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Season 2
IRC: #na-quakeworld on Quakenet
Sign ups: NO
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Rules and Information
Draft: Jan 30th
Season 2 starts Feb 5th
Season: Round Robin occurring over 4 weeks with 1 week catch up at admin discretion (Matches can be played ANYTIME, there is no set weekly schedule). Teams are encouraged to play other teams whenever able to.
Playoffs:
If 6 Teams total: Top 4 teams
If 8 Teams total Top 6 teams:
Single elimination (3/5)
Finals: Series goes to 4 games, team with only 1 win picks map, other team will pick 5th map if needed
To separate teams with equally many points, MW, ML are used. If two teams are tied for position the winner of their regular season game will take top position.
Captains for each team will be chosen by Admins and will draft in worst to best seeded order. This is not a snake draft, therefor after the best captain has picked, the worst captain picks next.
Every available player must play atleast 1 map per team.
Team Restrictions:
Player limit of 6 players per team
Addition/Swap: To be determined when needed.
A player can only play in 1 team at the same time
Players must use the nick they are registered with.
All players have to be approved by an admin.
Organizing Matches (READ THIS)
Teams are to contact one another, set up a match time and agree upon it. Once agreed, both must individually message Rusty" on IRC to set the match, he will post info on the match here on the site so that people who wish to watch the match can plan ahead of time to be on QTV.
Maps and Match Procedure:
Maps will be TB3 -> DM2/DM3/E1M2 (as voted by the players)
Regular Season
To determine who picks first, teams will use the "RND" command in console. One player from either team (does not matter which team), will type "RND <team1> <team2>" in console. The team to win the the random toss may EITHER pick the map, or force their opponent to chose the map first. The 2nd map will be chosen by the team that did not pick the first map. If a third map is needed, it will be the map not selected in the first 2 games.
NO MAP MAY BE PLAYED TWICE
Playoffs
To determine who picks first, teams will use the "RND" command in console. One player from either team (does not matter which team), will type "RND <team1> <team2>" in console. The team to win the the random toss may EITHER pick the map, or force their opponent to chose the map first. The 2nd map will be chosen by the team that did not pick the first map. If a third map is needed, it will be the map not selected in the first 2 games. If at the end of the third game, the matches are split 2-1 maps, the team that is down (has only won 1 match) shall pick the 4th map (it can be any from the pool). If a 5th map is needed, the team that did not pick the 4th map shall select their choice (again, it can be any map from the pool).
Example:
1) Team A wins the RND and picks DM2 and wins
2) Team B then picks DM3 and wins
3) E1M2 is the only map left from the pool, Team A wins (2-1 series)
4) Team B picks their map as they are current down 1 map (any from pool)
5) Team A picks as they did not pick the 4th map (any from the pool)
Server Selection
Teams will agree on a mutual server that works for their players
If teams cannot decide on a server, teams will try all servers suggested and play on the server that yields the CLOSEST AVERAGE TEAM PINGS. All players with >100ms will be taken as 100ms (if your player pings 200, he goes into the average 100)
Get your thinking caps on, if you aren't good with math, here is some simple steps:
1) Add up Team A pings (if anyone is over 100, enter it as 100 regardless), then divide by 4
2) Add up Team B pings (if anyone is over 100, enter it as 100 regardless), then divide by 4
Sample:
Team A
Player 1 - 29ms
Player 2 - 51ms
Player 3 - 77ms
Player 4 - 154ms
Calculation would be: (29 + 51 + 77 + 100) / 4 = 64.25ms, repeat the same for B and see how the averages are. It is unlikely you will find a server that makes them EXACT, but 5-15ms is a good range.
If either team feels that averages would realistically be closer at another server (given where players on both teams are located) they may suggest a server for players to connect to and test out.
It is best to figure out what servers are best for your team before hand to keep the server jumping to a minimum.
NO PING UPS!
Match Reporting (NEW!)
In order for a match to be valid you'll need to have the server DEMOS from each played map (downloaded using the "cmd dl ." command after each map). Email the map demos to admin@na-quakeworld.com for posting and verification. Please also include the server IP and port the games were played at. Zipping with high compression will make them smaller and easier to send.
Scores and ranking
Points in Group Stage
Each map win gives 1 point
Each played match gives 1 point (activity point)
Walkover:
Walkovers are 3 pts (2 map points + 1 for trying to play the game).
The team giving out a WO might be further punished with points deduction if they did not try (or refused) to play their opponent.
To make it as fair as possible in these kind of situations, admins will look into which solution is best in every case.
Clients and Modifications:
Allowed clients
ezQuake 1.9.3 stable (build 2572)
ezQuake 2.0 Stable (and 2.0.1 Stable)
ezQuake 2.1 Alpha build 3143 only.
ezQuake 2.1 beta
ezQuake 2.1 stable
Fodquake 0.2
FTE 3343
Exceptions in using following clients due to problems:
Exceptions can be granted
Allowed modifications
Required ruleset: smackdown (ezQuake), nqr (FTE), eql (Fodquake). How? ruleset smackdown (in console) / disconnect / reconnect , allow_scripts 0 works without reconnecting.
For routing, Qizmo 2.91 is allowed, preferred method is however the new QWfwd proxy
Rulesets and noscripting are strict. All games should be started with checking that all models are ok, scripts are turned off and that players use an allowed client. If a players disobeys the rules recording the just stated it will result in a default loss (map).
Players are required to do f_ruleset checks before game start. Using disallowed clients/proxies will lead to a direct loss of the map. Continuous usage will result in more drastic consequences.
If teams fail to check ruleset and modified before match, it cannot be contested after the match
Scripting and cheats
Allowed:
cl_fakeshaft
Banned:
movementscripts (cl_idrive must be turned off)
kfjump
custom rocketjump scripts
Any other kind of movement scripts
Automated team says
Different enemy skins
Skin changing depending on health/armor/weapon
Custom models not allowed by f_modified
Hacked clients (recompiled quake-executables)
Coaching, (timing quad and other items, relaying enemy positions and giving team play suggestions by players not in the game)
Failure to follow these restrictions can result in the player or team receiving harsh penalties such as a timed or permanent ban from the league.
To retain order in the league and prevent teams from cheating effectively or behaving badly we may issue warnings or bans to teams if they fail to follow the rules. We are all here to have fun, cheating will not be tolerated.
Other offenses:
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 (ringers)
Fake-nicking to get into a division where you don't belong
Most of these cases result in a ban of at least 1 season.
Servers and Settings:
Server Settings
Timelimit: 20 minutes
Overtime: 5 minutes if match is a draw
Deathmatch mode: 1
Teamplay mode: 2
Spawn mode: Either KTX/KTX2 Respawns or KTPro Spawn is to be selected
Powerups: ON
Teamoverlay: ON
Discharge: ON
FPS: A max of 77 fps is allowed.
KFjump: Toggled OFF (command = tkfjump)
Airstep: OFF
Jawnmode: OFF
Fallbunny: ON (if server allows)
These should be the basic 4on4 settings on all modern servers, but make sure to check.
Publish Date: Jan 17, 2012
Edit date: Jan 28, 2012
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