The Spring Open 2017

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Joined: 15 Nov 2012, 15:33

The Spring Open 2017

Postby par73 » 03 Apr 2017, 15:23

The Spring Open 2017 will take place between home grown teams throughout the Myth Community. Rosters of 6 up to 16 are allowed to form to take on the challenge of 2 Team between their gathering of teammates; Rosters may pre-register with 3 players but will be removed from the tournament at the start of scheduling if they do not meet the 6 player minimum. This tournament is looking to bridge the gap between the events of TWDS17 and MWC17, and offer a pre-season MWC opportunity for players who may miss out on the summer events or want to stay sharp. More importantly, it's to reward the current active players with the potential for higher quality games compared to random team or single stack public games.

The tournament will begin April 22nd, and end on May 13/4th. It will last 4 weeks.

Tournament Overview:
There are One Phases of TSO -
    1) Double Elimination Bracket

Teams who forfeit will be at risk to be removed from the tournament, do not sign up to waste your teammates or your opponents time!
I suggest that each team has a core of at least 6 active players who have free time on the weekends, and fill in their rosters with players who have less availability and commitment.
A double elimination bracket will be seeded randomly. The Upper and Lower Bracket Winners will face off in a BO7.

Invited Captains
These players hold priority over others in registering their team, in the event there are more than 4 teams:
Any MWC Champion
Any TWS Champion
Any Draft Tournament Champion

Match Rules -
Each match will begin both teams nominating a player to 1v1 to decide the first map pick, read below if you are unfamiliar with
Each Match will be a Best of 5.
Each team is allowed one "rehost", under the premise of the following conditions :
- A player has lagged out or disconnected from the game
- No damage has been inflicted between the two teams (i.e. healing wights or blowing up your own teams units does not count).
If a player drops in game after damage has been dealt, teams should not request a "rehost".
Each match should be played with a neutral host, if and when possible.
No guest accounts (Use Tournament Rooms for an easy filter).
Substitutes will be allowed with mutual agreement, they must be players not on any other team in the tournament.

Round Robin matches will not feature a "Sudden Death" game, however they will be used in the Bracket Matches.
The team who stages the comeback to tie the match will be awarded the option to pick the map and gametype, or pass to their opponents.

Grace Period - There is a 20 minute grace period by which matches delay until they need to begin. It is suggested that the 1v1 for the map pick is played during the grace period, so that the team games can begin immediately; however it is not required. If a team fails to field at least 2 players during the Grace Period, they will be forced to forfeit their match to their opponents. In the qualifying round robins, this means elimination for that team; in the double elimination, a top bracket team whom forfeits will be sent to the bottom bracket and a bottom bracket team whom forfeits will be eliminated.

Map Picks-
Map selection will be done similar to Cu Classic style: A 1v1 will take place between players on a mutually selected map. COACHING will be allowed by spectators for this 1v1. The winner of the 1v1 will earn the right for their team to select the map/gametype, or pass to their opponents. A team can also forfeit their 1v1 without being penalized, the team receiving the forfeit has the right to select the first map/gametype or pass to their opponents.

The official list of maps will be available in the "Map Picks" thread.

Game Rules -
Standard Settings, Unit Trading On, 2 Minute PT Minimum 4 Minute PT Maximum
No games should be picked to have less than 8 minutes, or more than 14 minutes.

Problems and Disputes
Uncontestable Balls, Infinite contest, etc...
    A ball is uncontestable if and only if it cannot be tagged by some unit available on the map walking up to it. It is uncontestable even if there is an artillery unit available which can blast it down. However, if it is on a hill where only soulless or spiders can walk (float) up and tag it, it is contestable. If a ball is made uncontestable, that team will have 60 seconds to blast it back into contestable range. If they do not, it will automatically belong to the other team, but cannot be used for instant victory. For instance, if a team has 5 of 6 balls and the last is uncontestable, the game must continue anyway.
    If a ball is pushed off mesh or to a place where it disappears from the overhead map, it is also counted as uncontestable, even if you could walk up to it and tag it (when you manage to find it).
    In allied games, it is not permitted to contest your ally's flags or balls in order to extend sudden death. If this occurs, the game will be scored as it was before the extension began.
    If a ball or flag is contested by two opposing teams in sudden death for more than 5 minutes (or if you know it will be), it will be considered out of play, and neither team will receive points for it. Both teams should evacuate contesting range at the appointed time.

