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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 (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
Previous updates:
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
Phi - Optimisation pass
Void - "Slasher" Fall oak trees
Freyja - New door and crate props
Thanks:
Pont - Concept and Logic help for tower, generators, and jump pad
- Steam Workshop Link:
- https://steamcommunity.com/sharedfiles/filedetails/?id=2056802978

Bagel (2020) rc3
De-Halloweenification