EGE 2016 Online Qualifier

EGE 2016 Online Qualifier

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Por Zombiegamer
Online
Reglas
Game Modes and Maps

Gametypes

Harpoint:
Breach
Evac
Fringe
Stronghold

Uplink:
Breach
Evac
Fringe
Infection

Search and Destroy:
Breach
Evac
Fringe
Hunted
Infection
Redwood
Stronghold

Capture the Flag:
Breach
Evac
Fringe
Stronghold

Match Settings

All matches are to be played using the following settings:

General Settings

Pre-Match Timer 15 Seconds
Pre Round Timer 5 Seconds
Mini-Map Normal
Explosive Delay Disabled
Killcam Enabled
Scorestreak Delay 15 Seconds
Score Multiplier 1
Spawn Settings
Respawn Delay See Below
Incremental Spawn Delay Disabled
Force Respawn Enabled
Wave Spawn Delay Disabled
Suicide Penalty Disabled
Team Kill Penalty Disabled
Health and Damage
Health 100%
Health Regeneration Normal
Friendly Fire Enabled
Team Kill Kick Limit Disabled
Headshots Only Disabled
Hit Indicator Enabled

Competitive Settings

Ban/ Protect Voting Enabled
Ban/ Protect Time 30 Seconds
Create a Class Edit Time 5 Minutes
Scorestreak Edit Time 20 Seconds
Votes Per Player 1
Specialist Draft Enabled
Draft Time 20 Seconds
Pre-Stage 3 Seconds
In-Between 3 Seconds
Post-Stage 3 Seconds
Edit Create a Class Always
Edit Scorestreak Always
Player Select Order Random
Post-Stage Shuffle None

Global Settings

Team Assignment Open
Team Change In-Game Disabled
CODcasting Disabled
3rd Person Spectating Disabled
Dynamic Map Elements Disabled
Revenge Voice Disabled
Battlechatter Disabled
Announcer Enabled

Hardpoint

Time Limit 5 Minutes
Score Limit 250 Points
Lifetime 1 Minute
Capture Time Disabled
Activation Time Delay Disabled
Locations Linear Order
Scoring Constant
Pause Time Enabled
Respawn Delay Disabled

Uplink

Round Time Limit 5 Minutes
Round Score Limit Unlimited
Round Limit 2 Rounds
Carrier Armor Normal
Carry Score 2 Points
Throw Score 1 Point
Enemy Carrier Delayed
Reset Time 15 Seconds
Respawn Delay 5 Seconds

Search & Destroy

Time Limit 1.5 Minutes
Round Wins Limit 6 Rounds
Bomb Timer 45 Seconds
Plant Time 5 Seconds
Defuse Time 7.5 Seconds
Multi Bomb Disabled
Switch Sides Every Round
Silent Plant Yes
Dog Tags Disabled
Number of Lives Per Player 1 Life

Capture the Flag

Win Rule Total Flag Captures
Time Limit 5 Minutes
Capture Limit Unlimited
Round Limit 2 Rounds
Round Wins Limit 2 Rounds
Enemy Carrier Delayed
Auto Return Time 30 Seconds
Capture Condition Flag at Base
Pickup Time Instant
Return Time Instant
Respawn Delay 5 Seconds

Restrictions

Secondary Weapon Restrictions
XM-53
Scorestreak Restrictions
UAV
Carepackage
A.T.R

Rosters

Player Eligibility

Only players listed on the Toornament tournament page are eligible to play in tournament matches. It is both teams’ responsibility to verify the eligibility of all players playing in the match prior to starting a match. By allowing the match to start, both teams agree that the players in the lobby when the match is started are allowed to participate in the whole match series, even if some of the players in the lobby are not registered.
The tournament is only open to teams based in South Africa, but teams from the rest of Africa may be allowed to participate at the Admin Team's discretion, and if they are willing to travel to Cape Town in the event of qualifying.
If the opposing team has an ineligible player present, you must tell the opposing team to replace that player with an eligible player. You must have given the team the required fifteen (15) minutes from match start time to substitute their ineligible player(s). If the ineligible player shows up between maps/rounds, you must give the team the required ten (10) minutes to replace their ineligible player. If the team does not substitute their ineligible player, do not start the match or allow the match to be started.

Pickups

Teams are not permitted to use a pickup at any point in a match. A pickup is defined as someone who is not listed on the Match Fixture page.

Game IDs

All PSN IDs on a team’s roster must be valid. Spelling, spaces and characters must be exact, but do not need to be case sensitive.

