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Old 28-05-2010, 21:04
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Table of Contents

(i) Summary of Changes

1. League Format
1A. Fixtures
1B. Ranking
1C. Key Dates

2. Teams
2A. Joining
2B. Roster
2C. Captain
2D. New Player Additions
2E. Player Transfers
2F. Disbanding

3. Scheduling
3A. Round Schedule
3B. Acceptable Match Times
3C. Negotiating Match Times
3D. Rescheduling
3E. Forfeits
3F. Technical Forfeits
3G. Map Selection

4. Matches
4A. Pre-Match Responsibilities
4B. Minimum Number of Eligible Players
4C. Mercenaries (Regarding Teams)
4CA. Mercenaries (Regarding Mercenary)
4D. Demo Recording
4E. Spectators
4F. Sportsmanship
4G. Class Restrictions
4H. Critical Hits, Damage Spread and Weapon Unlocks
4I. Maps
4IA. Time Based Maps
4IB. Mirrored Maps
4IC. KOTH Maps
4ID. Draws and Golden Cap
4J. Pausing in Game
4K. Post-Match Responsibilities
4L. Disputing a Match

5. Servers
5A. Server Configuration
5B. Acceptable Servers
5C. Foreign Teams

6. Cheating, Exploits and Bans
6A. Exploits
6B. Third Party Software
6C. Malicious Server Administration
6D. Steam Account Sharing
6E. OzFortress Forum Bans



(i) Summary of Changes

The OzFortress Winter League: Series 3 ruleset contains changes that teams are required to be familiar with.

If clarification is required on any section, contact your OWL3 Division Administrator in #ozf-help on irc.gamesurge.net. Ignorance of the rules will not be taken into consideration if a breach has occurred.

Key Changes:
  • Point scoring has changed significantly. Matches now have a focus on the end result as opposed to the individual map results. For example, ALL match results will be either 1-0, 2-0, or 2-1. There are still bonus points, however these are used to separate teams rather than add to a team's total points.
  • Players and teams can now be in OWL and OZFL at the same time.
  • There are 2 transfer days this season after rounds 2 and 4. These will be stricter than in past seasons to prevent disbands.
  • Matches have the potential to go longer this season, so acceptable start times have been cut back from 10:30pm to 9:30pm.
  • Map pools have been expanded to 5 maps per round, with teams taking turns to select and eliminate maps.
  • Weapon unlocks have been updated to banning the sandman, buff banner and critacola - everything else is allowed.
  • With matches having more of a focus on end results, map draws are allowed. Matches will be played over 2 maps, going to a third if needed as a decider (decider map can't end in a draw). It should also be noted that due to some matches potentially going to 3 maps, we are not playing halves - each push map goes for 30 mins or first to 5.

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1. League Format

1A. Fixtures

Regular season match fixtures will be posted prior to the start of the season. Fixtures are set at weekly intervals to be played between Sunday and Thursday. Match organisation/discussion threads will be posted on the Wednesday night 10 days prior to that round's fixtures.

Playoffs and finals fixtures and rules will be posted at the conclusion of the regular season.

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1B. Ranking

Teams may score Match Points and Bonus Points from any match. These points are separate and are NOT added to give an overall points score.

During the regular season teams are ranked in order of: (1) match points, (2) bonus points and then (3) map wins. If two teams are unable to be separated by these measures at the end of the regular season then the team which won the match between them will be ranked higher. If more than two teams are so tied then additional play-offs may be organised to determine who advances to any finals matches.

The following points will be awarded after a match has been completed.

Match Points:
4 Points for a match win
2 Points for a match loss but win 1 map
1 Point for a match loss with no map wins

Bonus Points (does not apply for decider map):
1 Point for a map win with a winning margin of >= 3 rounds on push maps
1 Point for a map win with an ABBA result of 2-0 on stopwatch maps
1 Point for a map win with a winning margin of >= 2 rounds on KOTH maps

Forfeits:
4 Match points for the forfeit receiver
2 Bonus points for the forfeit receiver
0 Points for the team which forfeited

Divisions with teams that disband:
0 Points for all opponents, for all matches, past and future. This is to avoid any advantage or disadvantage to those teams that did not get to play the disbanding team.


