Restrictions breed creativity
If you restrict people to only doing a few things then they have to really think outside the box to make theirs interesting and innovative whilst still staying in the bounds of the restrictions.
The basic answer to your question is: Just because.
We've set up a competition to explore the single stage payload concept, want to do a multi stage map? Then don't enter. Its as simple as that really. We also want to see what people can do without straying into any bad gameplay mechanics which are very often assosiated with gimmicks, since its a gimmick players don't know what to do or they're not used to or its too complicated for them to do in a game and enjoy or it breaks the flow of the game.... blah blah blah.... gimmicks make maps crap, if you've thought about the gameplay mechanic enough to implement it well so that it A) doesn't break the flow of the game, B) is instantly understandable (and do-able) by the averafe player and C) is actually fun to do then it really ceases to be a gimmick.
You say if a designer wants to make multi staged maps or include gimmicks, why not let them. Well my statement back is this: We are letting you. you can put whatever the hell you want into your map, its really up to you what
you do in
your map. All we want is to spark a bit of creativity in people, if we say "just make a good map to win prizes" there will be far less enthusiasm about it because people already have the scope of making any type of map, if we limit it people start to think how they can do that particular type of map, making them more likely to
actually make a map.
I agree and at no point am I dogging the competition. Like I mentioned right at the start, I'm liking the contest. But why not let players really explore the one gametype (gametype being the keyword here), further rewarding them for their creativity?
Well, we are letting you explore the gametype, the gametype is "single stage payload" since "multi stage payload" is actually quite different the two can be set appart. and excluding gimmicks (as well as for the reasons above) is a way of keeping you on the gametype, using a huge platform for a cart isn't the gametype we want, using two carts isn't the gametype we want, using one cart push/pull style isn't the gametype we want.
You're still free to make those types of maps but just don't enter them in the competition.
I've kinda justified the choices we've made a few times over but if you only take one thing away from this post let it be this:
If making your map conform to the regulations in this map compromises it in a way you deem to be too strong, please, don't enter it