Difference between revisions of "GetQuad! Kenya Invitational 2/Rules"

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==Format and rules==
 
==Format and rules==
 
* The tournament consists of 10 teams that have been placed in 2 groups of 5 teams each - round robin structure.<br /><br />  
 
* The tournament consists of 10 teams that have been placed in 2 groups of 5 teams each - round robin structure.<br /><br />  
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'''BO3:''' Group play<br />
 
'''BO3:''' Group play<br />
''Teams pick whatever map they want to play, regardless what the other team picks.''
+
''For the first two maps, teams pick whatever map they want to play, regardless of what the other team picks.''
 +
<br />
 +
- Select first map picker team using: "/cmd rnd team1 team2" - winner picks the first map, other team picks the second map.
 
<br />
 
<br />
- Select first map picker team using: "/cmd rnd team team" - winner picks first.
+
- If 1-1 after 2 maps and teams do not agree on decider map: If both teams selected the same map, that map is also the decider. If the teams did not select the same map, then the remaining unpicked map from the pool is the decider.
 
<br />
 
<br />
- If 1-1 after 2 maps and teams do not agree on decider map: If you played same map, that map is also decider. If did not play same map, then the last map is decider.
+
- The team who reaches 2 map wins first wins the game.
 
<br />
 
<br />
  
 
'''BO5:''' Playoffs <br />
 
'''BO5:''' Playoffs <br />
''You play all 3 maps first. Select first map picker team using: "/cmd rnd team team" - winner picks first''
+
''You play all 3 maps first. Select first map picker team using: "/cmd rnd team1 team2" - winner picks first''
 
<br />
 
<br />
 
- The team down 1-2 picks 4th map. The team up 2-1 picks 5th map. The 4th and 5th pick can be any map you want, so in theory a map can be played 3 times in a full Bo5 (if pick 4 and 5 are the same).
 
- The team down 1-2 picks 4th map. The team up 2-1 picks 5th map. The 4th and 5th pick can be any map you want, so in theory a map can be played 3 times in a full Bo5 (if pick 4 and 5 are the same).
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== Team Restrictions / Standins ==
 
== Team Restrictions / Standins ==
  
''(We are open to lessening this, IF div2 teams should collapse and need stand-ins.'' <br />
+
* Team Poland must use at least one "div2 player" on every map. We have defined their players like this:<br />
''However our first response might be to instead replace div2 team members or use stand-ins of appropriate skill.''<br />
+
Div1: Insane - Tom - Blassy - Shamoth - Macler<br />
''Should that not work, a general rule for all the teams will be put into effect that div1-THIRD PICK'ed players can stand-in for div2'' <br /> ''matches - but it will be clearly communicated to all Squads if such a thing happens, and all squads will benefit from rule change.)''
+
Div2: Ponczek - Riki - Grl - Maks<br />
 
+
If the other team agree, Poland do not have to use a "div 2" player.<br />
* All of the divisions 2 players can stand in for any division 1 player as long as they belong to the same squad.
 
  
* Replacement of players in a squad can occur when a player in a squad no longer is able to participate.<br />
+
* Players can be replaced - permanent or temporary - as long as their replacement are of "equal skill". Admins will decide this along with the players.<br />
** The person replacing the squad member has to be approved by admins.
+
*Standins are dynamic and can play for several teams.<br />
 
+
**Any standin for any game has to be approved by the admins, unless both teams agree that it is ok and you can play on; just inform the admins after the game.<br />
*Stand-in are dynamic and can play for several teams.<br />
+
**The standin pool consist of late signers, that missed the deadline or people can volunteer to be placed on it.<br />
**Any stand-in for any game has to be approved by the admins.<br />
+
**Admins will always attempt to ensure that the standin is suitable as a replacement
**The stand-in pool consist of late signers, that missed the deadline or people can volunteer to be placed on it.<br />
+
*Admins will not force a standin on a team.
**Admins will always attempt to ensure that the stand-in is suitable as a replacement
 
*Admins will not force a stand-in on a team.
 
** With the exception that if div1 games fail to be played after several attempts - an attempt will be made to have both teams use a div2 player from their squad.
 
  
 
== Timeframe / Schedule rules ==
 
== Timeframe / Schedule rules ==
  
* All matches will have a deadline and teams should be active in communicating with each other and schedule their games.<br />
+
* All matches will have a deadline (sundays) and teams should be active in communicating with each other and schedule their games.<br />
 
- This communication has to be done in the divisions scheduling channel.<br />
 
- This communication has to be done in the divisions scheduling channel.<br />
 
- Once a match has an agreed upon time - this needs to typed into the #schedule channel.<br />
 
- Once a match has an agreed upon time - this needs to typed into the #schedule channel.<br />
 
   
 
   
 
* Each match has a one week window in which it can be played.<br />
 
* Each match has a one week window in which it can be played.<br />
- The EXACT schedule for each division will be listed on GetQuad site.<br />
 
--
 
 
* If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
 
* If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
 
* A Walkover will result in victory to the beneficiary, and 0 points to the offending team.
 