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1C. Key Dates

Monday, 31st May 2010: Signups open
Friday, 11th June 2010: Signups close
Monday, 14th June 2010: Regular season fixtures posted
Monday, 14th June 2010: Round 1 and 2 match threads posted.
Sunday, 20th June 2010: Round 1 matches begin
Sunday, 20th June 2010: Rosters locked
Thursday, 5th August 2010: Regular season ends
8th-12th August 2010: Playoffs for finals
15th-19th August 2010: Semi-Finals
22nd-26th August 2010: Grand-Finals

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2. Teams

2A. Joining

Teams apply pre-season to enter the league and nominate their desired division. A minimum of six eligible players (refer to section 2B) are required for the application to be considered. Application does not guarantee entry into the league.

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2B. Roster

To be eligible to participate:
  • Players must be registered and listed on their team's roster on OzFortress.
  • Players must use a name similar to their OzFortress account name or must match their alias, which can be entered via their roster
  • Players must have a valid Steam ID set in their user profile (Set your Steam ID here).
  • Players must not be under any exclusion penalties (such as cheating or disbanding).
  • Players and teams CAN BE registered for the OZFL.
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2C. Captain

One player from each team must be nominated to act as a captain to represent the team in organising matches and liaising with OWL3 Administrators.

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2D. New Player Additions

New players may be added to the roster up until the roster lock date. New players are considered those players who have not been registered in a team for the current league season. New players from the OZFL are allowed..

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2E. Player Transfers

Once first round fixtures begin, registered players are locked to their team's roster for the entire season. There will be 1 transfer day after rounds 2 and 4 where teams are allowed to recruit 1 player each transfer day. The player must be currently registered to an OWL3 team's roster from the same division or below. Players that are not registered to an OWL3 team's roster but registered to an OZFL team's roster are also allowed. In the interest of fairplay, players are not granted automatic transfer status, and must follow the transfer request guidelines posted closer to the date.

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2F. Disbanding

Teams who disband during the regular season will be denied entry to the next league season. A team that disbands during the league season, only to reform at a later date, will be required to play in the OZFL for an extended period before being granted entry to another league season.

The captain of a disbanded team will not be permitted to lead another team in an OzFortress League. Where responsibility for an imminent disband is the sole fault of the captain, a simple majority of registered team members may elect to nominate a new captain, or remove the captain entirely, at any point of the season. The team at large will then remain unpenalised.

To avoid penalty, captains and/or team members should approach League Administrators at the first sign of trouble to work through a solution.

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3. Scheduling

3A. Round Schedule

The OzFortress Winter League: Series 3 schedules fixtures every week, and all match fixtures will be posted pre-season.

Match discussion threads will be posted in the match discussion forum on the Thursday, 10 days before the upcoming round, for teams to negotiate a suitable day and time for their match.

The weekly round fixtures must then be played between the specified Sunday and Thursday of the fixtures schedule.

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3B. Acceptable Match Times

Generally acceptable match start times for OzFortress Winter League: Series 3 matches are as follows:

Australian Eastern Standard Time (AEST):
7:30pm to 9:30pm, and
Australian Eastern Daylight Savings Time (AEDST):
8:00pm to 10:00pm.

These times are only general guidelines and teams are given all flexibility in finding mutually beneficial arrangements. However, where two teams are unable to agree on a time, an Administrator will set a match date and time using the above guideline.

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3C. Negotiating Match Times

Once the match schedule for the round has been posted, teams can begin negotiating with each other to arrange a time and date for their match. It is important to note that only the Clan Leader's can organise the match (as indicated on their team roster). Non Clan Leaders who put forward proposed Times and Days, joking or serious, will be punished.

There are two ways this can be done:
  1. Teams can make contact with each other through the OzFortress League Captains Steam Community Groupor over other mediums such as IRC if that is more convenient to organise their matches, but the arranged date & time must be posted in the match discussion thread.
  2. All teams must have an IRC channel registered on the irc.gamesurge.net network. Teams must have their channels organised before the Round 1 schedules are posted.
  3. The lower ranked team is to initially propose (in the match discussion thread) three acceptable (see rule 3A/3B) time & dates for the match and also mention if they are able to organise an acceptable server (see rule 5B) for them. The higher ranked team must then reply and either accept one of the proposed dates or, if none are acceptable, propose three new dates and if they are able to organise a server for them. Repeat if needed until an agreement on the date and time is reached.
If it is proving difficult to get in contact with the other team or they are not making a reasonable effort to organise the match with you, please bring it to the attention of your division's Administrator immediately.

