1. GENERAL
- The iCTF Fall Mixed Draft Cup '24 is an Unreal Tournament league organized by PassionateGaming.
- We reserve the right to broadcast every match. The recording of such broadcasts can't be refused by the players.
2. PLAYER REQUIREMENTS
- All
players must play two iCTF PUGs & show us their stats from the
games by looking for your recently played games by visiting our UTStats
page @ http://utstats.passionategaming.eu - if we do not have stats for you, you will be rated at the event admin's discretion.
- If
a player becomes aware that they will be unavailable for a match, they
are obliged to let their captain know via whatever means of contact they
have available to them.
- A player may not play for two different teams in the same match week.
- Players must play with the registered nickname that they signed up with.
- Every player must record and save demos of every map during, and for, the entire cup. Uploads may be requested at any time by an admin.
3. OPENNESS ABOUT AVAILABILITY
- Players
are expected to be open about their availability to captains at all
times prior to the draft. The information that you give to all captains
should be consistent. Do not tell one captain not to draft you because
you're playing badly and then try to sell yourself to another captain.
It is not permitted to refuse to acknowledge or respond to a captain
because you do not wish to play for them - players who do this will be
removed from the cup.
- During the draft, if you are around, you
must be open and honest to all players who pm you to inquire about your
availability. Even if a captain is trying to ascertain your availability
during the draft, you should be open up until the point that you are
drafted - even if another captain has promised to pick you up in a later
round.
- If at any point during the season, you find yourself on
the free agent list, the same rules apply. You are required to be honest
to all captains who inquire as to your availability. Telling one
captain that you can't play only to show for another is severely frowned
upon.
- Players who lie about their availability to captains are
liable to receive punishment for this in the current or future seasons
at the admins' discretion, depending on when the information comes to
light.
- There will be no holding out for any reason. A player may not refuse to
play, or only choose to play, for one captain over another. Doing so
will result in being banned from future cups. All captains deserve their
drafted players on their roster, if possible.
4. Maps
- Listed below are the maps and their versions that will be used in this cup. Any revisions made will be for critical bug fixing purposes only.
- CTF-Acrony-RE2
- CTF-Anfractuous-RE1
- CTF-BrokenLimits-RE3
- CTF-Command-S6
- CTF-Duku-S6
- CTF-Grudge-RE1
- CTF-IztacB14
- CTF-Klondike-S6
- CTF-Mesmerize-RE2
- CTF-Nuance99-RE3
- CTF-Overflow-S6
- CTF-RankinB11
- CTF-Rune-RE2
- CTF-Sprinta-S6
5. GROUP STAGE
- 4 groups of 5 teams
- The top 2 teams from each group will advance to the playoffs.
- Rankings
will be based on the number of total points for each team. If two teams
are tied on points, the team that advances is decided by the winner of
the match between the two teams. If that does not bring a winner, the
team with the most caps on the opponent map advances
- If more than two teams are tied, then these steps will be used to break the tie:
- The highest number of map wins in the matches between the teams in the tie.
- The highest number of captures in the matches between the teams in the tie.
- The highest number of total captures in the matches between the tied teams.
6. MATCH RULES - GROUP STAGE
- Matches
are played 5v5, each team can pick one map from the map list to play.
We play with overtime and spawn delay enabled, so there are no draws.
- A map win results in 3 match points for the winning team and 0 for the losing team.
- After each map, the total amount of caps will be counted per team. This amount will be multiplied by 0.2. This score will be added to your points total.
- PLEASE NOTE: a
team can earn a maximum of three points from flag captures. This means
up to a maximum of 15 captures (total made over the two maps) is taken
into account; more than 15 flags will not give you any further
additional points.
- Each match in the group stage will
consist of two maps. The first map chosen will be decided by a coin toss. The loser of the coin toss will choose their map first. This is also the first map played. This allows the coin toss winner to "save" a possible map pick for future match weeks in the group stage if the coin toss loser picks the winner's desired map first. The winner of the coin toss also gets to select their preferred team color.
- You cannot pick the same map as the other team in the same week. (ex. both teams cannot pick Klondike in the same match week )
- Each team will only be able to pick a specific map once during
the group stage (for example, a team picks Duku in week 1, for the rest
of the group stage, they can't pick it again). When the group stage is
concluded, this restriction is no longer enforced afterward.
- In
the Group Stage, in case a team loses a map by forfeit, the points
awarded to the opposing team will be determined at the end of the group
stage by adding an average amount of captures made against the offending
team by their opponents.
7. MATCH RULES - PLAYOFFS / KNOCK-OUT STAGES
- The
quarter and semi-finals are played over a maximum of three maps, one
point per map win is awarded and the first team to reach two points wins
the match. Veto system for playoffs: A - Ban, B - Ban, A - Pick,
B - Pick. The team with the highest seed in the group stage will choose
which order they want to begin in.
- The decider map is selected
by eliminating the remaining maps on the list. The team with the most
caps will choose who will start elimination. If that is equal, the team
with the most caps on the opponent's map is chosen. If that is equal a
coin toss will decide. We play with overtime and spawn delay enabled, so
there are no draws.
