I got a question. There were a few idea's to add dynamic elements to the maps, like making it so you need intel to push the cart, or you're required to move intel from one spot or another to activate "terminals" so that tracks line up so you can push the cart.
Doesn't that violate the "Standard" pl_ rule we have?
How "dynamic" can we get outside of moving the cart, or the tracks around the cart that doesn't require other elements of gameplay like intel or control points?
The line that reads "standard pl" is just there to remind of the blu=offense, red=defense premise, and that it's enforced. I might reword it.
The rules say "Must follow the same game mechanics/scoring system as set by official payload maps."
Which is along the lines: A cart from the blue team has to start at one end of a track, pass through any number of control points along its path to reach a goal.
Winning is either by reaching the end (BLU), or defending until time runs out (RED).
How a cart gets from A to B is not relevant, as long as it's possible. And that the win conditions are the same as we're used to (like I typed out just above).
Furthermore, this is not a "make a new payload gamemode" competition. It's payload with some spice. I may have been hasty in allowing the intel thing setup, as I might have interpreted it incorrectly, I don't want to see a/d ctf with a mobile capture point. if that makes it any clearer. But I don't (I think) want to outright ban all forms of hybrid influences here and there, and that leaves me in a place where I have to explain really strange exceptions and extra minirules.
We'll see when I take a harder look at this problem tomorrow. One day, I will learn to anticipate people wanting to make all possible gamemode hybrids at once, today was not that day, the thought of doing anything like it never crosses my mind.
So yeah, tomorrow I will take a harder look at the rules and update where it's needed.