Author Topic: [TWC] Rules & Regulations  (Read 814 times)

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Offline Gibby Jr

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[TWC] Rules & Regulations
« on: November 15, 2019, 06:44:40 pm »


»RULESET«


» INDEX


Behaviour Rules
§ 1 Maturity and Respect
§ 2 Cheating

Tournament Rules
§ 3 Tournament Format
§ 4 Group Stage Format
§ 5 Knockout Stage
§ 6 Scheduling
§ 7 Maps & Factions

Roster Rules
§ 8 Team Rosters
§ 9 Player Names and ID's
§ 10 Multiteaming

Match Rules
§ 11 Match Server
§ 12 Spectators
§ 13 Gathering Players
§ 14 Match Format
§ 15 Substitutions
§ 16 Tie Breaker

Appendices
» BEHAVIOUR RULES


§ 1 Maturity and Respect

(1) Players should respect both the letter and the spirit of the rules.
(2) In order to maintain a serious and professional environment, players must be respectful and polite towards their opponents and anyone else on the forum sub-board and the tournament servers. If a player shows a poor attitude and displays rudeness or immaturity, he or she will be punished by the tournament administration. The range of punishments reaches from a warning to a ban from the tournament, depending on the weight of the crime.
(3) Any team or player that uses, incites or benefits from disruption to the matches, practice sessions or organisation of other teams will face disciplinary action at the admin's discretion, up to and including disqualification from the tournament.


§ 2 Cheating

(1) It is strictly prohibited to gain an advantage by modifying texture files or using game modifications such as aimbots or autoblock. Every player that is found to have modified texture files or using game modifications in order to gain an advantage will be banned from the tournament and his or her team will have to forfeit all relevant rounds.
(2) In case you are unsure whether your game modification is allowed, ask the administration for clarification in your specific case.
(3) The modifications listed in Appendix A are allowed.
(4) When requested by the match referee, players must take a screenshot of their game view while holding any kind of ranged weapon or, if they have no ranged weapon, their melee weapon, spear or lance. Players should ensure the screenshot contains the referee message, the scoreboard and buildings or players. Concerned players must post their screenshot within 30 minutes of the match ending on the forums or send it to a tournament admin or the match referee. Failing to comply with any part of this rule may result in a penalty for that player.
(5) When requested by a tournament administrator, players will have to either record or stream their footage of all the rounds they took part in. They can also request to use the software MOSS while the tournament match is happening. The consequences that happen when not delivering any kind of proof that has been requested will rely on the decision that the main admins of the tournament consider.


» TOURNAMENT FORMAT


§ 3 Tournament Format

(1) The tournament will be split into a group stage and a knockout stage, each lasting 3 weeks.


§ 4 Group Stage Format

(1) The group stage will see all seeded teams from the tournament split into different groups. Among each group, each team will have to play every other team once.
(2) To determine the final rankings within the groups, the following priorities will be taken into consideration:
  • Points (3 per win, 1 per draw, 0 per loss).
  • The highest number of wins in case of a draw on points.
  • The highest round difference in case of a draw on points and wins.
  • The highest quantity of rounds won in case of a draw in all previous cases.
(3) Two teams will advance from each group to the knockout stage. In the group stage table, those marked in green are set to advance to the knockout stage and those marked in red will be eliminated from the tournament.


§ 5 Knockout Stage

(1) The knockout stage will see the advancing teams placed into a single-elimination bracket, where the quarterfinals, semifinals and final will take place following the same format as the group stage (one full Native match & one full NW match, both played as 4 sets of ft3). The winner of this phase will be determined as the winner of the tournament.


§ 6 Scheduling

(1) All official TWC matches must take place in the time frame given by the tournament administration.
  • Group stage - From Monday the 11th of September to Monday the 2nd of December. One Native match & one NW match per week.
  • Knockout stage - From Monday the 2nd of November to Monday the 23rd of December. One Native match & one NW match per week
(2) Matches must be played by midnight GMT on the date given in the fixture thread. The default time for matches between teams will be 18:00 GMT on the Sunday of each week. The default time will be enforced only in the case of a disagreement between teams in scheduling their matches.
(3) Teams may agree on a non-default time by posting in the fixtures thread.
(4) If neither team manages to schedule their match correctly, it must be played on the default date/time. However, if irregularities happen in the process of scheduling that match (including the private chats), the admins will always have the last word in order to decide the official day and time (based on evidence from both sides).


