Hello everyone
I wanted to quickly bring attention to 2 elements of the rules for this contest that may easily be overlooked.
- Your items theme must fit within the TF2 universe.
- Your "minimum 3 items", per 1 class, must all be within the same theme you choose.
About #1:
Art style is not the same thing as 'fitting within the TF2 universe'. As an example, creating something like the
Pyro's brainslug wouldn't be a good choice for
this contest. Yes, it fits the TF2 art style and humour, but - judging on the
bio of the Pyro - it's out of character for both the class AND the universe.
Now then, that said - and this is where it gets fun - If you were to include a backstory for your items, with the notes of your submission, as to what it was with this classes history that makes these groups of items plausible, then we can totally see Valve wanting it for the Polycount Pack.
So while this rule might sound very specific, if you're creative enough (and you should be, its Polycount!) the rule can be very loose.
#2 is pretty straight forward, but I wanted to bring it up in case you have 3 awesome ideas that aren't cohesive when next to each-other.
Replies
Additionally, please read this thread.
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would this mean my thoughts for a [western primary], [dual secondaries], and a [euro- melee] wouldn't really make the cut?
Some people don't notice that the items have to have a cohesive theme.
Some people forget to check if they're items fit into the Time period.
The latest mentioned year date in TF2 is 1968, I would personally recommend that your items stay between late 1950 and early 1970.
Lastly, some of the themes people come up with are really random and/or far-fetched. Too much of it is based on fan interpretations or relying on "the rule of cool" rather than character backgrounds and personalities. The rules does not state that adding a functionality to your weapons means automatic disqualification, however it highly hints that doing so will lessen your chances of being picked.
I would personally recommend that if you do decide you REALLY want to make an item with a new mechanic, you should have a backup item for it that doesn't have a unique mechanic.
This takes more effort than just doing one weapon... however it ensures that you can both present your weapon with a unique mechanic to Valve, and have a backup item to prevent disqualification if Valve did not like the functionality of your weapon.