Bagel_event

KotH Bagel_event rc10

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
-New particles, properly telegraphing spell effects
-Detailing changes in various places
-Replaced railings with wood, made them shorter
-Fixed bug that killed engineer buildings on cap
-Expanded capzone
-Shortened cap times
-Changed a lot of pumpkin placements
-Changed a portal placement
-Changed pickups on the wooden platform in valley to mediums

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
- Changed ramp route from house to valley
- Some changes to house too to go with this
- Made jump pads walk-in instead of jump-in again, just to see how people feel about it

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
- Cauldron prop is now finished (Thanks Seba!)
- All particles now done besides from some Tweaks (Thanks Exactol!)
- Cauldron fire is now team coloured
- Reduced spawn times for trailing team
- Minor detailing changes elsewhere

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
-Fixed lighting
-Added menu photos
-Stopped portal flinging you sideways
-Filename is now bagel_event instead of cauldron cause that just seems to be how this works
-I forget what else but rc1 had a broken navmesh so i didnt upload it here

Workshop release Soon

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756

Scho-Manno

L1: Registered
Feb 7, 2017
2
2
This is, so far, the only workshop Halloween map that suc·cess·ful·ly emulates the feeling of Scream Fortresses past (and I don't mean 2015, I mean 2012-2013).
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
-Portals now take players to an Underworld (Made by UEAKCrash!)
-Players now leave Underworld at mid with a shorter buff
-Various Optimisations
-Various detail changes

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
RC6
- Various visual/fade improvements
- Tweaks to portals
- Raised health in Underworld slightly so players won't jump over it
- Added new portal spawn locations
RC7
- Fixed projectile bug at mid
- Portals now kill buildings that are inside them
- Misc visual fixes
- Misc visual bugs introduced, whoops, will fix soon but they dont break gameplay
RC8
- Misc visual fixes

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Billo

aa
Feb 8, 2016
921
405
the new underworld is a good edition to the map but i firmly believe that the uber should last 2-3 secs longer and you should add a small speedboost as well, so i want from the beginning to go to the underworld to have an advantage and maybe change the battle.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756

YOYOYO

47 crashes and counting
aa
Jul 10, 2017
620
555
Finally! its ingame!

Congratz yrr, hope your happy about it.
edit: I bought a map stamp :)
 
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nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Here's to hoping the non-event version gets added!
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
Ftr, changes in the official version vs the last updates:

-Hud Element telegraphing cauldron effects
-Hecka optimisation by Phi, including some minor wall/doorway tweaks to aid that
-Updated clipping pass by UEAKCrash, he also hid some more trains but thats a secret shhh
-Replaced some absurdly high poly barrels w some other props
-Put some particles in the underworld which were apparently not in the last version?
-Fixed overlays
-Replaced the ugly blue variant of my signature poster
-I think theres a cobweb I moved slightly cause it was bugging out
-Increased texture scale on the water cause it was lame and repetitive
 

Billo

aa
Feb 8, 2016
921
405
hey Yrr how do you feel about getting your map into the game? and what are your plans for the future?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
feels pretty surreal tbh

gonna maybe work on making the non-event version better soon depending on how people like the layout changes from this one