Drops and Replays
    Each team will be allowed one free restart per match if a team captain or two players drop during the first 2 minutes of play (after PT). If that team loses players any time during the rest of the match, play must proceed unless both teams agree to restart a game.
    If an entire team, or all but one player, drops or goes OOS, and at least two members of the opposing team drop or go OOS as well, the game will be replayed, unless there was a clear winner (ask an official). This replay does not count as either team's one allowed restart.
    If an entire team drops out of the game and has already used their replay, the dropping team will receive a maximum reasonable loss (on Flag Rally, they still get their 3 or 4 certain flags). Naturally if both teams have agreed to drop (for a replay, etc), this rule does not apply.
    If a host drops a game, the game will have to be replayed, unless both teams, or an TSO official agrees that there would have been a definite winner in the dropped game. If the host was playing, or associated with one of the teams, use a different host for the rest of the match.
    If there is a dispute over whether or not a game should be replayed, replay it anyway and send all applicable films to the TSO staff.
    If, during the course of your match, there is a dispute over the rules, please find an TSO official immediately! If you cannot locate an official, try sending a message on the Myth Discord. That goes to several people so someone should see it before too long.
    If worse comes to worst, replay any games in question, and clearly mark the replay when you upload films. An official will hear arguments at a later date and make a determination.
    In the Double Elimination ladder, all ties must be settled. If a match ties but no games tie, then one team has won more games during the match than the other; the team with more games won advances.
    If the score is tied and the games are tied, then the tiebreaker map should be played to determine the winner. This will not be scored, and ratios from it will not be tallied. The tiebreaker is Territories, If I Had a Trow..., 12 minutes. If you have any doubt about whether the match ended in a tie, play the tiebreaker and include it with the films. A determination will be made later.
    In the Grand Finals, a tie will count as a win for the challenger: the match continues into sudden death and proceeds until one team wins two in a row.
    Any team that does not have at least two players on at their designated match time will receive a forfeit loss. If neither team has enough players show up to play, or no films are received for the match, it will be recorded as a double-forfeit, and both teams will receive a penalty.
    A forfeiting team will receive a match loss. We strongly encourage you not to give up during the DE! Even if you expect to lose a match, it could mean the difference between facing a team you can beat and one you can't.
    Since only match wins matter, a forfeit will count as a win for the team that was forfeited to, and a loss for the team that forfeited.
    Before each game, the two teams will need to decide on a host. This can be done in a number of ways, usually the host who has the best ping to the most people is chosen. If neither team possesses such a host, a neutral host will be permitted.
    If the two teams cannot agree on a host, the team who won the 1v1 will be allowed to choose the host for all odd games, e.g. 1, 3, and 5 in a five game match. The team who lost the 1v1 will choose the host for the even games. It's also possible to use a random process to determine who will act as "high seed". For instance, play paper, rock, scissors through a neutral party.
    If the other team chooses a host that is terrible for everyone, find a TSO official to settle the matter. I encourage teams to play on the best hosts available, to keep the fun and competition at a maximum.
Pre-Game Delays
    All matches must be started by twenty minutes after the predetermined match time. If one team fails to show or check in beyond this limit, an TSO official may be called in to take note of a game forfeited. Each additional twenty minutes will result in one more game forfeited.
    Similarly, all subsequent games must be started within five minutes of the previous one, or an TSO official may be called in to take down a forfeit.
    Of course, if neither team has a problem with the delay, no action is necessary.
Gl !

Posts: 122
Joined: 13 Sep 2016, 00:59

Re: The Spring Open 2017

Postby Seeker » 12 Apr 2017, 16:12

My mock website.

Some issues on the map section with mobile, but nothing that makes it unusable.

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