailed dead space in spawn
-Removed one console from each mid house
-Removed prop stack from lobby
-Moved a pair of crates in lobby
-Replaced old brushwork door detailing with new models by Freyja

[img]https://cdn.discordapp.com/attachments/420268109317013514/710490298593050695/b9_promo.png[/img]
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download?version=23973]koth_bagel_fall_b9[/url][/b]

This is mostly just a visual update, besides the decluttering in house and lobby.

[b]b9 changelog[/b]
-New detailing in various out of bounds areas
-New signs/posters
-Redetailed dead space in spawn
-Removed one console from each mid house
-Removed prop stack from lobby
-Moved a pair of crates in lobby
-Replaced old brushwork door detailing with new models by Freyja
123
#123
koth_bagel
8 Frags +

https://cdn.discordapp.com/attachments/420268109317013514/743526208871989348/rc1_promo.png

Download: koth_bagel_fall_rc1

You should watch this match it was pretty good

rc1 changelog
-New crate models by Freyja
-Redetailed out of bounds areas behind Boiler
-Additional new details
-Fixed out-of-map spot under Blu spawn

[img]https://cdn.discordapp.com/attachments/420268109317013514/743526208871989348/rc1_promo.png[/img]
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download?version=25519]koth_bagel_fall_rc1[/url][/b]

[url=https://youtu.be/Kgzcig68rKw?t=4430]You should watch this match it was pretty good[/url]

[b]rc1 changelog[/b]
-New crate models by Freyja
-Redetailed out of bounds areas behind Boiler
-Additional new details
-Fixed out-of-map spot under Blu spawn
124
#124
koth_bagel
3 Frags +

Bagel is now available to play on Creators.tf servers!
https://creators.tf/post/blog/69

(And a reminder if you like the map, to please vote for it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2056802978 )

Bagel is now available to play on Creators.tf servers!
https://creators.tf/post/blog/69

(And a reminder if you like the map, to please vote for it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2056802978 )
125
#125
koth_bagel
1 Frags +

God I need to change the version numbers, I just watched people pug the oldass 2017 version cause it had a higher version number, confused why I'd changed things for the worse

My dumbshit version history is biting me in the ass

God I need to change the version numbers, I just watched people pug the oldass 2017 version cause it had a higher version number, confused why I'd changed things for the worse

My dumbshit version history is biting me in the ass
126
#126
koth_bagel
9 Frags +

https://cdn.discordapp.com/attachments/420268109317013514/755909897727639693/rc3_promo.png

Download: koth_bagel_rc3

rc3 changelog
Changed the map filename from bagel_fall to bagel, and skipped rc2 to ensure that this is the most clearly up-to-date version.
-Simplified geometry around the boiler ramp area
-Changed jump pad particle to read better
-Minor visual tweaks
-Added menu photos

[img]https://cdn.discordapp.com/attachments/420268109317013514/755909897727639693/rc3_promo.png[/img]

[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download?version=26451]koth_bagel_rc3[/url][/b]

[b]rc3 changelog[/b]
Changed the map filename from bagel_fall to bagel, and skipped rc2 to ensure that this is the most clearly up-to-date version.
-Simplified geometry around the boiler ramp area
-Changed jump pad particle to read better
-Minor visual tweaks
-Added menu photos
127
#127
0 Frags +

=

=
128
#128
koth_bagel
10 Frags +

https://cdn.discordapp.com/attachments/420268109317013514/840265825410744390/rc4_promo-png.png

Download: koth_bagel_rc4a

rc4 changelog
-Fixed a perch spot on Blu side
-Added a crate lid on concrete allowing you to easily step up onto a crate there
-Simplified geometry for splash damage in some areas
-Improved player clipping in some spots for smoother navigation
-Fixed various seams and visual bugs
-Misc. visual improvements and fixes

[img]https://cdn.discordapp.com/attachments/420268109317013514/840265825410744390/rc4_promo-png.png[/img]
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download?version=29604]koth_bagel_rc4a[/url][/b]

[b]rc4 changelog[/b]
-Fixed a perch spot on Blu side
-Added a crate lid on concrete allowing you to easily step up onto a crate there
-Simplified geometry for splash damage in some areas
-Improved player clipping in some spots for smoother navigation
-Fixed various seams and visual bugs
-Misc. visual improvements and fixes
129
#129
5 Frags +

Been trialscrimming this a few times with various teams in RGL and I gotta say I'm really enjoying how it plays. No specific points to make but I think it's a good addition to the map pool for the season.