All match details must be finalised in the match thread by 11:59pm on the Thursday prior to the round commencing. This includes the map selections (see 3G below). Failure to do so without valid reason will see both teams penalised 1 match point.

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3D. Rescheduling

If for whatever reason a match cannot be played within the time frame outlined in rule 3A/3B, and both teams consent to a round extension, they are required to contact their division's assigned Administrator as soon as possible for approval.

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3E. Forfeits

A maximum of two forfeits are permitted in the OzFortress Winter League: Series 3, on the third a team is considered inactive and removed from the league. Exclusion penalties will then apply for future OzFortress participation.

It is the team's responsibility to contact your division's Administrator as soon as possible if there is a change in circumstances that will affect your team's ability to field a team each round. If it's a temporary problem (e.g. if a number of your team will be absent next round)

Teams MAY have a forfeit recorded against them if they:
  • Do not make a reasonable effort to organise a match.
  • Do not show up for an arranged match.
  • Do not have the minimum number of eligible players ready to play fifteen minutes after the arranged match time.
  • Refuse to play in a match that is organised and setup according to the rules.
  • Leave the match before a final result has been determined.
  • Fall below the minimum number of eligible players for longer than five minutes for any reason not due to technical problems.
  • Fail to take immediate action to correct any breach of the class restriction rules.
  • Fail to submit (or confirm) the results within three hours of the match ending.
  • Refuse to play the chosen maps by the correct rules.

When a forfeit is recorded the team they were scheduled to play will be awarded a default win unless both teams forfeited.

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3F. Technical Forfeits

A technical forfeit will be awarded in the following circumstances:
  • Technical problems (e.g. Steam connectivity issues) prevent the match being played at the arranged time and the match cannot be rescheduled to a later date within the acceptable time frame outlined in rule 3A/3B.
  • Server/Network problems render the server unplayable and an alternative server cannot be found nor match rescheduled to a later date within the acceptable time frame outlined in rule 3A/3B.
  • A new update is released which alters gameplay of a map significantly during the round which it is scheduled.
In the case of a technical forfeit being awarded, teams may opt to reschedule the match, or split the points (awarding three points to each team). Technical forfeits, unlike regular forfeits explained in rule 3E, do not count against a team.

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3G. Map Selection
In each match thread, the home and away team will be specified as well as the map pool for that round. Map selection will be carried out in this order.
  • The away team eliminates one map from the list of five maps
  • The home team eliminates one map from the four remaining maps
  • The away team then picks one map as their map selection from the three remaining maps
  • The home team then picks one map as their map selection from the two remaining maps
  • The final remaining map is the tie-breaker and is only used if scores are tied 1-1 or 0-0 after two (2) maps.
  • Each elimination and selection has a 24 hour window in which to occur. Failing to do so gives the opposing team the opportunity to eliminate/select.
Detailed explanation:
  • The away team has 24 hrs from the "creation of the match thread" to eliminate a map. If the away team fails to do so, the home team can eliminate two maps.

    The home team must wait 24 hours from the "creation of the match thread" to eliminate a map. They then have a 24 hour window to eliminate a map. If the home team fail to do so, either team can respond to eliminate the second map.
  • The away team has 24 hrs from the "elimination of the second map" to pick a map. If the away team fails to do so, the home team can pick two maps.

    The home team must wait 24 hours from the
    "elimination of the second map" to pick a map. They then have a 24 hour window to pick a map. If the home team fail to do so, either team can respond to pick the second map.

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4. Matches

4A. Pre-match Responsibilities

The team who has the responsibility of organising the server should set up the server for the match with the required settings outlined in rule section 5, 15 minutes before the organised start of the match.

Once the server is ready, contact the other team via the prior agreed method during the match time negotiation and give them the appropriate server details.

Both teams should be in the server and ready to start the match no later than 15 minutes after the agreed match start time.

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4B. Minimum Number of Eligible Players

Teams must have a minimum of five rostered (i.e. does not include any mercenaries) players ready to start or continue a match.

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4C. Mercenaries (Regarding Teams)

A maximum of one mercenary may be used during a regular season round. No mercenaries are permitted during the playoffs and finals.

