Bagel (2020)

KotH Bagel (2020) rc5

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,270
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 (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

Previous updates:
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
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,245
But where are the giant bagel robots
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
488
What's fall though

Fall is when gravity overcomes an object's inertia and the object proceeds to accelerate towards the larger body's center of mass, usually occurring undesirably resulting in unwanted motion. For instance, during the season of Autumn, the leaves of trees break off with the help of some wind and fall towards the ground.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,270

Yrr

An Actual Deer
aa
Sep 20, 2015
1,270

Jekyllson

L3: Member
Jun 20, 2015
115
It looks quite appealing, though it's not quite as tasty as "plain" Bagel. Funnily enough, I had the exact same reaction when the local bagel store started selling pumpkin bagels.

You know, for most of my life I've never really stopped to watch the trees transform in autumn, but this year I took the time to observe their transition. It's probably because of that that I look at this map and I wonder to myself, "Where are all those dead leaves coming from?" There are a handful of trees that have recently shed their leaves outside of the map, but those are distant from many of the surfaces covered in leaves. As nice as the map looks covered in orange, I don't think I've ever seen something like that in real life without trees nearby which produced the leaves in the first place. It's a weird criticism, and maybe other fall-themed maps are guilty of the same problem (though not Harvest), but it's something that really sticks out to me for some reason.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,270
a lot of the orange is grass, with leaves clustered around some of the pumpkins but yea its not Hugely realistic about it
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
fall is my favorite tf2 event
 
Aug 30, 2015
350
bagelfall.png


I just realized Zed already made this joke. At the time I didn't realize he was referencing Titanfall and thought he just wanted to see some giant robot confectionery and dammit, so do I
 
Last edited:

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
782
I've done some soul searching and determined that this unintended jump is far too difficult

hBBffzQ.jpg

p.s. make it frontline
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,270
I've done some soul searching and determined that this unintended jump is far too difficult

hBBffzQ.jpg

p.s. make it frontline
this is intentional, i made sure you couldnt do it when i was making the event version

theres uh, certain classes id rather not get up there that easily


(also what does "make it frontline" mean beyond "add 200gb and 20 contributors")
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,270
-removed pumpkins and coffins
-replaced some coffins with Weapon Crates
-artstyle and detailing changes
-added a couple additional pieces of cover
-de-sci-fi'd the point

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