Kill 6 Billion Demons is aesthetic as shit
| Account Details | |
|---|---|
| SteamID64 | 76561198002162558 |
| SteamID3 | [U:1:41896830] |
| SteamID32 | STEAM_0:0:20948415 |
| Country | United Kingdom |
| Signed Up | August 16, 2016 |
| Last Posted | December 23, 2025 at 12:01 PM |
| Posts | 168 (0 per day) |
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Download: ctf_exsmol_rc1
- Statistically most popular gamemode in TF2
- Permadeath like in CSGO to make it more competitive
- Anti-stalemate features
- Small map size to make things easy for spectators/casters
Intended for 6v6, HL, Sigafoo 7v7, and Oasis mod.
JDawgManiacDoes anyone remember the weird joke payload map, I think it was called dogbread, where the cart started in the middle and could be pushed by either team?
I feel like this is an idea that could be worked on, because it allows for the same attack and defend mechanics of 5cp and koth, where you're not locked into one role.
Waste had a version that worked like that too
MerchantWhy does Bonk make engineer run fast? Shouldn't it be Crit-a-Cola since that is the drink that makes Scout faster?
Bonk is supposed to make scout run faster too, the whole invulnerability thing is meant to be "too fast to hit" except he's still solid for some reason.
I'm curious what would happen if captures only added time to the clock if you didn't already own mid
time to scramble to convince people to make a team with me
RC2A - Clipping fix
Download: koth_bagel_rc2a
Changelog:
- Fixed a spot where players could stand on an exposed clip in lobby
- Fixed some floating props
Tmbrhttp://imgur.com/HuYr8HA
you can jump and hide up here in lobby
whooooops, been checking this over for bugs for like a week and u guys find them immediately lmao
Can't fix that for a few hours but will put out a fix as soon as I'm back.
RC2 Update
Download: koth_bagel_rc2
Hey! It's been really exciting watching Bagel in the New Map Cup and hearing general reactions to it. I was alerted to some issues, and noticed some visibility problems on streams, so I decided to polish the map a little more.
Please vote on the workshop if you haven't yet!
Changelog:
- Boosted lighting for visibility (comparison)
- Fixed misc clipping issues
- Added new crate in patio area to fix a dumb sightline and generally improve options in that area
Screenshots:
http://i.imgur.com/TeepG9J.jpg
http://i.imgur.com/FafvpKO.jpg
http://i.imgur.com/MwbzabT.jpg
http://i.imgur.com/4bPuzkK.jpg
http://i.imgur.com/XnC9Bgy.jpg
Imgur Album
(thx carn for screens)
How is the alignment done? Is it trial and error or does knowing the overview scale and centering it on 0,0,0 make it easier?
(Also I'm not sure what data you can get from the demo but having HUD parts like timers and points would be cool if they were possible)
Adding overviews for new maps would need to be done per version and would probably take a bit of time, Bagel is a version ahead of the one being played in UGC already so idk how useful adding an overview for it would be at this stage.
Letting people upload new ones themselves could be useful but could also be abused or just done wrong, so I'm not sure what the most efficient way to get new overviews added would be.
Maybe if generating the overview could be automated that could work but it'd require a computer running TF2 and on some maps the autogen overview could be awful.
Alternatively if there's a standardised way to make them I'm willing to just make a ton from a list.
pazerEDIT: Also protip for your map images from cl_leveloverview (although not sure if they're actually yours or if they're just from the tf2 wiki or something): mess with the arrow keys to move the camera's vertical position upwards so you don't have weird clipping on tops of trees and stuff, you'll end up with a much nicer looking level overview. Takes a bit of fiddling though.
Your current:
After arrow keys fiddling:
someone could look into making something like this for each map: http://simpleradar.com/
The map threads are listed in the OP so that you can leave detailed feedback if you wish.