A mercenary can be used without the permission of the other team if they are a member of a team currently active in the same division or below. If the proposed mercenary is not a member of any team participating in the OzFortress Winter League: Series 3, they are strictly forbidden from playing.

The following guidelines apply:
  • It is clearly and honestly communicated to the other team who the mercenary is and why they are being used.
  • A mercenary cannot be used in place of an available eligible player.
  • The mercenary must be named when reporting or confirming results in the match thread.
  • The mercenary in question does not break rule 4CA.
Mercenaries are designed to give teams flexibility to meet their league commitments when unforseen circumstances prevent a team fielding their normal roster. They are not designed to give teams a competitive edge, and teams found doing so, will find themselves deducted points for the matches the mercenary participated in.

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4CA. Mercenaries (Regarding Mercenary)

A mercenary may play for any team only once during the season.

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4D. Demo Recording

Teams should attempt to arrange for a recording STV to be present for their match. If one cannot be arranged or the STV does not record, one player from each team MUST be able to provide a POV demo(we recommend using P-REC). Demos must be uploaded to mediacentral and published no later than 1 week after the match date.

Any team not submitting either an STV or POV demo within 1 week of the match will be penalised 1 Match point. (Teams new to OWL may receive 1 warning before penalties will arise)

All players must be able to provide a POV demo should a dispute arise.

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4E. Spectators

Under no circumstances are spectators allowed in a game with the exception of ShoutCasters and League Administrator (unless they are members of either team). A team with more than 6 players in a server will be disqualified.

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4F. Sportsmanship

Teams participating are required to conduct themselves in a sportsmanlike manner both in the match thread and in the actual game. Global chat is frowned upon unless it's limited and friendly in nature. Any abusive chat is prohibited, and point deductions will occur for teams who breach this rule.

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4G. Class Restrictions

The following class restrictions apply in OWL3
  • 1 Medic
  • 1 Demoman
  • 1 Heavy
  • 1 Engineer
  • 1 Spy
  • 2 Scouts
  • 2 Snipers
  • 2 Soldiers
  • 2 Pyros
These must be enforced using the 'tf_tournament_classlimit_X' commands. The full listing of these can be found in rule 5.

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4H. Critical Hits, Damage Spread and Weapon Unlocks
  • CriticalHits: Off
  • Damage Spread: Off
  • Weapon Unlocks and Random Drops: Allowed, except for the Sandman, Buff Banner and Crit a Cola
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4I. Map Pools


Rounds 1-7:
  1. cp_badlands, cp_mainline_rc6, cp_gravelpit, koth_viaduct, cp_yukon
  2. cp_freight_final1, cp_gullywash, cp_gorge, cp_well, cp_prolane_rc3
  3. cp_granary, koth_viaduct, cp_pro_dustbowl, cp_badlands, cp_mainline_rc6
  4. cp_wildmire_b3, cp_well, cp_gravelpit, cp_freight_final1, cp_gullywash
  5. cp_badlands, cp_obscure_final, [sytycm-w], cp_granary, koth_viaduct
  6. cp_freight_final1, cp_prolane_rc3, cp_pro_dustbowl, cp_follower, cp_well
  7. cp_granary, cp_yukon, cp_gorge, cp_mainline_rc6, cp_obscure_final
Maps that are updated to newer versions PRIOR to the match thread being released MAY be substituted unless they are found to be significantly flawed compared to the earlier version.

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4IA. Time Based Maps
  • cp_pro_dustbowl, cp_gravelpit, cp_gorge, sytycm-w
OzFortress Leagues use the scoring format of ABBA(AB) to ease calculation of results. A small reminder of what ABBA(AB) is: With stopwatch ON. The home team will attack first, the away team will then respond to the home teams attack. Once completed the winning team will receive ONE (1) point. The teams will then switch sides and the away team will set the stopwatch time first, following by the home teams response. The winner of this will receive one point.

Within the B03 match fixture, if the time-based map is played as the first or second map of the series, map draws are allowed. Hence the format will be ABBA, so map results of 2-0, 1-1 are acceptable.

Within the B03 match fixture, if the time-based map is played as the 3rd & decider map, draws are not permitted. Hence the format will be ABBA(AB) in this case. What this means is that if the map result is 1-1 after ABBA, an additional AB round will be played to determine a map winner.

