Bagel (2020) rc10
De-Halloweenification
One week before the events of Doomsday, an Australium Reserve storage site prepares to send its shipment to Mann Co.
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Bagel is a unique King of the Hill map that started development in 2016. You may recognise it as the base for "Cauldron" from Scream Fortress X.
Designed around a raised central capture area, flanked by side buildings, the goal was to provide many different strategic options to both take and hold the point. Development was driven by both competitive feedback and frequent casual playtests, to make sure the map was enjoyable in both contexts.
This version incorporates a lot of the gameplay and visual updates made for Cauldron, as well as some new visual elements and further improvement and polish.
Latest update (rc10):
-Redetailed out-of-bounds and 3D skybox (Ft. New trees by Freyja!)
-Various detailing changes
-Various optimisations (Filesize is smaller now! Thanks Faye!)
-Various clipping fixes
-Various other fixes
Previous updates:
rc9
-detail changes to Houses and Jump Pads
rc8
-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
rc7
-redesigned house interiors to be more distinct (collisions are unaltered)
-fixed visual bug at mid
-added smooth collisions to a nook in yard
rc6
-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
rc5
-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
rc4
Celebrating Bagel's inclusion in RGL 6s Season 6 map pool with a polish update, based on feedback received over the last year
-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
rc3
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
rc1
-New crate models by Freyja
-Redetailed out of bounds areas behind Boiler
-Additional new details
-Fixed out-of-map spot under Blu spawn
b9
Detailing improvements have been made across the map, to help make it make sense as both a lived-in space, and as a Team Fortress 2 location.
-Removed some clutter from lobby and house
-New doors by Freyja
b8
The Jump Pad has been visually updated, and an engine issue required major splash clipping overhauls across the map.
-New collision meshes for various areas
-New jump pad design
-New custom golden steam particles
-Other minor visual updates elsewhere
b7
The clipping above the turbines was poorly conveyed and intrusive to jumping soldiers. It has been pared back and marked better.
-Improved clipping around top of turbines
-Added pipe to better visualise clipping
b6
The map has received a large amount of decluttering and clipping. There should be less situations where a player feels like they got stuck or there rocket was eaten
-Placeholder crate models have all been updated
-Lighting fixes
-Prop fade fixes
b5
Capturing the point will now cause the tower and capturing team's turbine to vent Australium steam
-New custom golden steam particles
-Steam venting makes audible sound
-Turbines now hum while active
b4
-The central cap tower is now a large liquid Australium power core.
-On either side of mid are turbine pumps, which turn on and off as the point changes hands, and draw australium from the core. Over the duration of a match you will notice the rotors turn on and the shaft slowly fill with liquid australium.
-The turbines occupy previously problem areas. Little corners with sniper sightline issues, awkward geometry to navigate, and bland visuals. Hopefully the turbines solve a number of problems here.
Contributors:
Yrrzy - Layout, Artpass
Freyja - New door and crate props
Thanks:
Phi - Optimisation on Cauldron
Pont - Concept and Logic help for tower, generators, and jump pad
Faye - Lighting Optimisation and Advice
- Steam Workshop Link
- https://steamcommunity.com/sharedfiles/filedetails/?id=2514036946