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
[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
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
[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
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 )
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 )
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
My dumbshit version history is biting me in the ass
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
[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
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
[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
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.
Just updated to rc4a to fix some bugs I introduced in rc4 but didn't catch.
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!
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!
Making another bugfix/polish update, hmu if you know of any bugs
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
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
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
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.
RC5 Update
Pics:
https://tf2maps.net/attachments/bluhouse-png.156367/
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 :(
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 :(
If it ends up being a mistake I can revert it, hoping y'all play it in the offseason and see how it feels
Yo, it's almost been a year, what's the vibes? Was the map better before, or was the change a success?
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.
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.
[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.
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!
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!
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
https://tf2maps.net/attachments/ss1-png.212654/
https://tf2maps.net/attachments/ss2-png.212655/
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.
[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.
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
[youtube]https://www.youtube.com/watch?v=nrn6zc1DjOQ[/youtube]
which explains this clip in our match
https://clips.twitch.tv/PleasantAttractiveZucchiniTheThing-5oXa4ncpf6pKy7ux
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.
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.
Went for option B based on feedback.
Download: koth_bagel_rc8
Screenshots of the new main detailing
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
[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