* A Walkover will result in victory to the beneficiary, and 0 points to the offending team.
 +
* A match can be delayed maximum 1 week. That means it must be played the following week.
 +
* Any match can be played earlier than its scheduled week.
  
 
== Ping ==
 
== Ping ==
* Choice of server should be suitable for both teams
+
* The primary driver for server selection is to find a server where the teams have similar average pings (+/- 2ms) and to minimise that average.
* The pings should be the most even for the 2 teams and measures like cl_delay_packet to increase the fairness of a match are welcomed.
+
* The pings should be the most even for the 2 teams and measures like cl_delay_packet or proxy rerouting to balance pings should be employed.  A team with a higher average ping than their opponent on a given server may request the opponent to do this (or change server to somewhere with lower average ping).
 
* Matches must be played on the servers of the continent were the competition is being held.
 
* Matches must be played on the servers of the continent were the competition is being held.
* The team A with highest average ping can require the other team B to ping up to the level of team A's lowest pinging player. Only the best possible ping is accounted for. Using delay packet or rerouting to raise the ping of the lowest pinging player in order to force the other team to ping up more is NOT allowed.
+
* The maximum min-ping that can be required is 52ms.  This may occasionally mean matches played with uneven pings where one team has high pinging players e.g. NA players on EU server.
* The maximum min-ping that can be required is 52ms.
+
* This process applies for every map played. Where lineup changes are made between maps it may become necessary to switch servers or adjust pings at the request of either team to rebalance pings.
* If players still can't agree on a server, please contact admins about it. Admin decision is final.
+
* Servers that are providing significant packetloss that cannot be avoided by proxy rerouting should generally be avoided unless both teams agree to play there.
 +
* If players still can't agree on a server, please contact admins about it. Admin decision is final and refusal to play on a server designated by neutral admins will be considered a WalkOver loss.
 +
 
 
== Server Settings ==
 
== Server Settings ==
 
* Timelimit: 20 minutes
 
* Timelimit: 20 minutes
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- Reporting of the match is done through the GetQuad website.
 
- Reporting of the match is done through the GetQuad website.
 
* In order for a match to be valid you'll need to have screenshots from each played map
 
* In order for a match to be valid you'll need to have screenshots from each played map
 +
* If for any reason match cant be reported, save demos and give them to admins.
  
  

Latest revision as of 10:46, 16 March 2021

Format and rules

  • The tournament consists of 10 teams that have been placed in 2 groups of 5 teams each - round robin structure.

  • The teams have been set up by admins and players.

  • Each team plays each other once in a standard Bo3 game.

  • Points are awarded based on match wins, 1 point per match win.


  • If teams are equal in the table on match wins:

Then map difference + - (net maps) will separate the teams.
-If teams still can not be separated:
Then positions will be decided based upon their internal fight.
-If 3 or more teams are still equal and they have all beaten each other:
Then the map difference + - in those internal fights will decide.
-If still equal:
The frag difference in those internal fights decide.
-If that is also equal:
-Then the total frag difference of all games decide.

  • Top 4 teams in each group advance to playoffs: quarterfinals.


  • Groupgames (round robin) are best of 3 maps.


  • Playoffs are best of 5 maps.


Map pool and picking process

obsidian rock anwalk
obsidian rock anwalk


BO3: Group play
For the first two maps, teams pick whatever map they want to play, regardless of what the other team picks.
- Select first map picker team using: "/cmd rnd team1 team2" - winner picks the first map, other team picks the second map.
- If 1-1 after 2 maps and teams do not agree on decider map: If both teams selected the same map, that map is also the decider. If the teams did not select the same map, then the remaining unpicked map from the pool is the decider.
- The team who reaches 2 map wins first wins the game.

BO5: Playoffs
You play all 3 maps first. Select first map picker team using: "/cmd rnd team1 team2" - winner picks first
- The team down 1-2 picks 4th map. The team up 2-1 picks 5th map. The 4th and 5th pick can be any map you want, so in theory a map can be played 3 times in a full Bo5 (if pick 4 and 5 are the same).
- The team who reaches 3 map wins first wins the game.


Team Restrictions / Standins

  • Team Poland must use at least one "div2 player" on every map. We have defined their players like this:

Div1: Insane - Tom - Blassy - Shamoth - Macler
Div2: Ponczek - Riki - Grl - Maks
If the other team agree, Poland do not have to use a "div 2" player.

  • Players can be replaced - permanent or temporary - as long as their replacement are of "equal skill". Admins will decide this along with the players.
  • Standins are dynamic and can play for several teams.
    • Any standin for any game has to be approved by the admins, unless both teams agree that it is ok and you can play on; just inform the admins after the game.
    • The standin pool consist of late signers, that missed the deadline or people can volunteer to be placed on it.
    • Admins will always attempt to ensure that the standin is suitable as a replacement
  • Admins will not force a standin on a team.

Timeframe / Schedule rules

  • All matches will have a deadline (sundays) and teams should be active in communicating with each other and schedule their games.

- This communication has to be done in the divisions scheduling channel.
- Once a match has an agreed upon time - this needs to typed into the #schedule channel.