- The final will be decided over a maximum of
five maps, this time a team needs three points to win the match. The
coin toss decides which team goes first. Veto system for grand finals: A - Pick, B - Pick, B - Ban, A - Ban, A - Pick, B - Pick.
- The decider map is selected by eliminating the remaining maps on the map list.
- The
team that has made the most flag captures in the previous four maps
will decide which team eliminates the first map from the remaining maps.
- If
this is a tie then whichever team has the most captures on the opposing
team’s map picks will decide who eliminates the first map.
- If this is still a tie, then a coin toss will decide who gets to choose who removes the first map.
8. SCHEDULING MATCHES
- Teams
are required to schedule their matches in agreement with the opposing
captain each week. Each match in the group stage has a scheduled time of
one week and can be played on any agreed day and time from Monday to
Sunday.
- If two captains cannot reach an agreement before Friday
22:00 CET in the running match week, the match **WILL** be forced to Sunday
of the given match week between 20:00 CET and 22:00 CET.
- A neutral admin will decide the final match time to ensure a free server is available.
- Captains, take this into account when drafting your team.
- Team captains are encouraged to schedule their matches on their own using the Challenging functionality on the My Matches tab of the League page on the website.
- Teams should look to compromise with each other when at all possible and aim to get their games played rather than forfeit matches. Stuff does indeed happen, but teams with consecutive match weeks resulting in forfeits will be analyzed regarding future events and possible disciplinary action.
9. SERVER SELECTION
- All matches must be played with cup settings on servers sanctioned by PassionateGaming.
- Captains
are encouraged to agree on a server before the match - when scheduling
the match, before the match day. Once the match is scheduled, team
captains can book their desired server for the match on the My Matches tab of the league page on the website.
- If
no servers are booked for the match, admins will assign a server based
on which ones are available after consulting with the captains involved
in the match.
- Whilst we will do our best to provide the best and
fairest server available for the match, it may not always be possible
and a compromise will have to be reached.
- If a match involves a
team made up mainly of players from North America and South America, the
match may be played across two servers (an UK and an NA-based
server) if either team requests it. If this isn't an option, refer to
rule 4.
- If Teams can't agree on a server for the decider map, the server with the most centralized location for all match players will be averaged out and used. (refer to rule 4)
- Your map pick has to be played on the enemy server and vice versa.
10. SERVER SETTINGS
- Matches will be played with the following settings:
- NewCTF, the Latest IG+, and the latest ACE installed and enabled.
- Overtime with spawn delay enabled.
- Trading disabled.
11. ENTERING MATCH RESULTS
- Team captains are encouraged to enter/confirm the results of their matches on their own using the button on the My Matches tab of the League page on the website.
- If
for some reason the results cannot be entered on the website,
screenshots of the match should be provided to the cup admins via
Discord.
- Linking the stats for each map is strongly encouraged when score reporting.
- The winning team has the honor of reporting their victory, but both teams are responsible for ensuring that the scores are entered within a reasonable time frame (~24 hours) after the games have concluded.
12. FIRST-PERSON DEMOS
- All
players must record a first-person demo on all maps. There is no valid
excuse for not recording a demo of your game. If you don't know how to ,
or yours is 'broken', contact an admin, your captain, or ask in discord for help.
- Not restarting your demo after a reconnect will be viewed the first time as an error. Twice is a pattern, and will be chastised by an admin. After the third time, you will be penalized at the admin team's discretion.
- Players
must keep their demos for the duration of the entire cup and they can be
requested from any match for up to two weeks after their team has played
their last game.
- An admin not participating in the match has the right to request as many demos as they want.
- Cheating accusations will be reviewed and ruled on by an anti-cheat team.
- Admins may request that a player upload all demos for the entire duration of the season.
- If
a player refuses or fails to upload demos when requested, it will
result in a forfeit loss of each map a demo is not provided for.
- The opposing team may request demos no later than seven days after the match.
- Only one player (alternatively, one demo) per map may be requested by the opposing team's captain.
13. MATCH PUNCTUALITY
- A
team must have their entire team in the server and click in to be
eligible to start the timer to claim a no-show. Once they have done this
the opposing team has ten minutes to click in before they default the
map.
- If the first map is lost in this manner, as soon as the
second map is loaded and the team clicks in, the timer will begin for
the second map, to which the other team has another ten minutes to enter
the server and click in.
- Teams are encouraged to show some tolerance to get all matches in the cup played where possible and not look for easy map wins.
14. SPECTATORS
- The
only people allowed to spectate matches are PassionateGaming admins and
members of the stream team. It goes without saying that if someone is
spectating, they are not allowed to have any communication with the
teams that are playing.
- Unless commentating on the match during a
live stream, it is forbidden for a member of either team involved in
said match to join as a spectator. This will result in a forfeit of the
map in question. No excuses.
15. DRAFT AND TEAMS
- The draft will take place on Sunday, October 20th at 21:00 CET.
- The
draft will consist of five rounds. Each captain will pick one player in
each round. In the first round of the draft, each captain must draft
themselves - this will be done automatically. Co-Captains will follow the same method.
