72hr Bagel rc2a

It looks like a donut

  1. a9 update

    Yrr
    Mostly making the underground route more appealing and viable while still being contestable.
    Also replaced the rock with geometry, allowing some jumps to be more obvious and less reliant on weird collision models.

    Changelog:
    Underground route
    - Widened Undeground route entrance, added some platforms and moved the pickups, as well as lighting it better.
    - Rotated central column 90 degrees, allowing combat longways across the underground route.
    - Added window to central column and raised...
  2. Updates from feedback

    Yrr
    Most changes made in response to feedback.
    Rather than band-aid fixes, I've attempted to solve underlying issues that caused the reported problems (i.e. sightlines and openness).

    Changelog:
    - Made pipe route a straight line, fixing some sightline issues
    - Added a wall to lower Main platform blocking view of valley
    - Replaced small pipe in lower lobby with a lip and added a bigger, sloped pipe to make climbing to upper lobby easier
    - Widened valley and added some small high ground to make...
  3. Balancing/Visual changes, clipping pass

    Yrr
    - Put up a wall to block a powerful sniper spot
    - Slightly widened balcony areas either side of point
    - Stretched high ground exit platform out a bit
    - Moved some boxes to make some jumps more possible
    - Widened underground route
    - Raised some doorways
    - Huge clipping pass, everything should be much smoother now
    - Made capzone more obvious with hazard tape
    - Various visual changes

    Images

    1. ss1.png
    2. ss2.png
    3. ss3.png
    4. ss4.png
    5. ss5.png
    6. ss6.png
    7. ss7.png
    8. ss8.png
    9. ss9.png
    10. ss10.png
    11. ss11.png
    12. ss12.png
    13. ss13.png
    14. ss14.png
    15. ss15.png
  4. Tweaks

    Yrr
    - fixed a couple bugs
    - smoothed the pipes route out a bunch
    - changed the underground route a little
    - made a nice shiny centrepiece for the point

    Images

    1. ss1.png
    2. ss2.png
    3. ss3.png
    4. ss4.png
  5. First major post-72hr update

    Yrr
    I changed so much I dont even know where to start
    Mostly set out to make it an actual serious map, took a huge amount of feedback from carn, implemented as much as I could remember.

    Images

    1. ss1.png
    2. ss2.png
    3. ss3.png
    4. ss4.png
    5. ss5.png
    6. ss6.png
    7. ss7.png
    8. ss8.png
    9. ss9.png
    10. ss10.png
    11. ss11.png
  6. reupload after data loss

    Yrr
    reupload
  7. final 72hr update

    Yrr
    - soundscapes
    - sightline fix
    - minor spawn detailing
    - custom point hologram
    - more pickups for attackers
  8. day 3 a3

    Yrr
    - sealed map
    - basic optimisation
    - more detail to make some places not look shit
    - more clipping
    - renamed to bagel
  9. tweaks

    Yrr
    - raised bridge
    - raised platforms next to mid
    - added rock cover
    - removed railings and widened stairs outside spawn
    - changed a spawn door