  • Each match has a one week window in which it can be played.
  • If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
  • A Walkover will result in victory to the beneficiary, and 0 points to the offending team.
  • A match can be delayed maximum 1 week. That means it must be played the following week.
  • Any match can be played earlier than its scheduled week.

Ping

  • The primary driver for server selection is to find a server where the teams have similar average pings (+/- 2ms) and to minimise that average.
  • The pings should be the most even for the 2 teams and measures like cl_delay_packet or proxy rerouting to balance pings should be employed. A team with a higher average ping than their opponent on a given server may request the opponent to do this (or change server to somewhere with lower average ping).
  • Matches must be played on the servers of the continent were the competition is being held.
  • The maximum min-ping that can be required is 52ms. This may occasionally mean matches played with uneven pings where one team has high pinging players e.g. NA players on EU server.
  • This process applies for every map played. Where lineup changes are made between maps it may become necessary to switch servers or adjust pings at the request of either team to rebalance pings.
  • Servers that are providing significant packetloss that cannot be avoided by proxy rerouting should generally be avoided unless both teams agree to play there.
  • If players still can't agree on a server, please contact admins about it. Admin decision is final and refusal to play on a server designated by neutral admins will be considered a WalkOver loss.

Server Settings

  • Timelimit: 20 minutes
  • Overtime: 5 minutes if match is a draw
  • Deathmatch mode: 1
  • Teamplay mode: 2
  • Spawn mode: KTX2 Respawns
  • Powerups: ON
  • Discharge: ON
  • KFjump: Toggled OFF (command = tkfjump)
  • Airstep: OFF
  • Jawnmode: OFF
  • Antilag (or equivalent): ON (unless both teams agree to play without it.)
  • Fallbunny: ON (if server allows)
  • No berzerk, midair, instagib or other unusual modes.
  • If a team requests nospecs-mode, the other team is obliged to comply.

These should be the basic 4on4 settings on all modern servers, but make sure to check if you are unsure.

Match Reporting

  • The team that wins the match should report the match.

- Reporting of the match is done through the GetQuad website.

  • In order for a match to be valid you'll need to have screenshots from each played map
  • If for any reason match cant be reported, save demos and give them to admins.


Allowed clients

  • You play with pre-releases, alpha and beta versions at your own and your teams risk - crashing mid game or otherwise being unable to play if you are playing on one of these: Is not a valid excuse for anything.

Allowed rulesets

  • ezQuake: smackdown, qcon
  • Players should do f_ruleset checks before game start. It is ultimately the responsibility of the players to perform this check, and in general, matches played with outlying rulesets will not be overturned if the players neglected to perform this duty. Where there is ambiguity, the decision will be decided by the Admins.

Allowed proxies

  • QWfwd
  • Qizmo 2.91

Using disallowed clients/proxies might lead to points deduction or even a WO.

Scripting and cheats

Allowed
  • cl_fakeshaft (only mentioned here as it used to be forbidden)
NOT allowed
  • movement scripts (ezquake: cl_idrive must be OFF)
  • kfjump
  • custom rocket jump scripts
  • Any other kind of movement scripts
  • Teamoverlay
  • Automated teamsays
  • Radar
  • Skin changing depending on health/armour/weapon
  • Custom models not allowed by f_modified
  • Any kind of cheat (wallhack, aimbot, timers etc.)
  • Hacked clients
  • Coaching, (timing quad and other items, relaying enemy positions and giving teamplay suggestions)
  • Different individual enemy skins

Failure to follow these restrictions can result in the player or team receiving harsh penalties such as, but not limited to:

  • points deduction
  • WO
  • player disqualification
  • team disqualification
  • permanent ban.

Warnings and disqualification

  • Two warnings will result in disqualification

To retain order in the league and prevent teams from cheating effectively we may issue warnings to teams if they misbehave in some way.

Other offences
  • Having one or several players intentionally drop from server during a game without replacing them
  • Playing in more than one team, or playing under someone else's name in another team (mercing). Standins are an exception.
  • Fakenicking to get into a division where you don't belong
  • Griefing, flaming and abusive behaviour will not be tolerated.

Most of these cases could result in direct disqualification of the player (and in some cases the whole team) and a ban of at least 1 season.

Server problems

  • The current map should be played to the end, no matter the servers condition
  • In case of a disconnected player, teams should pause the game, by team captain asking admin status, all players should concede it fast and elected admin player should type ""pause"". Teams should wait maximum 10 minutes for the player, after that if the player is not back into the server, game must resume.

This procedure exists to help a player/team that encountered a problem, but is not to be abused, which in that case will be analyzed by the admins.

  • Admins will decide if a map should be replayed on another server
  • If a server gives 2 or more spikes that result in 100% packet loss for all players for more that 10 seconds, the map should be replayed on another server if the teams do not agree to the score/situation.

Admins

The admins are there to help you, so if you ever need our assistance or have any questions, you can find us in the GetQuake discord server. Admins can change/fix rules if problems occur. Head admins are Praxismo and Link.

Great Britain Hangtime - Sweden Skurk- Norway Link - Hungary Toma - Great Britain Praxismo - Brazil ohl