RC2A - Clipping fix
Download: koth_bagel_rc2a
Changelog:
- Fixed a spot where players could stand on an exposed clip in lobby
- Fixed some floating props
Account Details | |
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SteamID64 | 76561198002162558 |
SteamID3 | [U:1:41896830] |
SteamID32 | STEAM_0:0:20948415 |
Country | United Kingdom |
Signed Up | August 16, 2016 |
Last Posted | March 11, 2025 at 2:53 PM |
Posts | 161 (0.1 per day) |
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RC2A - Clipping fix
Download: koth_bagel_rc2a
Changelog:
- Fixed a spot where players could stand on an exposed clip in lobby
- Fixed some floating props
Tmbrhttp://imgur.com/HuYr8HA
you can jump and hide up here in lobby
whooooops, been checking this over for bugs for like a week and u guys find them immediately lmao
Can't fix that for a few hours but will put out a fix as soon as I'm back.
RC2 Update
Download: koth_bagel_rc2
Hey! It's been really exciting watching Bagel in the New Map Cup and hearing general reactions to it. I was alerted to some issues, and noticed some visibility problems on streams, so I decided to polish the map a little more.
Please vote on the workshop if you haven't yet!
Changelog:
- Boosted lighting for visibility (comparison)
- Fixed misc clipping issues
- Added new crate in patio area to fix a dumb sightline and generally improve options in that area
Screenshots:
http://i.imgur.com/TeepG9J.jpg
http://i.imgur.com/FafvpKO.jpg
http://i.imgur.com/MwbzabT.jpg
http://i.imgur.com/4bPuzkK.jpg
http://i.imgur.com/XnC9Bgy.jpg
Imgur Album
(thx carn for screens)
How is the alignment done? Is it trial and error or does knowing the overview scale and centering it on 0,0,0 make it easier?
(Also I'm not sure what data you can get from the demo but having HUD parts like timers and points would be cool if they were possible)
Adding overviews for new maps would need to be done per version and would probably take a bit of time, Bagel is a version ahead of the one being played in UGC already so idk how useful adding an overview for it would be at this stage.
Letting people upload new ones themselves could be useful but could also be abused or just done wrong, so I'm not sure what the most efficient way to get new overviews added would be.
Maybe if generating the overview could be automated that could work but it'd require a computer running TF2 and on some maps the autogen overview could be awful.
Alternatively if there's a standardised way to make them I'm willing to just make a ton from a list.
pazerEDIT: Also protip for your map images from cl_leveloverview (although not sure if they're actually yours or if they're just from the tf2 wiki or something): mess with the arrow keys to move the camera's vertical position upwards so you don't have weird clipping on tops of trees and stuff, you'll end up with a much nicer looking level overview. Takes a bit of fiddling though.
Your current:
After arrow keys fiddling:
someone could look into making something like this for each map: http://simpleradar.com/
The map threads are listed in the OP so that you can leave detailed feedback if you wish.
they're mostly pubbers
verify your game cache, looks like the sprites used on those lights are corrupted
Hey anyone know how to request a thread name change? I don't really need the "(name pending)" part since, at this point, I'm pretty set on the name.
RC1 Update
Download: koth_bagel_rc1
Thank you to everyone who played this map in any of its iterations, whether it was in MapChamp the last couple of weeks, an experimental cup, or even if you played an early version - it's thanks to all of you that Bagel got this far. I hope you've all enjoyed playing it and I hope that you continue to in the future.
Changelog:
- Fucktons of visual improvements all over
- Tweaked skybox and lighting colours
- Added Badlands' colour-correction
- Blockbullets pass on all wood beams, now your splash should go where it's supposed to
- Various clipping improvements
Screenshots:
Hopefully should have Bagel RC1 out today or tomorrow and have it at its best for the cup, planned to yesterday but had no time.
Super excited to see all these maps played!
There's almost certainly a way to make a lot of the nonstandard gamemodes work great for 6s, but without prodding and probing at them to establish some kind of competitive theory, it's impossible to get anywhere.
Even getting new 5cp maps tested has been hard enough if you don't already have some kind of impetus behind you (a history of making good maps, or endorsement from a well-known player), so there's been very little push to try making competitive maps for other modes.
MapChamp definitely helps out in both those regards, and I'd really like to see that continue so we can see more maps reaching competitive standards, and get a better idea of both the mapping theory and gameplay theory of nonstandard modes.