brownymasterAnarchyif it was made to block stuff like that why cant they just let it through for people to use say the flat texturesI feel like you don't understand what you would need to do to check it (read the imagine file and check that every pixel is a certain RGB), and either way it adds the question why can't I mod it to be not flat? What flat colors are allowed? Why can't we make player model textures flat colors? What if checkered provided a better advantage than flat colors? Will you make the image parser allow gradients and what not?
And by that point maps become customizable and becomes harder to draw any limits.
I feel like you don't understand how important clutter is for games that aren't quake. For example, take a Battlefield 2 game or more recent. Can you imagine if every playermodel was a bright color and all the walls were gray? Would be immensely easy to see and aim at people because they tend to blend in much more than bright colors on some static gray or something. Hell, it's even possible to miss a hiding soldier on his side of the map sometimes because he blends in with the color of the wall. A lot of TF2 classes thrive on chaos, like visual clutter, to do well. Spies depend on people being visually busy to kill someone. Any class can get great flanks because of visual focus on other enemies/projectiles (providing chaos). Even in a game like CS 1.6, you could hide in the shadow and kill someone who couldn't see you clearly. Games don't allow whitewalling for a reason. This isn't quake.
very good point