The score is to be reported as how many rounds you win. eg: 2-1, 1-1, 2-0.
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4IB. Mirrored Maps

First to five or 30 minutes.

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4IC. KOTH Maps

First to four or 30 minutes.

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4ID. Draws

Map draws in OWL3 are allowed, however match draws are not allowed.
Matches are played out over 2 maps with the winner either taking a 1-0 or 2-0 victory. Should the scores be tied at either 0-0 or 1-1 after two maps, then the decider map is used to determine the winner.

The decider map CAN NOT finish in a draw.
If the scores are tied at the end of 30 minutes on push/koth maps, the map must be reset and a golden cap out scenario must be played where the first team to cap out wins. If the scores are tied at the end of ABBA then the map must be reset and AB must be played.If this also ends in a draw another round (BA this time) must be played.

Please Note:
Decider maps are not eligible to win bonus points, nor do they count as map wins for the OWL3 League table, they are purely to decide the match winner.

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4J. Pausing in Game

Pausing during a match will now be allowed where players clearly exhibit (technological) performance issues. As a guideline, the pause should not last longer than five minutes before teams attempt to find a replacement. Both teams must give the all clear to un-pause.

Excessive use of this function or use for inappropriate matters will be heavily punished. Reporting such inappropriate use should be done as a dispute to a match upon which the League Administrators will make a ruling.

How to pause:
Make sure sv_pausable "1" is set, as required.
To pause: Execute the pause command in the game console. By default it is bound to the Pause/Break key.
To un-pause: Execute the pause command again.
Please note any player in the server is able to pause and unpause the game.

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4K. Post-Match Responsibilities

Both teams must reply to the match discussion thread with the results of both maps within three hours of the match ending.

Teams must clearly state who the winner of each map was and by what margins

Example:
cp_granary: 4-1 MAD DOGZ
cp_badlands: 3-3 draw

If a team has used a mercenary, they must post the mercenaries name in the same post which reports the outcome of the match.

If only one team submits results, then they will be accepted without verification, so make sure you either confirm the posted results or challenge them if they are incorrect.

In the case of neither team submitting results, a forfeit will be recorded against both teams.

A link to the mediacentral page the demo was uploaded to (Read: Section 4D) should be provided in the match thread.Teams have one (1) weeks from the completion of the match to provide the link, failing to do so will result in either a warning, point loss or removal from the competition.

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4L. Disputing a Match

To lodge a dispute please contact your division's assigned League Administrator.

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5. Servers

5A. Server Configuration
Mirrored Maps (CP) | Time Based Maps | KOTH
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5B. Acceptable Servers

To be regarded as acceptable, servers must:
  • Be hosted on a dedicated, non-residential connection with enough bandwidth for at least 16 players.
  • Be physically located in Australia, unless the match is between two New Zealand or two Asia based teams.
If teams cannot agree on a server in a reasonable time frame, an official OzFortress server must be arranged by contacting an Administrator in #ozf-help on irc.gamesurge.net.

A reminder that OzFortress provides 4 bookable servers available to everyone for their matches. The benefits of using these include:
  • Consistent ~1000fps
  • All OzFortress competition configs are preloaded
  • Automatic SourceTV demo recording
  • Two SourceTV relays, with 256 slots each
If you require a SourceTV relay, please try to provide us as much notice as possible.
For retrieving the automatically recorded SourceTV demos of your match, please contact baf via private message on ozfortress.com!

JOIN #OZF-HELP TO BOOK A SERVER

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5C. Foreign Teams

Any match pitting a foreign team against a local team must use an alternative Australian server, if one is available, that provides a fairer playing field. This server must also meet the acceptable server criteria outlined in rule 5B. It is the foreign team's responsibility to bring this to the attention of the local team when negotiating the match details and book or organise the server in advance.

In OWL3, teams can sign-up as an "Asia based team"
  • Matches involving Asia based teams will default to iPGN servers if teams cannot come to an agreement.
  • Matches not involving Asia based team will default to OzFortress servers if teams cannot come to an agreement.

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6. Cheating, Exploits and Bans

6A. Exploits

Exploiting game or map bugs or flaws for an unfair advantage, whether they are listed in the rules or not is prohibited.

