Yrr
Account Details
SteamID64 76561198002162558
SteamID3 [U:1:41896830]
SteamID32 STEAM_0:0:20948415
Country United Kingdom
Signed Up August 16, 2016
Last Posted September 10, 2024 at 5:07 AM
Posts 149 (0 per day)
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#158 koth_bagel in Map Discussion

Found the issue, there was a protruding edge still.
Download: koth_bagel_rc9b

Changelog:
-Fixed a protruding edge at mid

posted 5 months ago
#157 koth_bagel in Map Discussion
poyyippie
edit: bad news boss https://imgur.com/a/9R6eJVF

fuck!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

edit: is that on rc9 or rc9a? clipping there was indeed fucked on rc9

posted 5 months ago
#155 koth_bagel in Map Discussion

Download: koth_bagel_rc9a

Changelog:
-fixed a major clipping oversight at mid

posted 5 months ago
#153 koth_bagel in Map Discussion
poyteam colours the side houses

ok
Download: koth_bagel_rc9

Show Content

Changelog:
-Detail changes to Houses and Jump Pads

posted 5 months ago
#11 What makes bagel better? in TF2 General Discussion

theres just not many people out there approaching KotH design theory
it has a reputation as the mode for beginner mappers, and ppl have the idea that every koth map is just viaduct again, so once people get good at level design they tend to "graduate" from koth to other modes and when it comes to making competitive maps people are gonna gravitate to 5cp cause thats the more popular mode

uhh i mean its because im the best mapper

posted 6 months ago
#15 Bagel thought in TF2 General Discussion

https://tf2maps.net/attachments/ss9-png.27726/

it used to literally be that shape but it sucked shit

posted 6 months ago
#13 Bagel thought in TF2 General Discussion

ye

posted 6 months ago
#9 Why is the Dragons Fury not used outside of 6's? in TF2 General Discussion

nobody knows it crits buildings

posted 6 months ago
#26 Map design in TF2 General Discussion

nobody else has the koth design autism quite like i do

posted 8 months ago
#151 koth_bagel in Map Discussion

im not going to do that

posted 9 months ago
#149 koth_bagel in Map Discussion

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

posted 9 months ago
#148 koth_bagel in Map Discussion

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.

posted about a year ago
#146 koth_bagel in Map Discussion

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.

posted about a year ago
#141 koth_bagel in Map Discussion

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.

posted about a year ago
#139 koth_bagel in Map Discussion

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

posted about 2 years ago
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