Just updated to rc4a to fix some bugs I introduced in rc4 but didn't catch.
Account Details | |
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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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https://cdn.discordapp.com/attachments/420268109317013514/840265825410744390/rc4_promo-png.png
Download: koth_bagel_rc4a
rc4 changelog
-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
https://cdn.discordapp.com/attachments/420268109317013514/755909897727639693/rc3_promo.png
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
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
Bagel is now available to play on Creators.tf servers!
https://creators.tf/post/blog/69
(And a reminder if you like the map, to please vote for it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2056802978 )
whys there half life 2 ragdolls on this map
https://cdn.discordapp.com/attachments/420268109317013514/743526208871989348/rc1_promo.png
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
https://cdn.discordapp.com/attachments/420268109317013514/710490298593050695/b9_promo.png
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
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
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
https://tf2maps.net/attachments/b6_promo-png.121693/
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
b6a
-Fixed a couple edges players could become stuck in
https://cdn.discordapp.com/attachments/420268109317013514/701164437091909833/bagel_update_promo.png
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)
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.
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
Sorry to bump but I'd like to hear how this version plays!
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