Yrr
Account Details
SteamID64 76561198002162558
SteamID3 [U:1:41896830]
SteamID32 STEAM_0:0:20948415
Country United Kingdom
Signed Up August 16, 2016
Last Posted March 15, 2024 at 8:17 AM
Posts 126 (0 per day)
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Windows Sensitivity
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#26 Map design in TF2 General Discussion

nobody else has the koth design autism quite like i do

posted 1 month ago
#151 koth_bagel in Map Discussion

im not going to do that

posted 2 months ago
#149 koth_bagel in Map Discussion

Went for option B based on feedback.

Download: koth_bagel_rc8

Screenshots of the new main detailing

Show Content

Changelog:
-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

posted 2 months ago
#148 koth_bagel in Map Discussion

Ahh, that's an unintended consequence of intended behaviour. There's some jank set up to stop players capping on the barrels.
In retrospect, letting players cap on the barrels isn't a huge issue, but there is a question on how to fix it.

Currently, players leave the low capzone at the edges when jumping, making capping there feel inconsistent.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541216120892/image.png

Option A: Raise it to platform level, only preventing cap when high enough to stand on platform.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541581041735/image.png

Option B: Raise it only to just above barrel height, allowing capping on barrel unless the capper jumps.

https://cdn.discordapp.com/attachments/1055714864284323941/1164150541962711090/image.png

Personally, I find Option A more consistent, but I would prefer feedback before I push an update.

posted 5 months ago
#146 koth_bagel in Map Discussion

Spotted a missing beam at mid and got bothered enough by it to come back and make some more updates, mostly focused on making the house interiors more distinct from each other.

Download: koth_bagel_rc7

Screenshots of new house interiors

Show Content

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

TF2Maps is having some server issues at the moment but hopefully this download still works.

posted 8 months ago
#141 koth_bagel in Map Discussion

https://i.imgur.com/1obhj8k.png

Download:koth_bagel_rc6

Changelog:
-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

As usual, please let me know if I fucked it up! I'm unlikely to update this map again otherwise.

posted about a year ago
#139 koth_bagel in Map Discussion

Yo, it's almost been a year, what's the vibes? Was the map better before, or was the change a success?

posted about a year ago
#14 TF2 update for 11/15/21 (11/16/21 UTC) in TF2 General Discussion
Samusnot sure why they would prioritise the issue this much otherwise unless it was just a very easy fix to implement to help map makers.

It's this, changes like this are a 10 second thing, I've requested similar before.
(I didn't request this one myself but I am gonna use it lol)

posted about 2 years ago
#49 TF2 update for 9/16/21 in TF2 General Discussion
Menachemoh and i just watched a bot change its name to another player'svalveFixed an exploit related to players impersonating other Steam accounts so this is either broken, or not what it sounds like and completely inconsequential

sounds like what they fixed was outright spoofing steamids, allowing people to appear as though they were on your friends list etc

posted about 2 years ago
#43 TF2 update for 9/16/21 in TF2 General Discussion
Reero- Updated the tf_generic_bomb entity to allow passing the activator in the OnDetonate output

This, the DF thing and Heavy not being properly stunned were requests I made while working on Halloween stuff

posted about 2 years ago
#13 Friend gets tilted from airshots in TF2 General Discussion

getting airshot is something cool the other player did, not something bad you did

posted about 2 years ago
#138 koth_bagel in Map Discussion

If it ends up being a mistake I can revert it, hoping y'all play it in the offseason and see how it feels

posted about 2 years ago
#136 koth_bagel in Map Discussion

RC5 Update
Pics:

Show Content

Download: koth_bagel_rc5

rc5 changelog
-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

also could RGL etc. please update the pic they use for bagel everywhere, its like 4 years old and i spent all this time making the map look good :(

posted about 2 years ago
#133 koth_bagel in Map Discussion

In light of some moments in the RGL grand finals, I'm interested to know popular opinion on if the attacker spawns should be lengthened, or if they're considered just a quirk of the map to play around

posted about 2 years ago
#13 teams of fortress 2 in Other Games
TuxKingVikingthe video got taken down. i found some gameplay videos still up, this is hilarious
https://www.youtube.com/watch?v=bvQvdn2C7G4
https://www.youtube.com/watch?v=cAeDFKQJYXc

god its not even the finished version of that map, and they left the dev textures in
( https://tf2maps.net/downloads/arena-1p32471.8005/ ftr they didn't even ask permission to use it)

posted about 2 years ago
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