The following is an incomplete list of known unfixed exploits:
  • Exploiting flaws in map design to enter areas that put you underneath or above the map.
  • Causing damage through the Control Point A floor on cp_gravelpit.
  • Building Sentry Guns, Dispensers or Teleporters in unbuildable areas.
  • Shooting through gates or walls during the setup phase.
  • Using the the map entity bug specific to the red side of the map on cp_well to jump over the trains.
  • Using scripts, macros or key combinations that allow you to bypass movement restrictions (e.g. the "Mega Jump" exploit).
  • Any other script which is deemed disruptive to hitboxes or gameplay.

The following are not considered exploits:
  • cp_well: Rocket or pipe jumping over or onto the trains at the sides of the middle point to attack the enemy during the setup phase.
  • cp_well: Shooting over, around or below the trains at the sides of the middle point during the setup phase.
If you are unsure if something is considered an exploit, please contact a League Administrator and request a ruling be made on it.

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6B. Third Party Software

The use of any third-party addons, hooks, programs or wrappers that interact with or alter the Team Fortress 2 client, its appearance or behaviour for the purposes of gaining an unfair advantage are banned.

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6C. Malicious Server Administration

The use of any server commands, variables or plugins for the purposes of gaining an unfair advantage or to interfere with an OWL3 match is prohibited. Once the match is underway, the server administrator must let the match run its course and not make any changes without the consent of both teams.

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6D. Steam Account Sharing

A Steam account may only be used by its owner in any OWL3 match. Sharing your login details with a third party for use in an OWL3 match is strictly prohibited and if found out will result in lengthy bans for all involved parties.

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6E. OzFortress Forum Bans

Members who are banned on the OzFortress website are also banned from participating in OWL3 matches for the duration of their ban. The exceptions to this will be if it is your first ban and if you were banned for non-excessive actions. Please contact your division's administrator for further clarification.

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Last edited by hatchet; 24-06-2010 at 22:10.
#2
Old 24-06-2010, 22:13
Australia
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hatchet hatchet is offline
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Updated section
4IA. Time Based Maps
(Summary) As map draws are allowed, format is ABBA if the map is played as the 1st or 2nd map of a match. Since the 3rd map of the match is the decider (i.e. no draws allowed), format will be ABBA(AB).
#3
Old 12-07-2010, 02:16
Australia
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vR*valk valk is offline aka valk, va
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All the engineer unlocks are banned from ozfortress competitions until further notice.
Moving buildables is allowed.
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
#4
Old 30-07-2010, 11:53
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valk's Avatar
vR*valk valk is offline aka valk, va
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Semi and Grand Finals Ruleset
Unless explicitly stated, all normal owl3 rules are in effect (ie. all of the above).


Format
:-
  • Top 4 of each division qualify for the Semi-Finals.
  • Both Semi-Finals and Grand Finals are to be played in a best of 3 format, with each map played over 2 halves of 30 minutes or first to 4. The winner is first to 5, and in the event of a draw after both halves, a golden cap scenario will be played out (map restarted, first cap out wins). cp_gravelpit will be played ABBA(AB).
  • The higher ranked team (determined by regular season seeds) is considered the 'home team', and the lower ranked team is considered the 'away team'.
Match Scheduling:-
  • Week One: 1 vs 4, 2 vs 3
  • Week Two: Winner (1 vs 4) vs Winner (2 vs 3)
Maps (Semi-Finals AND Grand Final):
Map Pool:
cp_granary, cp_badlands, cp_gravelpit, + the 2 most picked maps in each division
  • The away team has 24 hrs from the "creation of the match thread" to eliminate a map. If the away team fails to do so, the home team can eliminate two maps.

    The home team must wait 24 hours from the "creation of the match thread" to eliminate a map. They then have a 24 hour window to eliminate a map. If the home team fail to do so, either team can respond to eliminate the second map.

  • The away team has 24 hrs from the "elimination of the second map" to pick a map. If the away team fails to do so, the home team can pick two maps.

    The home team must wait 24 hours from the
    "elimination of the second map" to pick a map. They then have a 24 hour window to pick a map. If the home team fail to do so, either team can respond to pick the second map.

    NOTE: Your team can make your selection/elimination as soon as your opposition makes theirs

Servers:-
All finals fixtures MUST be played on a server hosted by ozfortress - a league admin will be present for all finals and will ensure STV relays and post match STV demos and stats.
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
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