Bagel (2020)

Bagel (2020) 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

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

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-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

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-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

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-fixed visual bugs introduced by rc4
- 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

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rc3_promo.png


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_promo.png

-New crate models by Freyja
-Redetailed out of bounds areas behind Boiler
-Additional new details
-Fixed out-of-map spot under Blu spawn
b9_promo.png


-New detailing in various out of bounds areas
-New signs/posters
-Redetailed dead space in spawn
-Removed one console from each mid house
-Removed prop stack from lobby
-Replaced old brushwork door detailing with new models by Freyja
b8_promo.png

This was going to just be a Jump Pad visual update but a major splash clipping issue was discovered that required overhauling a lot of the existing splash lipping. (If you were wondering, Invisible Displacements are solid to players, grenades, and stickies, but not rockets).

-Jump pad visual update, including new particles. (Thanks pont for the rumble)

-Some minor visual and lighting updates

-Collision meshes created to replace old splash clipping on complex shapes.

-Minor geo change in house to make splash more consistent