Bagel (2020)

Bagel (2020) rc8

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Bagel (2020) rc8

De-Halloweenification

menu_thumbs.png

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 (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

Previous updates:
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
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
Author
Yrr
Downloads
14,576
Views
14,576
First release
Last update
Category
King of the Hill

More downloads from Yrr

Latest updates

  1. Capzone tweaks

    -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
  2. cleaning house

    -redesigned house interiors to be more distinct (collisions are unaltered) -fixed visual bug at mid -added smooth collisions to a nook in yard
  3. 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

Latest reviews

I don't have much to say that hasn't been said in my review of the last update. But, I'm glad you've updated the visuals here! Now it looks like it's ready for the smissmas update this year.
This is by far my favorite custom map that isn't in the game yet. Period.
There is so many things this map does right, the fast paced mid-point to the beautiful autumn aesthetics. Back on Halloween I already thought Cauldron was a fun map, until I discovered there was a de-halloweened version. I never pass up a chance to play this on the now-small c.tf community servers. It is criminal that Valve has not added this into game yet, as Cauldron was on Halloween.

I hope you do more maps in the future!
i love this. The fast cap makes the map really intresting
V. fun dynamics surrounding the point, where the cylinder obscures any sightlines between entrances to mid, allowing for attackers to safely approach the buildings on either side of the point, one of which is easy to take while the other is hard, both giving leverage over the point. Overall results in a fun dilemma where teams can pub-push the point if they're ok with taking fire from both side buildings, but they're much better off at least trying to take the easy building to make it much easier to cap. Satisfies competitive players and caters well to class balance. I have no outstanding complaints.
It's Fun, it looks distinct and feels very much like an official map. We got the Halloween version, likes get this one.
Just a solid map with so much love and passion put into it. I've seen so many servers with this map present in their rotation, and it deserves all the credit it gets. Great job!
very fun map to watch and play competitively
The map feels really solid just running around it. The attention to detail is insane (The long VC call checking all facts for example), and shows how much love is being put into every little corner of the map. I also love the idea of australium being drained from the mid area, and moved to either team's vat things
Great map made better.