Bagel
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Bagel | |
|---|---|
| Basic Information | |
| Map type: | King of the Hill |
| File name: | koth_bagel_rc12
|
| Version: | Release Candidate 12 |
| Released: | November 28, 2017 |
| Last updated: | July 23, 2026 |
| Developer(s): | Lauren "Yrrzy" Godfrey |
| Link(s): | TF2Maps |
| Map Info | |
| Environment: | Industrial |
| Setting: | Daytime |
| Map Items | |
| Map Photos | |
| Map overview | |
| “ | Fight back and forth over a disused power supply on the shore of the Bagel Reservoir, sandwiched by a pair of identical old industrial buildings.
— Bagel promotional text
|
” |
Bagel is a symmetrical community-made King of the Hill map that was originally made for the TF2Maps.net 72hr Contest. Featuring a layout similar to Viaduct and Lakeside, Bagel takes place in an abandoned industrial facility accompanied by the waterfront of the fictional Bagel Reservoir, however it is hinted that Bagel actually takes place inside a storage facility for Australium. The raised capture point located in the middle of the map seems to be a some sort of large battery apparatus, also hinted at containing traces and/or powered by Australium.
The map has been played in competitive UGC 6v6 and 4v4 and other competitive tournaments.
A Halloween version of the map was released in the Scream Fortress 2018 update.
Locations
- The Battery: At the center of the map, the control point sits atop a raised metallic battery apparatus (The control point is still able to be capped by simply standing next to the battery, similar to Gullywash), flanked by two wooden buildings sitting parallel to eachother.
- The Storage Houses: Both Blu and Red have Storage Houses that connect the spawn area to the center control point. The Storage Houses both have three entrances when exiting spawn and three exits when entering the area where the control point is located. The Storage Houses also have a variety of access to key advantage points, as exiting the Storage Houses usually lead to an area containing an abundance of Ammo packs, vital for Engineers to set up and protect their area of the map. The Storage Houses also contain multiple decks to snipe from, granting long sightlines for Snipers to take out key targets. Each teams Storage Houses contain two medium Ammo packs and two medium Health packs on the left and right paths.
- Side Flank: Opposite to the Tracks, the Side Flank is a route going through the left-hand side of the Battlements. It leads directly to the High Ground.
- Tracks (also Ramp): The right-hand route out from Spawn through each Battlements passes down a ramp with a pair of tracks and ends up in the Valley.
- Launch Pad: The middle route out from Spawn merges back with the Tracks. On the way it passes a launch pad to the left, which boosts the player up when stepped on, taking them to the Side Flank. Behind the Launch Pad is a lethal hazard.
- Valley: The Valley is the low ground between the point and the Battlements. This area is wide open, with little cover present. There is also a set of stairs which goes up to the Side Flank.
- High Ground: A large shack located on each side of the point, with a balcony directly overlooking it and the surrounding area. It connects the Side Flank to the opposite team's Valley.
- The Industrial Cabins: The Industrial Cabins are a pair of two large wooden buildings that sit parallel to the control point. They have three entrances, with one of the entrances being raised, and can be accessed next to the control point. The buildings can be utilized as a more offensive position for a team that has already capped the point, being an effective area for Engineers to set up a Sentry Gun as a medium Ammo pack is close by and a small Ammo pack is located outside the building, however Engineers can be vulnerable to Snipers as both entrances have long sightlines. Two small Health packs are also located outside each building.
- The Factories: The Factories are the spawn area for both teams, each containing a single resupply cabinet and two spawn doors to reduce the likelihood of spawncamping.
Control point timing
| Control Point | Multiplier | Seconds | ||
|---|---|---|---|---|
| Control Point | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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Trivia
Changelog
- created Bagel
Changelog B2 (November 17, 2018)
- removed pumpkins and coffins
- replaced some coffins with Weapon Crates
- artstyle and detailing changes
- added a couple additional pieces of cover
- de-sci-fi'd the point
Changelog B3 (November 18, 2018)
- Visual updates all over, it looks better now
Changelog B4 (April 10, 2018)
- new mid prop
- liquid australium battery, returning to the original concept
- turbines replacing what was previously dead space and awkward prop stacks
- these fix a sightline allowing me to delete some crates that previously did this job
- the rotors will spin and they will fill with australium from the point as each team earns cap time. when one team wins, the losing team's turbine will empty its progress
in the future these will vent gold steam, have audio, and have pipes connecting them and pumping the australium back into each team's base
Changelog B5 (April 11, 2020)
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
Changelog B5A (April 15, 2020)
- Aggressive clipping pass and decluttering
Hopefully there should be no places left to get stuck or have rockets eaten
Visuals are not done for this, so its b5a not b6
Changelog B6 (April 18, 2020)
- 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
Changelog B6A (April 18, 2020)
- Fixed a couple edges players could become stuck in
Changelog B7 (April 20, 2020)
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
Changelog B8 (May 1, 2020)
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 lipping. (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
Changelog B9 (May 13, 2020)
- 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
- Replaced old brushwork door detailing with new models by Freyja
Changelog RC1 (August 13, 2020)
- Visual improvements
- Tweaked skybox and lighting colours
- Added Badlands' colour-correction
- Blockbullets now pass on all wood beams
Changes in RC2:
- Boosted lighting for visibility
- Fixed misc clipping issue
- Added new crate in patio area
- Improved patio area
Changes in RC2A:
- Fixed a spot where players could stand on an exposed clip in lobby
- Fixed some floating props
Changelog RC3 (September 16, 2020)
- 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
Changelog RC4 (May 7, 2021)
- Celebrating Bagel's inclusion in RGL 6s Season 6 map pool with a polish update, based on feedback received over the last year
- 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
- Misc. visual improvements and fixes
Changelog RC4A (May 7, 2021)
- Fixed various seams and visual bugs
Changelog RC5 (August 25, 2021)
- 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
Changelog RC6 (January 27, 2023)
- 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
Changelog RC7 (August 12, 2023)
- redesigned house interiors to be more distinct (collisions are unaltered)
- fixed visual bug at mid
- added smooth collisions to a nook in yard
Changelog RC8 (January 22, 2024)
- 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
Changelog RC9 (May 19, 2024)
- Detail changes to Houses and Jump Pads
Each side of mid should look a little more distinct from each other now.
I'll probably update the promo images to reflect this soon.
Changelog RC9A (May 21, 2024)
- Fixed a major clipping oversight at mid
Changelog RC9B (May 22, 2024)
- Fixed a protruding edge at mid
Changelog RC10 (July 24, 2024)
- Redetailed out-of-bounds and 3D skybox (Ft. New trees by Freyja!)
- Various detailing changes
- Various optimisations (Filesize is smaller now! Thanks Faye!)
- Various clipping fixes
- Various other fixes
Changelog RC11 (Febuary 24, 2025)
- Updated roof detailing
- Updated Control Point visuals
- Control Point now descends at round end (this will not affect gameplay during a round)
- Widened some doorways in lobby to lessen the impact of aggressive forward hold traps
- Added a small nook in valley for spam dodging
- Misc detail changes
Changelog RC12 (December 17, 2025)
- simplified some splash geometry around concrete
- fixed a perch spot on mid
- added two rendering contingencies to hopefully fix a rare bug where the mid point could be invisible
Changelog RC13 (July 23, 2026)
- Fixed a solid roof edge that players could perch on, on one side of the map
Gallery
The Rocket Launcher being painted over australium gold behind the two barn doors in RED side.
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