Rules for Monday S2 TDM 2v2
Rules last updated on: 09/02/2010
Change Log:
- 2/9/10
- Teams will be allowed to add players up until 24 hours before the first week’s matches. — Changed to read “add/change”
The Most Important Rule
Play for fun and don’t be a jerk, even if being a jerk is what you do for fun.
- Quake Night Season 2 QuakeLive™ TDM 2v2 League begins MONDAY – Feb. 22, 2010
- Rules are subject to change for fairness & fun.
League Structure
TDM 2v2 will run for Seven (7) weeks with playoffs. Matches are to be played within their given week. The league will be played using a round robin tournament structure. This means that every team plays every other team only once.
- Best 2 out of 3 maps win.
There are two Divisions:
- Pro
- Pro-2B
- Each team is to have 2-3 players in their roster. This is to help prevent forfeits and assist with team flexibilities. If you do not wish to have a 3rd player, that is your call. Make note that you risk less flexibility on rescheduling matches with admins if you choose to limit your team to only 2 players.
- Pro and Pro-2B will not play any interleague matches.
- Once the 2v2 League has started, any additional roster changes can occur per the ROSTER RULE below as long as a newly added player has not previously played in a 2v2 TDM team and again, is not an ALIAS.
- Any Team that is given a FF loss will NOT be allowed to participate in any playoff matches/rounds.
- A Team reaching their 2nd FF loss will be removed and replaced by a backup Team.
PlayOffs:
- Pro: At the end of the round robin, all Pro teams are guaranteed SPOTS (so long as they follow the playoff rules and do not penalize themselves) and advance into a single elimination playoff bracket.
- Pro-2B: At the end of the round robin, the top 4 teams advance into a single elimination playoff bracket.
- Pro and Pro-2B will not play any interleague matches.
- Standings are determined by Matches Won, then Games Played, then Maps Won/Maps Lost, and finally Net. For playoff placement, Net is ignored and ties are broken by team vs. team results.
Match Schedules
- All match times will be predetermined by the league.
- ‘QN S2 – TDM 2v2’ is Monday.
- All matches will be scheduled to begin between 7pm and 10pm CST.
- If necessary you can request to reschedule the match with your opponent. If they agree, then contact a “sirdark” in #QuakeNight with the revised match date/time.
- For ShoutCasting purposes, we will designate, at least, one MOTW. Others may be done as time permits.
Server Selection
- All PRIVATE servers for matches or official scrims will be provided by QN, GGL, NGL, GF, or QL.TV
- Matches, by default as private, are PRO TDM settings
- Spectators are not allowed on servers (as there is no team spec lock at this time) unless both teams agree to this. If there is agreement, max of 1 spec per team is granted.
- The only official specs allowed without invite are the:
- QL.TV Shout Caster
- GameFire Shout Caster
- QN S2 TDM 2v2 Admin (to resolve or mediate any issues)
Server Ping:
If a server cannot be agreed upon, the match will be played on the server with the smallest differential between the average ping of both teams.
For both divisions, the following servers are official locations to be used:
- SF, CA
- LA, CA
- PA, CA
- IL
- TX
- GA
- VA
- NY
Map Selection
- Each team selects one map before the match begins. If there is any dispute over order of selection then the team listed first on the schedule page picks first and their selection is played first.
- Teams may not select the tie breaker map as their map pick, and teams may not select the same map as their opponent. No map may be played more than once in a single match.
- If the match is tied after 2 maps then the tiebreaker map will be played. The tiebreaker is determined by the league and will be announced along with match times in the schedule.
- Newly released maps may be added at the discretion of the admins. The current map list is:
- qzdm6 – Campgrounds
- qzdm7 – Temple of Retribution
- qzca2 – Trinity
- ztntourney1 – Blood Run
- qztourney6 – Almost Lost
- qztourney7 – Furious Heights
Server Settings
- ID software’s Private Pro-TDM server settings will be used.
- Overtime (OT) – as per the most recent QLive ™ Changelog the setting is:
- Added g_overtime to enable overtime periods. Overtime will be on by default in … Team Deathmatch, with each overtime period lasting 2 minutes.
Forfeits
There are a number of ways that a team can have a match forfeited. They include:
- Failure to have 2 players ready within 20 minutes of the match time
- Failure to record a demo from all player perspectives
- Ghosting
- Ringing
Teams that forfeit can be removed from the league at the discretion of the admins.
Standings
- Standings are determined by Matches Won, then Games Played, then Maps Won/Maps Lost, and finally Net. For playoff placement, Net is ignored and ties are broken by team vs. team results.
Rosters
- Teams will be allowed to add/change players up until 24 hours before the first week’s matches.
- After that rosters will be locked until after the 3rd week. After week 3’s matches, rosters will be open for 72 hours then locked for the rest of the season, including playoffs.
- Players who played in the league and quit a team cannot be added to another active roster.
- If a player is not on the Quake Night roster then they can not play in the match. In game names must match game roster names.
Demos
- Record from all player point of views
- After the game, the winning team must upload at least one demo POV per map to Quake Scene .
- Provide the links to a +o in #QuakeNight
Reporting
Contact a +o in #QuakeNight. Please provide the link to the map summary on Quake Live. You can get this link by clicking on ‘Matches’ under your Quake Live profile.
Disputes
Clans are encouraged to find mutually acceptable solutions amongst themselves via clan captains without the aid of an QuakeNight (QN) admin. There are cases, however, in which an admin is needed.
In the event of a dispute, both clans must submit a claim package to the QN admin in charge for that DIVISION for review within 24-hours of said dispute. A claim package is a precise representation of a clan’s claim that the opposing clan’s actions warrant a forfeit loss for that team. Claim packages must include:
- The rule violated by the opposing clan, as quoted from this document.
- How the rule was violated by the opposing clan.
• Proof that the rule was violated. Proof may be in the form of server logs, e-mails, ICQ logs, IRC logs, in-game screenshots, in-game demos, et cetera.
Once a claim packages has been received, the QN Divisional admin will handle all disputes in a timely, neutral, and unbiased manner. If the “accusing” clan improperly handled the dispute procedure (includes but is not limited to: flaming the accused team/admins verbally, via youtube videos, posts on forums or websites, or submits insufficient evidence) the dispute may be thrown out at the discretion of the admin staff. All rulings are final, and failure to adhere to any aspect of a ruling is grounds for expulsion.
Disputes may end in one of the following:
- Technical forfeit: Neither clan earns a win or loss
- Forfeit by dispute: One of the two clans involved will earn a win by forfeit; the other will earn a corresponding loss and the transgressing clan may be expelled if the QN administrators deem it appropriate due to the situation at hand.
Once a clan captain/member has contacted an admin about a dispute, interaction will ONLY be made with that admin unless otherwise notified. Decisions may not be appealed to another dispute handler.
In the case where another admin has been brought in for additional counsel via QN Admin Personnel, teams may not choose which administrator(s) will be called, nor can they appeal the decision once judgment has been passed.
NOTE: Any agreement that is made outside of the default QN rules is not subject to QN jurisdiction. Therefore, if a team makes an agreement to, for example, play an opposing team on a different day but the opposing team claims there is no proof of that agreement, then the QN admin will assume the default settings were agreed upon.
If the case should arise that no QN admins are available, another QN admin may be contacted. Contact information for QN admins can be found on the “Staff Contacts” link on the QN Web site.
The “Yous Bein a Jerk” Catch-All Rule
You forfeit and we don’t even feel bad about it.