Roster Lock

User PSN ID's are stored when tournament brackets are generated, meaning that any changes made to a user's PSN ID after a tournament has started will not be reflected.

Matches & Schedule

Tournament Schedule

Round 1 - Winners Bracket Round 1
Round 2 - Winners Bracket Round 2 and Losers Bracket Round 1
Round 3 - Winners Bracket Round 3 and Losers Bracket Round 2
Round 4 - Winners Bracket Round 4 and Losers Bracket Round 3
Round 5 - Winners Bracket Round 5 and Losers Bracket Round 4
Round 6 - Losers Bracket Round 5
Round 7 - Losers Bracket Round 6
Round 8 - Losers Bracket Round 7
Round 9 - Losers Bracket Round 8 and Grand Final

Format: Best of 5

Match Structure:

Map 1 – Hardpoint
Map 2 – Search and Destroy
Map 3 – Uplink
Map 4 – Capture the Flag
Map 5 – Search and Destroy

Round Maps:

Round 1: Stronghold, Redwood, Infection, Fringe, Breach
Round 2: Fringe, Infection, Evac, Stronghold, Evac
Round 3: Evac, Hunted, Breach, Evac, Stronghold
Round 4: Breach, Evac, Fringe, Breach, Redwood
Round 5: Stronghold, Redwood, Infection, Breach, Fringe
Round 6: Fringe, Stronghold, Breach, Stronghold, Breach
Round 7: Evac, Redwood, Evac, Fringe, Evac
Round 8: Stonghold, Infection, Evac, Breach, Hunted
Round 9: Evac, Breach, Fringe, Stronghold, Redwood
Grand Final: Stronghold, Infection, Evac, Fringe, Breach
[If second Bo5 needed in Grand Final: Breach, Redwood, Infection, Stronghold, Evac]

Match Delay

Matches must be played in their entirety unless both teams agree to delay the match. The match must still be completed before the start time & date of the next tournament round, as listed under the Tournament Schedule.

Default match date

If teams cannot agree to a date or time that fall within the tournament round of the fixture, the following will apply. The default match date will be set to the last day within the round and must be played at 7pm (CAT).
For example: Round 1’s (8-9 February) default match date will be the 9th of February at 7pm.

Conditions of match Delay

Failure to complete a match before the start time & date of the next tournament round may result in one or both teams forfeiting the match and removed from the tournament.
Teams may not delay the match for more than ten (10) minutes between each map. If a team delays the start for longer than ten (10) minutes between maps, they will forfeit that map.
Teams that delay a match for more than twenty (20) minutes will forfeit the whole match.
The team that did not delay must provide video proof showing that this ten (10) or twenty (20) minute delay did occur.

Incorrect Match Settings

It is the hosting team’s responsibility to ensure that the match settings are as outlined above in the Match Settings. If you notice that the host has the incorrect match settings, please record video proof of what is wrong, ensuring that the scores, time, incorrect rules and the players in the lobby are clearly visible and then immediately leave the game.
In the instance that the hosting team have the correct match settings and you leave the game before it is completed, the team that did not leave will receive the win for that map.
In the instance that the hosting team have the incorrect match settings and you do not leave the game before it is completed, the result of that map will stand.
The hosting team will not forfeit the map if the non hosting team does not leave the match and the map is completed.

Disconnections

Player Disconnections

If a player disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.
If a player disconnects after the game has started, the following rules apply:

Hardpoint
The match is to continue and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point.
Uplink
If the disconnection takes place before the end of the first half, the match is to be ended at the intermission and the host must allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The second half of the map is then to be played from the scores at which the game was ended. If the disconnection takes place after the end of the first half, the match is to continue and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point in the second half.
Capture the Flag
If the disconnection takes place before the end of the first half, the match is to be ended at the intermission and the host must allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The second half of the map is then to be played from the scores at which the game was ended. If the disconnection takes place after the end of the first half, the match is to continue and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point in the second half.
Search and Destroy
The match is to continue until the current round has been completed. At this point, the host must end the game and allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The match will resume from the score and sides at which the game was ended.
If both teams disagree over when the player disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Host Disconnection

If the host disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.
If the host disconnects after 30 seconds or after a kill has been made, the hosting team will forfeit that map.
If both teams disagree over when the host disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Match Interruptions

If random player(s) enter the room you must tell them to leave immediately. If the player(s) leave immediately without disrupting the match, the match should continue. If the player(s) disrupt the match, the match is to be ended and resumed from the score at which the player(s) entered and played for the time remaining when the match was ended.
If both teams disagree over when the interruption took place, video proof must be provided that shows the scores and time at which the interruption took place, as well as the players in the lobby.