§ 7 Maps & Factions

(1) Maps and factions will be selected by the administration using a random number generator through the group stage and maps will be picked by teams for the knockout stage.
(2) The list of the maps and factions used can be found on this thread.
(3) A faction may be repeated, meaning there might not be four different factions in each match, at all stages of the tournament. With that being said, we will aim to avoid such a repetition as often as possible. In a similar way, maps will not be repeated through the group stage; once one is drawn in a match, it will be banned in the next randomisation, until the knockout stage is reached.



» ROSTER RULES


§ 8 Team Rosters

(1) Every team has to provide the tournament administration with a roster consisting of at least eight players, all of whom must own valid, legally bought copies of Mount & Blade: Warband. The failure to provide eight or more players (names and IDs) before the first official match results in the team's expulsion.
(2) There is a strict roster cap of 13 players for each team.
(3) Any player who has played in a tournament match for a team will be able to leave or be removed from that team, but won't be able to play for any other team in the tournament.
(4) Should a player not be on a roster and play for a team, that player (if eligible) will be deemed to be added to that teams’ roster. If that player is not eligible that player and that team will face punishments ranging from a simple warning to a ban from the tournament. The team is responsible to make sure that the player is eligible according to the roster rules.
(5) Once a player is removed from a team's roster and replaced with a different player, that first player cannot be added back to the concerned team (provided they have played a match with this team). This is to avoid abuses of the roster rules by adding & removing NW or Native players to gain an advantage on each module.


§ 9 Player Names and ID's

(1) Each team member may be listed by one name only in the team roster. During matches, players should play with that name, including a team tag.
(2) Any game ID listed to a player in a team roster must be unique to that player. Players using a game ID that has been used by any other player at any point in time are not eligible to play, and any rounds played using such an ID will be forfeited.
(3) Players must use the ID(s) associated with them on the rosters.


§ 10 Multiteaming

(1) It is strictly prohibited for a player to play for more than one team during this tournament. If a player is found to have played for more than one team at any point, he or she will be banned for the rest of the tournament.
(2) In that instance, the second team that player played for (as determined by the admins) will forfeit all rounds where that player took part in the game or figured in the roster, and admins will make all necessary changes to restructure the tournament, replacing the team if they took an undeserved spot.



» MATCH RULES



§ 11 Match Server

(1) All official matches must be played on dedicated tournament servers. Exceptions can be made at the admins' discretion if doing so provides a better playing environment.
(2) Tournament officials will determine which server teams play their matches on and inform captains of the decision. This may be changed by the agreement of both teams if a suitable server is available. Any change of server must be announced in the fixture thread before the match.
(3) For Native, the following server settings have to be used during official matches: Combat Speed: Medium, Friendly Fire: 100% to friend; 0% to self, Round Time: 180 seconds, Game Type: Battle, Respawn time: 8 seconds, Gold: All set to %100, Camera: team member’s view, forced MoF spawn at 2 minutes 20 seconds (140 secs).
(4) For NW, the following server settings have to be used during official matches: Combat Speed: Medium, Friendly Fire: 100% to friend; 0% to self, Round Time: 900 seconds, Game Type: Battle, Respawn time: 5 seconds, Camera: team member’s view. The factions used should be "United Kingdom" & "Empire Français". Additionally, Foot Guards & Light Infantry are banned; all players must use either a Line Infantry Ranker or the first Marine unit.
(5) In case of a dispute or if both captains are unsure about the server location they should be picking for their matches, an admin should be contacted to work out the fairest solution for both teams.


§ 12 Spectators

(1) No spectators are allowed on the server during official matches aside from tournament officials, who do not need to get permission to spectate a game.
(2) Accredited streamers do not need to get permission to spectate a game, but they must have permission from a tournament official. Other streamers must have permission from both teams in advance of the match start time.


§ 13 Gathering Players

(1) Both teams have 15 minutes to gather their players on the agreed server. If a team fails to turn up with eight players 15 minutes after the agreed match start, the other team will be awarded a default win in case it's demanded. If an emergency occurs, a team captain can contact expire any referee or admin before the 15 minutes are up to get an extension. If the reason is valid enough, the admin/referee will grant 10 extra minutes that are added to the already 15 previous minutes, making it 25 in total.
(2) Teams are not obligated to wait more than 5 minutes between maps and sets and are allowed to enforce a restart after these periods of waiting.


