Define "Gimmicky"

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Undies

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Dec 24, 2009
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To sign a map up for an event:
• Map must be designed for normal play.
This means no melee, class restricted, too small for 24 players, or otherwise gimmicky maps.
I have a few maps for CS:S that went unfinished that I'd love an excuse to pick up again (and bring to TF2). Being that CS:S would be an "arena gamemode," in TF2 terms, some of them will be fairly easy to retexture over, and as arenas are allowed on game day events I was curious how TF2Maps.net defines "gimmicky."
Specifically, many of my previous works have been break maps, obviously not great for TF2 (and more likely to hit that gimmicky definition), but others don't focus on the fact that things break. One in which a team spawns inside a glass(breakable) castle and the other spawns outside and assaults it might be fun in TF2... might not, but I would like to find out. Another (which I am going to try and revive regardless of the answer to my question) is a rats map in a table with a Scrabble board on a lazy susan, the tiles are all func_physbox entities and I could throw a KotH CP on the center of the board, gimmicky?
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Undies

L1: Registered
Dec 24, 2009
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9
http://forums.tf2maps.net/showthread.php?t=11055

edit: Bloody url tags...

Anyway.. i think this discussion should pretty much cover most things gimmick related.

A Boojum Snark said:
A gimmick is "a trick or device used to attract business or attention" (Merriam-Webster)
ChronoTriggerFan said:
Now, there is a difference between a map gimmick and a "gimmick map".
I guess these maps ideas use map gimmicks and are, rather, not being gimmick maps ... ?
:bored:

I'm looking for a defining line, as there must be one if TF2Maps.net has a declared rule against such maps on event days. Clearly minigame/deathrun maps are gimmick as they don't play using any basis for regular gameplay. But have you ever played breakship_b12? ... Unconventional, but gimmick? It still an arena map, basis being to kill the other team.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I can't consider cp_steel gimmicky because its graphical style complements its gameplay and the possibly gimmicky mechanisms reinforce the teamwork aspect of the game. Gimmicks stop being gimmicks once players feel the added mechanisms are natural. Cause and effect presence has to be very strong, gameplay influence has to be very defined and controlled by the mapper, and implementation, graphically, fluid.

...

How's that?

Gimmick's are generally scenario's that do not conform with basic mechanics or art direction.

Floating platforms, underwater maps (or any map that favours one class over another), Sniper maps, death match maps, medi-evil maps. Blah blah.

Generally if you can justify it in the game world, and the gameplay mechanic does not unbalance teams/classes, then it successfully becomes a (new) part of TF2. Otherwise it is just a gimmick.

Floating platforms will always be rather gimmicky, and point and case of that thread i quoted Mangy from was thus: People don't make the effort that would otherwise see some gimmicks become natural parts of the game, something YM touches on here. For example, floating platforms could be executed in a map using the spytech theme, and it would no longer be unnatural. But generally this isn't the case, and new features remain as "gimmicks" that sell the map, as opposed to (potentially lacking) other areas of standard gameplay/visuals.
 
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