Account Details
SteamID64 76561198002162558
SteamID3 [U:1:41896830]
SteamID32 STEAM_0:0:20948415
Country United Kingdom
Signed Up August 16, 2016
Last Posted September 16, 2020 at 6:04 PM
Posts 94 (0.1 per day)
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#126 koth_bagel in Map Discussion


Download: koth_bagel_rc3

rc3 changelog
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

posted 1 week ago
#125 koth_bagel in Map Discussion

God I need to change the version numbers, I just watched people pug the oldass 2017 version cause it had a higher version number, confused why I'd changed things for the worse

My dumbshit version history is biting me in the ass

posted 1 week ago
#124 koth_bagel in Map Discussion

Bagel is now available to play on Creators.tf servers!

(And a reminder if you like the map, to please vote for it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2056802978 )

posted 3 weeks ago
#10 cp_korea (5cp) in Map Discussion

whys there half life 2 ragdolls on this map

posted 1 month ago
#123 koth_bagel in Map Discussion


Download: koth_bagel_fall_rc1

You should watch this match it was pretty good

rc1 changelog
-New crate models by Freyja
-Redetailed out of bounds areas behind Boiler
-Additional new details
-Fixed out-of-map spot under Blu spawn

posted 1 month ago
#2 RGL S3 UBF: froyotech vs. Ascent in Events

well i thought it was neat

posted 1 month ago
#122 koth_bagel in Map Discussion


Download: koth_bagel_fall_b9

This is mostly just a visual update, besides the decluttering in house and lobby.

b9 changelog
-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
-Moved a pair of crates in lobby
-Replaced old brushwork door detailing with new models by Freyja

posted 4 months ago
#114 koth_bagel in Map Discussion

Download: koth_bagel_fall_b8

b8 changelog
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

posted 4 months ago
#113 koth_bagel in Map Discussion

Download: koth_bagel_fall_b7

b7 changelog
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

posted 5 months ago
#112 koth_bagel in Map Discussion


Download: koth_bagel_fall_b6a

b6 changelog
-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

-Fixed a couple edges players could become stuck in

posted 5 months ago
#109 koth_bagel in Map Discussion


Download: koth_bagel_fall_b5

Making some various visual and polish updates to this map for the first time in a couple years.

I'll look into removing that crate next update as I'm not sure it's needed any more.
I am unlikely to check this thread too often, but feel free to let me know about QoL fixes/small things.
(Keep in mind most planned updates are purely visual/polish, this map is pretty far beyond making big sweeping changes at this point)

-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.

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

posted 5 months ago
#105 koth_bagel in Map Discussion

Sorry to bump but I'd like to hear how this version plays!

posted about a year ago
#60 Thoughts on wallbugging? in TF2 General Discussion
ZestyI'm pretty sure sunshine's lighthouse has something that pushes you away from the wall slightly when you jump into it, so it seems like there are ways for map makers to prevent wallbugs

It does but its complicated and nowhere near viable to do for every spot

posted about a year ago
#11 Should wallbugging be allowed in ESEA? in TF2 General Discussion

wallbugs are an engine bug not a map bug, and therefore by definition can neither be intended by the mapmaker, nor receive more than a bandaid fix by the mapmaker

other exploits and hiding spots are ambiguous but wallbugs are 100% never intended

posted about a year ago
#104 koth_bagel in Map Discussion

Experimental post-Halloween version
Download: koth_bagel_fall_b2
Download: koth_bagel_fall_b3
EDIT: The lighting on b2 had an overpowering orange tint that made team recognition difficult, so I updated to a newer version with better lighting/visuals

Some of you probably played Cauldron (bagel_event) during Scream Fortress and noticed that there were some layout changes. These were ideas I'd been considering for a while but didn't want to waste an official version trying, so I made them on the Halloween version.

I've now de-halloweened it (actually I did this last year but didn't finish it) so that you can try out the changes and see which ones are beneficial to the map, and which aren't.

Changelog (compared to standard bagel):

-Artstyle overhaul - NOT FINAL
-Centred Spawn building in Yard
-Opened Concrete entirely
-Changed Ramp into a slightly longer flank that no longer gives people holding in House visibility to Valley.
-House changed to accommodate this
-Added boiler housing to Ramp exit/Valley, providing additional cover and an easier jump route from Valley to Mid for scouts
-Climb route in Lobby replaced with a vent ~jump pad~ #controversial
-Added A Thing on Balcony, blocking snipers from holding too many angles from House at once, and acting as a perch spot for soldiers
-Buffed health on wood to Medium
-Clutter/cover changes around the map
-Various changes for visuals
-Added small platform jutting out from Mid on each side (this wasn't even in Cauldron and mostly I just hope it isn't invasive)


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posted about a year ago
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