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Basic Information
Map type: King of the Hill
File name: koth_bagel_rc8
Version: Release Candidate 8
Released: November 28, 2017
Last updated: January 22, 2024
Developer(s): Lauren "Yrrzy" Godfrey
Link(s): TF2Maps
Map Info
Environment: Industrial
Setting: Daytime
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×2
Map Overview
Bagel overview.png
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Bagel is a symmetrical community-made King of the Hill map that was originally made for the 72hr Contest.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.


  • 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.
  • 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.


  • It was revealed by the map author that Bagel takes place a week before the Poopy Joe incident.


Changes in RC1:
  • 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

Changes in RC3:

  • 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

Changes in RC4A:

  • 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
  • Fixed various seams and visual bugs
  • Misc. visual improvements and fixes

Changes in RC5:

  • 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

Changes in RC6:

  • 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

Changes in RC7:

  • redesigned house interiors to be more distinct (collisions are unaltered)
  • fixed visual bug at mid
  • added smooth collisions to a nook in yard

Changes in RC8:

  • 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