Been trialscrimming this a few times with various teams in RGL and I gotta say I'm really enjoying how it plays. No specific points to make but I think it's a good addition to the map pool for the season.
130
#130
koth_bagel
3 Frags +

Just updated to rc4a to fix some bugs I introduced in rc4 but didn't catch.

Just updated to rc4a to fix some bugs I introduced in rc4 but didn't catch.
131
#131
koth_bagel
12 Frags +

https://steamuserimages-a.akamaihd.net/ugc/1751318433934515751/186E8084B98728BC589D75FBF278CA9FD064D71A/

New Workshop Reupload!

Disclaimer: This is not a new map version.

I had to make a new workshop upload to undo the damage caused by including it in a workshop collection toward the end of last year.
Valve apparently takes workshop rankings extremely seriously, so if this is the kind of map you wanna see in TF2 proper, let them know.
Give it an upvote/subscribe if you can!

(Un)Fun workshop facts:
Maps in collections (made by the author) inherit the ratings from the collection, however maps' ratings are usually above 95% positive, whereas workshop collections tend to range significantly lower at 50-80%.
Bagel's ratings tanked from 99% to 79% when it was included in the collection, 79% is great for a collection but, for a map, means it had no chance of seeing the front page (and therefore relevancy) ever again.
The workshop front page consists of maps with like 10,000 upvotes and less than 100 downvotes, Bagel went from 1 or 2 to 800+ downvotes as a result of including it in the collection :(

Lessons learned for mappers:
Don't put your maps in workshop collections of your work! It's not worth it!

[URL='https://steamcommunity.com/sharedfiles/filedetails/?id=2514036946'][IMG]https://steamuserimages-a.akamaihd.net/ugc/1751318433934515751/186E8084B98728BC589D75FBF278CA9FD064D71A/[/IMG]
New Workshop Reupload![/URL]

[b]Disclaimer: This is [u]not[/u] a new map version.[/b]

I had to make a new workshop upload to undo the damage caused by including it in a workshop collection toward the end of last year.
Valve apparently takes workshop rankings extremely seriously, so if this is the kind of map you wanna see in TF2 proper, let them know.
Give it an upvote/subscribe if you can!

[b](Un)Fun workshop facts:[/b]
Maps in collections (made by the author) inherit the ratings from the collection, however maps' ratings are usually above 95% positive, whereas workshop collections tend to range [i]significantly[/i] lower at 50-80%.
Bagel's ratings tanked from 99% to 79% when it was included in the collection, 79% is great for a collection but, for a map, means it had no chance of seeing the front page (and therefore relevancy) ever again.
The workshop front page consists of maps with like 10,000 upvotes and less than 100 downvotes, Bagel went from 1 or 2 to 800+ downvotes as a result of including it in the collection :(

[b]Lessons learned for mappers:[/b]
Don't put your maps in workshop collections of your work! It's not worth it!
132
#132
koth_bagel
5 Frags +

Making another bugfix/polish update, hmu if you know of any bugs

Making another bugfix/polish update, hmu if you know of any bugs
133
#133
koth_bagel
4 Frags +

In light of some moments in the RGL grand finals, I'm interested to know popular opinion on if the attacker spawns should be lengthened, or if they're considered just a quirk of the map to play around

In light of some moments in the RGL grand finals, I'm interested to know popular opinion on if the attacker spawns should be lengthened, or if they're considered just a quirk of the map to play around
134
#134
5 Frags +

lengthen them by 1-2 seconds (maybe even a bit more) and it becomes much harder to infinitely stall the point on OT
right now because of how powerful OT is you basically win the round 99% of the time if you get it
by far the worst part of the map

lengthen them by 1-2 seconds (maybe even a bit more) and it becomes much harder to infinitely stall the point on OT
right now because of how powerful OT is you basically win the round 99% of the time if you get it
by far the worst part of the map
135
#135
3 Frags +

imo the fast spawns are part of the charm and what makes the map so unique and fun, if the spawn differentials are too big I'd actually rather try shortening the defender spawns a bit.

imo the fast spawns are part of the charm and what makes the map so unique and fun, if the spawn differentials are too big I'd actually rather try shortening the defender spawns a bit.
136
#136
koth_bagel
15 Frags +

RC5 Update
Pics:

