Untitled Document

GENERAL (LEAGUE)
The Team Fortress 2 League  is a six team, six versus six ("6v6") round robin Team Fortress 2 tournament.

Fixtures are set to weekly intervals. 

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

Playoffs and finals will be played at a LAN event.
More info will be posted prior to the end of the regular season.
MATCH POINTS

  3 Points for a match win
1 Point each for a match draw
0 Points for a match loss

 

Scheduling

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 chooses one map from the 3 maps.
• The home team chooses one map from the remaining 2 maps.
• The final remaining map is discarded.

 


MAP POOL


cp_granary

cp_gullywash_pro

cp_badlands

cp_obscure_final

koth_viaduct

cp_freight

cp_coldfront
   

 

Matches

ELIGIBLE PLAYERS

Teams are only permitted to use players that meet all of the following conditions:
  • Must be signed up and registered to their team
• Must have joined their team before the roster lock date
• Must have their Steam ID submitted in their registration

3.1.1 PLAYER EXCEPTIONS
In the interests of maintaining team stability throughout the competition, exceptions will be considered on a case-by-case basis. The following limitations will apply:

"The player must not have been a member of another team competing in the tournament at any time after the original roster lock date"

To apply for an exception, please contact the tournament admins.
CLASS RESTRICTIONS

  • Demoman:  1
• Engineer:  1
• Heavy:  1
• Medic:  1
• Spy:  1
• Pyro:  2
• Scout:  2
• Sniper:  2
• Soldier:  2

 

Weapon Unlocks (Vanilla)

Vanilla unlocks and medic unlocks only. Every other unlock is banned in this tournament.

 

Starting and Playing the Match

JOINING THE SERVER

Once both teams have the server IP address and password they are to join the server. Matches must start within ten (10) minutes of the scheduled start time.

MINIMUM STARTING PLAYERS

Teams must have a minimum of five (5) ready players in the server to start a match. If they do not meet these requirements by ten (10) minutes after the organized match start time, they will forfeit the match.

PLAYER NAMES

Players are required to use the same name in-game as listed on their team roster. Spoof names may result in offending players immediate dismissal from the tournament.

STATUS SCREENSHOTS

Before the match starts and once all players are in the server each team must take a screenshot of the console after using the status command (i.e. bring down the console (default key '~'), type the command 'status' and then take a screenshot with 'jpeg').

POINT OF VIEW DEMOS

All players are required to record a personal demo (also referred to as a "point of view" or "POV" demo) for every map they play and keep the recording for the duration of the tournament. Demos are to be provided on request of a tournament administrator.

 

Match Scoring

MIRRORED CP MAPS

The following scoring method will be used for mirrored cp maps.
  •First team to reach 5 points win difference or until the 30 minute time limit is reached.

KoTH Maps

The following scoring method will be used for king of the hill maps (koth_viaduct).
  • First team to reach 4 points. No time limit.

DRAWS

Draws are allowed except for koth_viaduct.

SPECTATORS

With the exception of e-Club admins and Asiafortress admins , no spectators are allowed in matches under any circumstances.

If a substitute player is needed, the original player must leave before the replacement player joins the server.

 

Cheating and Exploits

EXPLOITS

The following game/map exploits are specifically prohibited: 

Exploiting game or map bugs/glitches/flaws ("exploits") for the purposes of gaining an unfair advantage is prohibited. Exploits that are not specifically named here are still prohibited but will be dealt with on a case-by-case basis. 
The following game/map exploits are specifically prohibited: 
  • Engineer Buildables in the Respawn: All Engineer buildables (Sentry Gun, Dispenser, Teleporter Entrance and Exit) must be able to be damaged while the respawn doors are closed. If they cannot be damaged while the respawn doors are closed then that build location is considered to be an exploit.
• Sticky Exploiting: The use sticky bombs to cause damage or death through a solid wall where it logically shouldn't. One known exploit location is under point A on cp_gravelpit.
EXCEPTIONS

There are currently no exceptions.

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 is prohibited. Players and teams caught using such addons will, at the discretion of the tournament administrators, be removed from the tournament and forfeit any prizes awarded by their position.

Execeptions: Third party voice communication software such as (but not limited to) Ventrilo, Teamspeak and Mumble are allowed.

IMPERSONATING AN ELIGIBLE PLAYER

Impersonating an eligible player by attempting to alias as them, using their Steam account or by any other method is prohibited and will result in the aliasing player and the player they are aliasing as being removed from the tournament.

If a team is caught for aliasing twice, be it in the same match or in different matches, the entire team will be removed from the tournament and forfeit any prizes awarded by their position.

 

Servers

SERVER CONFIGURATION

All tournament matches must use the official server configuration file. Please contact an administrator if you need this file.

