Bagel (2020)

KotH Bagel (2020) rc8

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Yrr

An Actual Deer
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Sep 20, 2015
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Yrr

An Actual Deer
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Sep 20, 2015
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bagels back baby

beginning a new pass of polish and detail, to replace a lot of placeholder or otherwise kind of ugly bits
this map will continue to be polished

B4's focus: Mid prop

-new mid prop
--liquid australium battery, returning to the original concept
-turbines replacing what was previously dead space and awkward prop stacks
--these fix a sightline allowing me to delete some crates that previously did this job
--the rotors will spin and they will fill with australium from the point as each team earns cap time. when one team wins, the losing team's turbine will empty its progress

in the future these will vent gold steam, have audio, and have pipes connecting them and pumping the australium back into each team's base

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Yrr

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Sep 20, 2015
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b5_promo.png


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Yrr

An Actual Deer
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-Aggressive clipping pass and decluttering

Hopefully there should be no places left to get stuck or have rockets eaten
Visuals are not done for this, so its b5a not b6

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Yrr

An Actual Deer
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Sep 20, 2015
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b6_promo-png.121693


-Massive clipping and decluttering pass
-Replaced a bunch of placeholder crates with closer to final crates
-Switched a few blockbullets clips over to invisible displacements. This was done for backend reasons but additionally it functions like a blockbullets brush that only affects explosives, so bullets will no longer disappear in those spots.
-Adjusted fade distances on a lot of props to make them less jarring
-Improved lighting on blu concrete
-Minor detail adjustments

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Last edited:

Yrr

An Actual Deer
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Sep 20, 2015
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Yrr

An Actual Deer
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Sep 20, 2015
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b7_promo.png

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

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nayoks

L1: Registered
Apr 27, 2020
3
0
Go play Bagel in UGC 4's, could not care less. But dont make me play it in 6s one more time. Its too slim, opposite of obese. Save me from my misery.
 

bitchassdx

L1: Registered
Apr 27, 2020
2
0
why did etf2l think it was a good idea to have this in 6s, my cock fell off while trying to play this map with 6 players, why etf2l whyyy
 

Yrr

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Sep 20, 2015
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Max_Architects

L1: Registered
Apr 27, 2020
1
0
While the map itself is good, it is too small to fit into a 6's playstyle. Especially the mid section lacks places to properly position yourself imo.
As a soldier you can only really play battlements and hut, the latter one hidden behind a wall so that you can't even spam the enemy team.

Overall the map fits more into a 4's situation due to not everyone being crowded at mid.

Still, neat map design :)
 

nayoks

L1: Registered
Apr 27, 2020
3
0
get good at the game

Mate, funny thing is. The reason why he asked is cause its shit for 6s. And its not the best way to "defend" your map by saying. "Uhhh, git gut". Nt mate, nt. But it really isnt great for 6s. Thats all, accept it. Map looks good tho, and probably works for 4s. Have a nice day sir.
 

Yrr

An Actual Deer
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Sep 20, 2015
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Mate, funny thing is. The reason why he asked is cause its shit for 6s. And its not the best way to "defend" your map by saying. "Uhhh, git gut". Nt mate, nt. But it really isnt great for 6s. Thats all, accept it. Map looks good tho, and probably works for 4s. Have a nice day sir.
my apologies i thought this is how competitive players talk to each other

i do not work for ETF2L and this map finished competitive testing 2 years ago, I'm not sure what y'all are directing this at me for
 

nayoks

L1: Registered
Apr 27, 2020
3
0
my apologies i thought this is how competitive players talk to each other

i do not work for ETF2L and this map finished competitive testing 2 years ago, I'm not sure what y'all are directing this at me for
Apologies accepted, gj on the map tho. Im looking forward to see a poggers cp map made by you hopefully! Enjoy your day.
 

Yrr

An Actual Deer
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Sep 20, 2015
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eh I'm not super interested in making a map for competitive at this point lol, it takes a couple years of development time to find out if your map just doesn't work and thats time i dont wanna spend any more

the halloween version of this map played well in casual 24-player so i switched tracks to just making it look good and work for casual play and trying not to break anything for those who might try to play it competitively again some day

but alas the experience of making a map is that years later people message you asking why you dared enter your map in their league (i didnt) and asking for massive sweeping changes you cant really make any more (and this is not the only map of mine that's happened to)
 

Yrr

An Actual Deer
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Sep 20, 2015
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on the flipside if theres small changes you can suggest that can make it less painful id be willing to look into those, but peoples complaints are usually fundamental things about the map or it Not Being Viaduct lol
 

Yrr

An Actual Deer
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Sep 20, 2015
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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 clipping. (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

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Yrr

An Actual Deer
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Sep 20, 2015
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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

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743