Show Content

Download: koth_bagel_rc5

rc5 changelog
-changed attacker spawn wave times from 2s to 4s
-changed spawnpoint order to match product_final's
-altered interior detailing in both houses at mid to be more visually distinct from one another
-added small ammo kits to mid
-added spectator cameras to lobby
-fixed announcer not counting down to/announcing control point unlock
-fixed wrap assassin bug in all spots i could
-fixed clipping in some spots
-tried to fix esoteric sound bug, god knows if it worked
-some beams in spawn are now nonsolid to make rollout easier
-misc. detail polish

also could RGL etc. please update the pic they use for bagel everywhere, its like 4 years old and i spent all this time making the map look good :(

[b][h]RC5 Update[/h][/b]
Pics:
[spoiler][img]https://tf2maps.net/attachments/bluhouse-png.156367/[/img]
[img]https://tf2maps.net/attachments/redhouse2-png.156368/[/img]
[img]https://tf2maps.net/attachments/redhouse3-png.156369/[/img][/spoiler]
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download?version=31233]koth_bagel_rc5[/url][/b]

[b]rc5 changelog[/b]
-changed attacker spawn wave times from 2s to 4s
-changed spawnpoint order to match product_final's
-altered interior detailing in both houses at mid to be more visually distinct from one another
-added small ammo kits to mid
-added spectator cameras to lobby
-fixed announcer not counting down to/announcing control point unlock
-fixed wrap assassin bug in all spots i could
-fixed clipping in some spots
-tried to fix esoteric sound bug, god knows if it worked
-some beams in spawn are now nonsolid to make rollout easier
-misc. detail polish

also could RGL etc. [i]please[/i] update the pic they use for bagel everywhere, its like 4 years old and i spent all this time making the map look good :(
137
#137
1 Frags +

Wait the spawnwaves are longer now :(

Wait the spawnwaves are longer now :(
138
#138
koth_bagel
5 Frags +

If it ends up being a mistake I can revert it, hoping y'all play it in the offseason and see how it feels

If it ends up being a mistake I can revert it, hoping y'all play it in the offseason and see how it feels
139
#139
koth_bagel
1 Frags +

Yo, it's almost been a year, what's the vibes? Was the map better before, or was the change a success?

Yo, it's almost been a year, what's the vibes? Was the map better before, or was the change a success?
140
#140
5 Frags +

Spawn times feel fine. Attackers still have a solid advantage but it isn't zerg rush level. Other than that it's all solid QOL changes.

Spawn times feel fine. Attackers still have a solid advantage but it isn't zerg rush level. Other than that it's all solid QOL changes.
141
#141
koth_bagel
13 Frags +

https://i.imgur.com/1obhj8k.png

Download:koth_bagel_rc6

Changelog:
-Slight gameplay change to yard, exits are now slightly more physically separated by cover.
-Misc. detail improvements
-Added occluders in some key areas, which should help optimisation

As usual, please let me know if I fucked it up! I'm unlikely to update this map again otherwise.

[img]https://i.imgur.com/1obhj8k.png[/img]
[b]Download:[url=https://tf2maps.net/downloads/bagel-2020.5527/download]koth_bagel_rc6[/url][/b]

[b]Changelog:[/b]
-Slight gameplay change to yard, exits are now slightly more physically separated by cover.
-Misc. detail improvements
-Added occluders in some key areas, which should help optimisation

As usual, please let me know if I fucked it up! I'm unlikely to update this map again otherwise.
142
#142
-8 Frags +

please make a 5cp map next for us to play :-)

please make a 5cp map next for us to play :-)
143
#143
0 Frags +

This map is amazing! It's a really cool spin on koth and I love the aesthetic! My only point of critique doesn't even affect gameplay! I'm not sure if it's because of my config, but the water on the boatside edge of the map seems to be occluded too much, making it appear cut off when looking at it from certain angles. Also, I noticed in earlier versions that there used to be a mountain range in the distance on this side as well, but it seems to be removed now. I'm not sure if that was a conscious design choice or not. For real though, really loving this map, and I hope it gets in the rotation!

This map is amazing! It's a really cool spin on koth and I love the aesthetic! My only point of critique doesn't even affect gameplay! I'm not sure if it's because of my config, but the water on the boatside edge of the map seems to be occluded too much, making it appear cut off when looking at it from certain angles. Also, I noticed in earlier versions that there used to be a mountain range in the distance on this side as well, but it seems to be removed now. I'm not sure if that was a conscious design choice or not. For real though, really loving this map, and I hope it gets in the rotation!
144
#144
3 Frags +

r_3dsky 1

r_3dsky 1
145
#145
0 Frags +

Ah, yep, that fixed it. I knew I should have looked into it more before I made a post, but oh well. With that in mind, thanks for all the great optimization work that was put into this map as well! Best of luck getting it in game!