§ 14 Match Format

(1) Each Native match consists of 2 maps. Each map consists of 2 sets and each set will be first to 3. After the first set on each map, the teams will swap spawns and factions.
(2) Each NW match consists of 1 engagement on the official tournament map. Four sets will be played, each as a first to three. Teams do not need to swap sides/factions.
(3) The match result will be determined by summing all the rounds from both modules to determine the winner.
(4) The team shown on the left side of the fixture is Team A, the team shown on the right side of the fixture is Team B. The map shown on the left side of the fixture is Map A, the map shown on the right side of the fixture is Map B. The faction shown on the left side of the fixture is Faction A, the faction shown on the right side of the fixture is Faction B. On Native, this means that Team A starts as Faction A on Map A. Team B starts as Faction A on Map B.
(5) Each team must field 8 players. Teams that show up with less than 7 players forfeit the match. Once the match gets started, allowances will be made for crashes up to two players. A team is not allowed to go under 6 players at any given point. If a team goes under 6 players, they have to forfeit any remaining rounds which will be added in favour of their opponent to the final score. The only exception is if a massive crash happens or there are technical issues on the server causing these dropouts.
(6) In the case of a default, rounds played are recorded as played and non-played rounds are recorded as the defaulter losing all remaining rounds. If a team drops out of the tournament, all results versus that team will be revoked to every team unless they were 12-0, and the new result will be set as a default win, making all the round changes in team scores to a 12-0 win on each module.
(7) In the case of a score dispute, where the match was not supervised by a referee, logs will be checked to verify the victor.


§ 15 Substitutions

(1) On Native, substitutions are allowed only between sets. On NW, players can be substituted in at any time.
(2) An exception can be made in the case of a player crashing. A player crashing must be proven by any means by the team or player involved. This is possible as any member of the team can record the moment of the crash, the player can take a screenshot if his warband crashes, and the players can take a screenshot of the teamspeak dropout in case his computer crashes or loses internet connection. All substitutions justified by a crash must be proven to an administrator or referee once the match finishes. The proofs and reasons will be judged by the admins and referees, and they'll determine if it’s a legit crash. In case of deception or lack of evidence, the substitution will be considered cheating and the team will forfeit all the rounds where the substitution had an effect until the player substituted came back and reconnected. Forfeit rounds will stop taking into count once that set is done. Keep in mind that cases of deception also fall under rule 1 and are thus subject to that rule.
(3) A player who is entering the game as a substitute of a player who has crashed will join in as the same class that the previous player was playing.
(4) A player who is substituted in the middle of a set should come back and rejoin the field as a player (not spectator) as soon as the round ends, sending back to spectator the same guy that came on his place.


§ 16 Tie Breaker

(1) No match may end in a draw during the knockout stage. Should a match end in a tie after regular time, the teams must play a tiebreaker.
(2) The tiebreaker is a first to 3 on each module.
(3) The tiebreaker on Native has to be played on Winterburg. The factions on each side will be mirrored and randomised for that match.
(4) The tiebreaker on NW will be played on the tournament map.
(5) In the case of a draw at the end of this, the teams must repeat the tiebreaker on both Native and NW until one team is victorious.
(6) The size of the match for tiebreakers is 8v8.




Credits for the ruleset goes to the WNL admins, for both the wording and the layout of most of the thread.
« Last Edit: November 15, 2019, 06:59:25 pm by Gibby Jr »
you are as weak as whales by acting like that.

Offline Cow-

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Re: [TWC] Rules & Regulations
« Reply #1 on: November 15, 2019, 07:19:16 pm »
APPENDICES


Appendix A - Allowed Modifications


Appendix B - Maps & Factions

Map List
The map images can be viewed in this thread

  • Closed Maps
    • Verloren
    • Mountain Fortress
    • San'di'boush
    • Fort of Honour
    • Legacy Town
    • Naval Outpost
  • Open Maps
    • Castellum
    • Waterfall
    • Frosthaven
    • Reveran Village
    • River Village
    • Field by the River
  • NW Maps
    • Custom_Map_1

Faction List
  • Native Factions
    • Nords
    • Rhodoks
    • Sarranid
    • Swadia
    • Vaegirs
  • NW Factions
    • United Kingdom
    • Empire Français


Appendix C - Accredited Streamers
  • BladecastTV
  • Apollo
  • TheCardboardBox
  • Fietta
  • Gibby
  • Zazu & Vincent
  • Warband_Battlestream
  • Apfel
« Last Edit: November 15, 2019, 09:50:04 pm by Gibby Jr »

Offline Cow-

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Re: [TWC] Rules & Regulations
« Reply #2 on: November 15, 2019, 07:20:12 pm »

RULE CHANGELOG