ACCEPTABLE SERVERS

An acceptable server must have at least nineteen slots (14 for the players and up to 5 for admins & shout casting staff/guests).

The server must also have SourceTV available and use the official server configuration file (available on request).

FOREIGN TEAMS

All matches involving two South East Asian teams are played on the tournament server (hosted by e-Club). However, if the match involves non-South East Asian teams, it may be played on an acceptable foreign server with the ping difference of 50ms. If both teams can’t agree to a server, the tournament admins will make the decision. (See: 5.2 Acceptable Servers).

SERVER CRASHES

In the event of a server crash, the map in progress when the server crashed must be replayed once the server comes back online. If the server is not online within ten (10) minutes, another acceptable server (See above "Acceptable Servers"). must be found and used. If another server cannot be found then the match must be rescheduled to be finished at the next available opportunity before the round ends.

SERVER PAUSING

Teams will be entitled to request that the game be paused once per match. Pause requests can only be made in the event that a player from the requesting team has been involuntarily disconnected from the server during a live round.

Games will be paused for no longer than 3 minutes. If the issue is not resolved and the player has not rejoined the server in 3 minutes, play will resume. Exact timing of a pause will be at the discretion of the server administrator.

 

Punishment and Disputes

DISPUTE

The dispute process has been set up for team captains to report teams and/or player(s) that may have broken the rules of the tournament

Tournament administrators may initiate a dispute if they witness a team in breach of the rules during the course of administrating a match.

LODGING A DISPUTE

Team captains must lodge disputes within forty-eight (48) hours of match completion.

To lodge a dispute, a team captain must submit a private message to a tournament administrator.

When lodging the dispute, please include all relevant information and evidence to support the allegation. Disputes lodged with insufficient supporting information and/or evidence will be closed without an investigation being opened.

PROCESS

Once a dispute has been lodged and received by the administrators, disputes will be handled in a three stage process: 

1. Checked for Merit: The administrators will assess the submitted evidence and make a determination whether there is sufficient evidence presented to support an investigation into the dispute. If it is determined that there is sufficient evidence, then the dispute will move onto the next stage, otherwise the dispute will be closed and no further action will be taken. (Up to 12 hours)

2. Administrator Investigation: The administrators will investigate the lodged dispute and may request additional supporting evidence such as POV demos. (Up to 24-48 hours)

3. Deliberation and Ruling: Once the dispute has been investigated, the administrators will deliberate (up to 24 hours) and make a ruling. The ruling will be posted and 'stickied' in the disputes sub-forum and an announcement made. All rulings are final. (Up to 24 hours)

 

Forfeits & Defaults

By accepting an invitation to this tournament, participants are making a commitment to attend all scheduled contests. It is with this commitment in mind that the following policy regarding forfeits has been designed. 

Forfeits

STANDARD MATCH FORFEITS

Any team that fails to appear for any scheduled Standard Match will be charged with a forfeit. Similarly, a forfeit will result when a team does not have the minimum number of required players in the time allotted to start a match (See above "Starting and Playing the Match"). A Standard Match forfeit will count as a loss. Standard Matches include any match that is not a quarter-final, semi-final, grand final, play-off or special match.

Please contact a tournament director for match type clarification.
FINALS MATCH FORFEITS

Any team that fails to appear for a Finals Match or indicates an inability to appear prior to a Finals Match, including but not limited to, quarter-finals, semi-finals, grand finals and play-offs, will be charged with a forfeit.

Similarly, a forfeit will result when a team does not have the minimum number of required players in the time allotted to start a finals match. A Finals Match forfeit will count as a loss and incur immediate expulsion from the tournament including forfeiture of all tournament prizes that would have been awarded by their end placing or position.

Individual players of a forfeiting team will also become ineligible for tandem awards upon a Finals Match forfeit. This policy will be strictly enforced.

In an effort to avoid match forfeits, please take advantage of player exceptions

REPEATED MATCH FORFEITS

Any team that forfeits two Standard Matches during the course of the tournament will forfeit all tournament prizes that would have been awarded to them by their end placing or position.

 

Defaults

STANDARD MATCH DEFAULTS

If a team knows in advance that it will not be able to make a scheduled Standard Match, the captain should contact a Tournament Director no later than 48hrs prior to the match. A default will be granted to any team requesting it prior to the 48hr deadline.

All defaulted contests will be counted as a loss, however the team will not be charged with a forfeit and will remain in the double elimination tournament provided the defaulted contest does not result in the second loss.

FORFEITED PRIZES

Forfeited prizes will be passed down to the next team eligible. In the case that two or more teams may be eligible for the forfeited prize, at e-Club's discretion, a play-off will be scheduled or the prize divided among eligible teams.

 

This document and all rules are subject to change at the tournament official’s discretion.