Ah, yep, that fixed it. I knew I should have looked into it more before I made a post, but oh well. With that in mind, thanks for all the great optimization work that was put into this map as well! Best of luck getting it in game!
146
#146
koth_bagel
7 Frags +

Spotted a missing beam at mid and got bothered enough by it to come back and make some more updates, mostly focused on making the house interiors more distinct from each other.

Download: koth_bagel_rc7

Screenshots of new house interiors

Show Content

Changelog:
-redesigned house interiors to be more distinct (collisions are unaltered)
-fixed visual bug at mid
-added smooth collisions to a nook in yard

TF2Maps is having some server issues at the moment but hopefully this download still works.

Spotted a missing beam at mid and got bothered enough by it to come back and make some more updates, mostly focused on making the house interiors more distinct from each other.

[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download]koth_bagel_rc7[/url][/b]

Screenshots of new house interiors
[spoiler][img]https://tf2maps.net/attachments/ss1-png.212654/[/img]
[img]https://tf2maps.net/attachments/ss2-png.212655/[/img]
[img]https://tf2maps.net/attachments/ss3-png.212656/[/img]
[img]https://tf2maps.net/attachments/ss4-png.212657/[/img][/spoiler]

[b]Changelog:[/b]
-redesigned house interiors to be more distinct (collisions are unaltered)
-fixed visual bug at mid
-added smooth collisions to a nook in yard

TF2Maps is having some server issues at the moment but hopefully this download still works.
147
#147
10 Frags +

if you jump along the edge of point you get off the cap

https://www.youtube.com/watch?v=nrn6zc1DjOQ

which explains this clip in our match
https://clips.twitch.tv/PleasantAttractiveZucchiniTheThing-5oXa4ncpf6pKy7ux

if you jump along the edge of point you get off the cap
[youtube]https://www.youtube.com/watch?v=nrn6zc1DjOQ[/youtube]

which explains this clip in our match
https://clips.twitch.tv/PleasantAttractiveZucchiniTheThing-5oXa4ncpf6pKy7ux
148
#148
koth_bagel
3 Frags +

Ahh, that's an unintended consequence of intended behaviour. There's some jank set up to stop players capping on the barrels.
In retrospect, letting players cap on the barrels isn't a huge issue, but there is a question on how to fix it.

Currently, players leave the low capzone at the edges when jumping, making capping there feel inconsistent.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541216120892/image.png

Option A: Raise it to platform level, only preventing cap when high enough to stand on platform.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541581041735/image.png

Option B: Raise it only to just above barrel height, allowing capping on barrel unless the capper jumps.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541962711090/image.png

Personally, I find Option A more consistent, but I would prefer feedback before I push an update.

Ahh, that's an unintended consequence of intended behaviour. There's some jank set up to stop players capping on the barrels.
In retrospect, letting players cap on the barrels isn't a huge issue, but there is a question on how to fix it.

Currently, players leave the low capzone at the edges when jumping, making capping there feel inconsistent.
[img]https://cdn.discordapp.com/attachments/1055714864284323941/1164150541216120892/image.png[/img]
Option A: Raise it to platform level, only preventing cap when high enough to stand on platform.
[img]https://cdn.discordapp.com/attachments/1055714864284323941/1164150541581041735/image.png[/img]
Option B: Raise it only to just above barrel height, allowing capping on barrel unless the capper jumps.
[img]https://cdn.discordapp.com/attachments/1055714864284323941/1164150541962711090/image.png[/img]

Personally, I find Option A more consistent, but I would prefer feedback before I push an update.
149
#149
koth_bagel
6 Frags +

Went for option B based on feedback.

Download: koth_bagel_rc8

Screenshots of the new main detailing

Show Content

Changelog:
-Modified capzone slightly to reduce accidentally jumping out of it at the edges
-Simplified some geometry above lobby
-Altered detailing in main to be more distinct per side

Went for option B based on feedback.

[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download]koth_bagel_rc8[/url][/b]

Screenshots of the new main detailing
[spoiler][img]https://i.imgur.com/SksDrSV.png[/img]
[img]https://i.imgur.com/BoM80ji.png[/img][/spoiler]

[b]Changelog:[/b]
-Modified capzone slightly to reduce accidentally jumping out of it at the edges
-Simplified some geometry above lobby
-Altered detailing in main to be more distinct per side
150
#150
-16 Frags +

Could you make the left and right houses move up and down after sometime?

Could you make the left and right houses move up and down after sometime?
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