B3A - Quick FPS Fix
Download: koth_bagel_b3a
- Determined crows were source of random fps drops for some people, removed for now
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 | September 10, 2024 at 5:07 AM |
Posts | 149 (0 per day) |
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B3A - Quick FPS Fix
Download: koth_bagel_b3a
- Determined crows were source of random fps drops for some people, removed for now
B3 - Visual/Optimisation Update
Download: koth_bagel_b3
- Includes map changes from "e1" version
- Various visual improvements
- Better marked capzone (improved cap trigger bounds subtly)
- Simplified long staircase into a ramp and removed a jutting wall
- Lighting improvements on the mid point
- Improved rendering around the map to hopefully raise fps
- Added fade distances to a lot of props
- Crow Improvements
Gameplay changes will come later with feedback from ozfortress's Midsummer Night's Cup and other sources.
Screenshots:
vaniThey spent resources fixing cosmetics, PASS time and pd_watergate ffs.
No they didn't, the people who made those things did.
lastinv closes it, so bind something to that
Thank you so much to ozfortress, murphy's law means there's yet to be a streamed game on it but your feedback will still be really useful.
(If you can determine if it's the map itself crashing people please do tell me so I can try and fix it!)
Moist_PenguinAs Stinson said we are aware of it and hopefully will be tested soon
thats great to hear, excited to see what comes of it :D
always nice to see new maps being tried out, i hope i can get bagel considered for one of these eventually
Sorry for the bump but it's been a couple weeks so it's probably fair to assume this update got buried.
Still need feedback on this version to determine if the changes work or not, so I'd really appreciate some games being played on it.
Thanks again, looking forward to your responses.
E1 - Experimental Update
Download: koth_bagel_e1
A bunch of experimental changes based on feedback, ideas, and discussion. Really wanna see some games on this version to find out how the changes play.
(No changes are final, if some of them turn out to be dumb and dont work they can be removed)
Help me make Bagel better \o/
Changelog (click for images):
B2 - Artpass/Workshop release only, gameplay changes coming later
Download: koth_bagel_b2
Check out Bagel on the TF2 Workshop!
Completed artpass for workshop release. Next version I'll start experimenting with the gameplay changes suggested in the thread, but this version needed to be out and done with first so I could stop stressing about it.
Individual Images:
http://i.imgur.com/YPyAL1U.png
http://i.imgur.com/Gc0wu2D.png
http://i.imgur.com/GtZ7Qsg.png
http://i.imgur.com/HAfLAVk.png
http://i.imgur.com/Z786kjd.png
http://i.imgur.com/iE5SPub.png
http://i.imgur.com/jt7YWnJ.png
http://i.imgur.com/8e5qUMv.png
http://i.imgur.com/GT5RcxW.png
http://i.imgur.com/fET4o5W.png
http://i.imgur.com/TLNy7jx.png
http://i.imgur.com/qZE1kio.png
http://i.imgur.com/xrV4TDr.png
http://i.imgur.com/b7NwhlQ.png
Thank you so much for this feedback!
I've been working more on the artpass since b1 and, while it's nearly finished now, I really don't mind going back over it to address some of these issues if it makes it a better map overall. I may not make the exact changes suggested but I'll definitely consider the reasoning behind them when looking at addressing the problems.
As for intentions with the map, the large lobby was designed to accomodate forward holds but also provide ways to break them, and the large spawn yard was to discourage holding any further forward than the lobby (i think? it was a long time ago). If these are an issue, or otherwise don't work as intended, I can try and do something about them, but I'd like to see forward holds experimented with a bit more before I do anything permanent with them.
B1A
Download: koth_bagel_b1a
Found clip exploits almost immediately after posting b1, fixed them and added a couple other small non-gameplay updates.
Changelog:
- Fixed some clipping issues
- Fixed/Edited soundscapes
- Added decent spec cams
B1 Update
Download: koth_bagel_b1
The Artpass
Been working on this since around when TotH was on; my first ever complete artpass.
With bagel's name starting to be thrown around a bit I figured I should make the map look presentable, and I tried to give it a unique aesthetic since it's a fairly unique map.
This is just an artpassed version of a10, the only gameplay change is the removal of access to the balcony for non-jumping classes, and the removal of a perch spot I never saw used. I will revert these changes if they prove to be poor decisions. Please tell me if I accidentally added a weird spot or blocked a rollout or something.
I am still very open to changing and updating this map, if you have any problems with it or suggestions, please tell me and explain why you think they are a problem. Sometimes the most obvious solution isn't the best one, as it could be a symptom of a larger problem that could be better addressed.
(also this map is not viaduct, so any issues that boil down to "it's different from viaduct" rly need a good reason to fix)
Individual Images:
http://i.imgur.com/ukz3wZN.png
http://i.imgur.com/UQ94rFA.png
http://i.imgur.com/aX0ClQu.png
http://i.imgur.com/DMac1lO.png
http://i.imgur.com/9PrCtlq.png
http://i.imgur.com/aHBMpgC.png
http://i.imgur.com/hXu3NK6.png
http://i.imgur.com/tqSHaP7.png
http://i.imgur.com/sOlNttK.png
http://i.imgur.com/qoatX8N.png
http://i.imgur.com/lvCJ3cU.png
http://i.imgur.com/IeKbYzH.png
http://i.imgur.com/R97UjJd.png
MenachemWhy would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission
I mean when they buy the map to put it into the actual game they very much do own it, that's how that works.
I assume the rule is there to stop people going "oh btw now that my map is in the game this texture/model/whatever my friend made is vitally important to the map can you give out some money to them and put it in the game?"
I'm not defending the rule or anything here, just saying what I know from talking to people with maps in the game.