they're mostly pubbers
| 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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verify your game cache, looks like the sprites used on those lights are corrupted
Hey anyone know how to request a thread name change? I don't really need the "(name pending)" part since, at this point, I'm pretty set on the name.
RC1 Update
Download: koth_bagel_rc1
Thank you to everyone who played this map in any of its iterations, whether it was in MapChamp the last couple of weeks, an experimental cup, or even if you played an early version - it's thanks to all of you that Bagel got this far. I hope you've all enjoyed playing it and I hope that you continue to in the future.
Changelog:
- Fucktons of visual improvements all over
- Tweaked skybox and lighting colours
- Added Badlands' colour-correction
- Blockbullets pass on all wood beams, now your splash should go where it's supposed to
- Various clipping improvements
Screenshots:
Hopefully should have Bagel RC1 out today or tomorrow and have it at its best for the cup, planned to yesterday but had no time.
Super excited to see all these maps played!
There's almost certainly a way to make a lot of the nonstandard gamemodes work great for 6s, but without prodding and probing at them to establish some kind of competitive theory, it's impossible to get anywhere.
Even getting new 5cp maps tested has been hard enough if you don't already have some kind of impetus behind you (a history of making good maps, or endorsement from a well-known player), so there's been very little push to try making competitive maps for other modes.
MapChamp definitely helps out in both those regards, and I'd really like to see that continue so we can see more maps reaching competitive standards, and get a better idea of both the mapping theory and gameplay theory of nonstandard modes.
shorasWhy would someone invite a trader to visit Valve?
It's important to remember that Valve doesn't invite these people, they organise visits themselves if they have the connections to do so.
Hey I just read this and made a map with a consistent flat green backdrop but also with badlands' lighting so it doesn't do that ugly fullbright thing.
I can do more of these with different maps lighting settings if you want.
The lobby never started so all I got is detail feedback.
I'd very much recommend eliminating the arabian street feel if you're committing to the mayan theme. All the supposed ruins still feel like lived-in streets and there's lots of arabian props and textures still there.
At the moment it kinda feels like an awkward mishmash of the two.
Hey guys, long time no update.
I'm working on rc1 at the moment, hoping to get that out sometime soon. In the mean time, check out the current version in MapChamp on Sunday, I'd love to see how the updates from etf2l/ozfortress play out.
(and if you like it, do spread the word)
rc sneak preview:
maxc232Can we not do pride rock? I don't think it will work on 6s at all won't be fun for anyone.
I talked to the creator after playing a lobby on it with him (it was kind of a clusterfuck), he was entirely unaware competitive or 6s existed until i explained why we weren't playing it 16v16 like he'd intended.
Potentially you could artificially lower the elo of lower-playtime players? That way they can still play but the system will treat them differently when balancing teams and if they're good (ie if theyre an alt/new acc for an experienced player) they'll just make the elo back.
(Also do u guys intend to support koth in the future?)
Sorry, TF2Maps was having issues today, it should work again now.
Failw1zardI played bagel, and granted it was in the sigafoo thing, but i thought i maybe had 1 too many entrances to cover for forward holds, but otherwise it was pretty cool.
Forward holds have, in theory, been improved since sigafoo cup.
Part of the reason I made bagel was cause I'd love to see more koth maps in the rotation alongside viaduct, especially since a lot of teams just don't bother learning to play koth since theres only one in the pool.