Qlan War Elite/Information

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Tournament system

  • Six teams are pre-invited, two teams qualify through qualifiers.
  • Teams are sorted into two groups of four.
  • The tournament consists of two stages:
    • A round-robin group stage to determine playoff seeds.
    • A double elimination playoff.
  • All teams advance to the playoffs.
  • Each team plays each other once in a BO3 match in the group stage.
  • Playoff matches are BO5.

Points

The ranking is determined by taking the following stats into account (in order):

  • Points (1 point per match win).
  • Map difference.
  • Internal fight.
  • Map difference in those internal fights.
  • Frag difference in those internal fights.
  • Total frag difference of all games.

Match procedure

Map Pool

  • dm2
  • dm3
  • e1m2

If one or both teams want to play a non-TB3 map, both teams have to agree on their map picks before the match starts.

How to pick a decider map if one or two non-TB3 maps have been played:

  • If two TB3 maps remain, the team that selected the TB3 map selects decider of the two remaining TB3 maps.
  • If three TB3 maps remain each team throws one. Do "/cmd rnd team1 team2" to determine who throws first.

BO3

  • The procedure is "pick-pick-play".
  • The team that wins "/cmd rnd team1 team2" picks first.
  • First team to win two maps wins the round. All maps have to be played once at most, except if both teams agree otherwise.

BO5

  • The procedure is "pick-pick-play-pick-pick".
  • The team that wins "/cmd rnd team1 team2" picks first.
  • The first team to win 3 maps wins.
  • All maps must be played once in the first 3 maps.
  • If the match is not won after 3 maps have been played, the team that's down 1-2 picks the next map.
  • If the match goes to 5 maps, the other team picks the last map. The last map cannot be repeated without agreement from the opposing team captain.

Scheduling

  • All matches have a deadline.
  • Teams should schedule matches on the Discord server and tag the admins when a time and date has been found.
  • If a team is not making any efforts to schedule a match it will be taken into consideration when a WO has to be assigned.

Ping

  • The primary driver for server selection is to find a server where the teams have similar average pings (+/- 2ms) and to minimize that average.
  • The pings should be the most even for the two teams and measures like cl_delay_packet or proxy rerouting to balance pings should be employed. A team with a higher average ping than their opponent on a given server may request the opponent to do this (or change server to somewhere with lower average ping).
  • Matches must be played on EU servers.
  • The highest minping that can be required is 52ms. This may occasionally mean matches played with uneven pings where one team has high pinging players, e.g. NA players on EU server.
  • This process applies for every map played. Where lineup changes are made between maps it may become necessary to switch servers or adjust pings at the request of either team to rebalance pings.
  • Servers that are providing significant packetloss that cannot be avoided by proxy rerouting should generally be avoided unless both teams agree to play there.
  • If players still can't agree on a server, please contact admins about it. Admin decision is final and refusal to play on a server designated by neutral admins will be considered a WalkOver loss.

Server Settings

  • Timelimit: 20 minutes
  • Overtime: 5 minutes
  • Deathmatch mode: 1
  • Teamplay mode: 2
  • Spawn mode: KTX2
  • Powerups: ON
  • Discharge: ON
  • Airstep: OFF
  • Jawnmode: OFF
  • Fallbunny: ON
  • Teamoverlay: OFF
  • No berzerk, midair, instagib or other unusual modes.
  • If a team requests /nospecs, the other team is obliged to comply.

Client Settings

  • Allowed clients: ezQuake 3.2.x, 3.6-alphaX or later
  • Allowed ruleset: smackdown, qcon
  • Allowed proxies: qwfwd, Qizmo 2.91

Match Reporting

  • The captain of the team that wins has to report the match in the #reports channel on Discord.
  • A report consists of screenshots and server-side MVDs.