Forfeits

In order for a team to forfeit, the opposing team must leave or end the match immediately after they have captured proof of their accusation. Teams will not be forfeited if the opposing team do not leave the game and the map is completed.
Teams will forfeit a map for the following reasons:
The use of a banned weapon, perk, attachment, or any other restricted item listed under the Restrictions above by any player. Using the equipment includes holding it while running or walking and/or placing it on the ground.
Leaving or ending a match prior to its completion and then failing to provide valid proof of the accusation against the opposing team.
Hosting a match with the incorrect Match Settings shown above.
The host disconnecting after the first 30 seconds or after a kill has been made.
Delaying a match by more than ten (10) minutes in between maps.

Hosting

If one team at match time does not contain at least one player who can host, the opposing team will host all the maps. If both teams cannot agree on a suitable host to play on, a neutral host may be arranged to host the ENTIRE game.
If both teams cannot agree on a neutral host, a ticket must be logged by both teams with links to evidence of the discrepancy.

Hosting Order

A team's seed is indicated by the number next to their team name on the tournament bracket. The highest seed is defined as the team with the seed closest to 0.
The hosting team is as follows:
Map 1: Highest Seed
Map 2: Lowest Seed
Map 3: Highest Seed
Map 4: Lowest Seed
Map 5: Highest Seed
The team that is not hosting will choose which spawn (side) they wish to start on.

Lag Test

When requested by the opposing team, a lag test must be completed prior to starting the match. This is a test round that does not count towards the match result, and uses the standard game settings that will be used during the match on a different map.
If the opposing team is not happy with the host after having performed a lag test, the hosting team must switch hosts.

Match Lag

If the host begins to lag in the middle of a match, you must ensure that you capture valid proof and then complete the remainder of the match. If you wish to make a complaint about the host once the match has been completed, please dispute the result of a match and contact a member of staff immediately.
Please remember we will need more than one point of view to prove that the host is lagging. One player’s point of view will not be enough to substantiate a lag claim directed against the host.

Reporting

Match Result

Both teams are responsible for reporting the result of a match. This can be done by reporting and confirming scores submitted via Toornament: https://goo.gl/GBmrdh
In the instance that only one team reports the match result, the result will automatically be confirmed after fifteen (15) minutes.

Disputed Result

In the instance that both teams report conflicting results, the match will be placed into dispute and will be handled by a member of staff.

Evidence

In the event of a dispute, both teams will be asked to provide evidence of their match victory. Please see the Evidence Policy section below to find out what evidence is required.
If neither team is able to provide evidence of their match victory, both teams will be removed from the tournament.

No Shows

A team has fifteen (15) minutes to show-up and be ready to start the match. Failure to do so will result in a forfeit.
To report a no show, please report via Toornament:on https://goo.gl/GBmrdh as a 5-0 win. Please also submit a ticket via [email protected].

No Show Proof

If you have a no show issue, you must provide video evidence that you have invited all members of the opposing team to play prior to the fifteen (15) minute no show deadline.

Cheating

We have a zero tolerance policy for cheating. Players caught cheating, glitching or abusing in-game mechanics in any way will be permanently banned from all future Zombiegamer competitions.

Evidence Policy

We strongly recommend that you obtain photo evidence showing the outcome of every match.

Evidence Requirements

When asked to provide evidence for the outcome of a match, all video and photographic evidence must clearly show the match score, time, players in the lobby and, if necessary, evidence of the rule violation of the opposing player.
Evidence that does not meet the above criteria will not be considered.

Uploading Evidence

All video evidence should be uploaded to an external website such as YouTube. Photographic evidence should be uploaded to an external website such as Photobucket or Imageshack. The URL link to the individual evidence must be sent to an admin, along with a brief description of what the evidence shows.

User Conversations

All conversations between users are not considered evidence. This includes, but is not limited to:
AIMs | Emails | Private Messages | PSN Messages | XBL Messages | Skype Messages | Tweets | Direct Messages | Whatsapp messages
Evidence that has been faked or tampered with in any way will not be accepted as valid. Anyone found to be providing fake proof will be permanently banned from competing on the website.

Support

If you have a problem with your match, please email [email protected].

Abusive Behaviour

Abusive behaviour towards staff members that are called into a match dispute will not be tolerated. The individual user and/or team violating this rule will be subject to a site wide ban.
By registering for this tournament, you are agreeing to the rule set above.