- Before each round,
the picking order will be decided according to the remaining budget of
each captain. The captain with the highest remaining budget will pick
first, and the captain with the lowest remaining budget will pick last
in each round. In case two captains have the same remaining budget after
the conclusion of a round, the picking order in the next round will be
decided by a randomizer.
- Each captain will have one minute to
pick a player when it's their turn. If the captain has not picked a
player within the given time frame, the highest-rated player available
within the budget of that team will be picked automatically.
- Each
captain has the opportunity to ask for ONE timeout during the draft
which will give them an additional two minutes to pick a player that
round. Under no circumstances are the captains allowed to spend more
money than they have available. This applies to each round of the draft
as well as the entire duration of the cup. After the draft, each team
will consist of six players. At no point during the cup will a team be
allowed to have more or less than six players on their roster.
- A captain is allowed to let someone else do the draft for them.
- Players who signed up as substitute-only cannot be drafted and will go directly to the Free Player Pool (FPP).
- Each team has a total budget of € 3560.
- Each captain starts round 1 of the draft with € 1000 and buys themselves.
- Each round after that the following base rates are added to their remaining budget, composing the budget for the given round*:
Round # | Base Rate € |
---|
1 | 1000 |
2 | 960 |
3 | 440 |
4 | 620 |
5 | 540 |
Example:- Captain worth € 800 starts round #1 with a budget of € 1000 and buys themselves.
- For
round #2, the captain's budget is a sum of their remaining budget after
round #1 (€ 200) and the base rate for the given round (€ 960), making a
total of € 1160.
- The following rounds use the same logic.
16. TRADING & SUBSTITUTIONS
- Captains
are free to trade players from their team for those in the Free Player
Pool (FPP) as long as the team has not been eliminated from the cup and
the incoming player is within the team's maximum available budget,
including the outgoing player's salary.
- Captains cannot trade players during the first and last weeks of the Group stage. Substitutions are allowed.
- Captains
can pick up a temporary substitute for a specific match and a player in
their team without trading that player out. The substitute must be
within the team's maximum available budget, including the outgoing
player's salary.
- All trades and substitutions must be reported
to a cup admin before the new player plays a game for the team. The
admin will need to apply the change on the website:
- In case of a trade, the incoming player must appear on the team's roster at the starting time of the match.
- In
case of a substitution, the incoming player must appear as a substitute
on the match overview page at the starting time of the match.
- Captains themselves cannot be traded but can be substituted.
- In
the Group stage, each team is eligible for a maximum of 5 team
mutations (trades or substitutions), with no more than 3 mutations per
week.
- In the Playoffs (except for the Grand Final), each team is eligible for a maximum of 2 team mutations (substitutions only).
- Trades
open at 00:01 CET every Monday for the start of the new Match week -
you cannot request trade/subs before the time allowed.
- Players
who signed up as substitute-only cannot be used by the same team more
than once during the group stage or the playoff stage. To avoid forfeits, this may be waived by a neutral admin on a case-by-case basis.
17. FREE PLAYER POOL (FPP)
- Players who are not initially drafted to a team will go into the Free Player Pool (FPP).
- Players who are traded out from a team will return to the FPP and are available for any other team to trade if they so wish.
- Players who signed up as substitute-only cannot be traded and can only be picked up as substitutes provided that they are available for the match.
- Players who signed up as substitute-only cannot be used by the same team more than once during the group stage. To avoid forfeits, this may be waived by a neutral admin on a case-by-case basis.
- All players can only play for one team each match week. No exceptions.
18. DISCORD
- All
players are required to be present on the PassionateGaming Discord
server. During matches, it is mandatory to connect to and use your
team’s provided voice channel on the PG Discord server.
19. SERVER CRASHES
- If
a server crashes, the server will be reset and the time will be rounded
up to the nearest minute. The scores will be added together from both
(all) parts, if this should mean the map is a draw but the second part
is not a draw then the map will be restarted again for a third time to
play the overtime.
- If a server goes down with two minutes or less left to play, then the game will be restarted with two minutes on the clock.
20. SPORTSMANSHIP
- A
player may not spam non-teamsay binds during a match. Players who do
this will be warned to cease; players who continue will risk forfeiting
the map for their team and/or getting themselves removed from the cup.
- Racism
will not be tolerated. If a player makes racist remarks in the game or
on Discord, the player in question will be warned and may be suspended
or banned from passionate gaming.
- Intentionally combining model taunting with movement abilities (strafe, dodge, jump, crouch, etc) is not allowed.
- Intentionally requesting demos to "fish" another team for a forfeit win will not be honored. Do NOT make frivolous demo requests. It ruins the integrity of the league and violates the intention of the rule - to catch cheaters. It is not there as an avenue to achieve forfeit wins.
21. PRECEDENT
- The
admin staff will abide by this ruleset as closely as possible, however,
some deviation may be needed if any unpredictable scenarios arise.
- If
something not covered by this ruleset occurs, the admins reserve the
right to use their discretion to solve the issue. This includes, but is
not limited to, amending and changing rules if needed. Any changes or
new rules will apply to those situations from that point on setting a
precedent.