Define "Gimmicky"

Discussion in 'Mapping Questions & Discussion' started by Undies, Jan 22, 2010.

  1. Undies

    Undies L1: Registered

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    To sign a map up for an event:
    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?
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Last edited: Jan 22, 2010
  3. Undies

    Undies L1: Registered

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    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.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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.
     
    Last edited: Jan 23, 2010