Bagel

Bagel rc2a

- Fixed a spot where players could stand on an exposed clip in lobby
- Fixed some floating props
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

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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

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First, thank you so much to ozFortess, ETF2L and various pug groups for playing this map, I got so much feedback and got to watch so many matches and it has given me so much to work with!

I've made a few changes based on what you've said and what I've seen and hopefully they improve the way the map plays.

Lobby exists the way it does to allow options for forward holds (not, as some people speculated, to simply extend walk times), so I've raised the ceilings and widened the window to make it much less claustrophobic to fight in.

A lot of people found the lower point area kind of unsafe to be on and transitioning from there to the safer high ground in house was pretty long-winded, so I've made some changes to some of the quicker routes up to make them easier.

I've also made various visual tweaks and quality-of-life improvements in various spots such as adding some high ground to a couple flat areas, simplifying the trash in lobby, and making the rafters over point more obviously solid (hopefully more people realise you can jump off em now).

Changelog:
Lobby
- Raised ceiling, simplified walkways
- Simplified and moved trash
- Widened window
- Various detailing tweaks

Mid
- Added extra box to pile on far left side of hill
- Moved barrels to better facilitate climbing into house
- Widened and simplified the small shed
- Added metal sheets and wood shelf to rafters to visualise solidity
- Added small boxes to house to stand on
- Various detailing tweaks

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- Determined crows were source of random fps drops for some people, removed for now
- Includes changes from "e1" version on tftv
- Various visual improvements
- 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

More changes will come from feedback later. Please let me know of any issues with the map.

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- Fixed some clipping issues that allowed exploits
- Fixed/Edited soundscapes
- Added decent spec cams
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)

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- Removed underground route (Didn't contribute anything to the map)
- Added larger platform in its place, moved pickups from underground to there.
- Halved cap time
- Enlarged capzone (Replaced the Bagel shape with a square minus two corners)
- Lowered highest platform entrance to mid (intended to nerf sniper but might mess w/ things, trying for a version to find out)
- Added a little hazard strip to highlight a jump in lobby

Haven't yet addressed concerns over complexity of lobby, it's intended to facilitate forward holds and I wanna let it settle for a bit before I can determine whether/what changes need to be made.

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