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L4d2 tournament rules

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  1. ## Section 0: Readme
  2. - [Homepage][1]
  3.  
  4. #### Legal
  5. Copyright (C) 2014-17 by Ryan Delaney. Permission is granted to copy,
  6. distribute and/or modify this document under the terms of the GNU Free
  7. Documentation License, Version 1.3 or any later version published by the
  8. Free Software Foundation; with no Invariant Sections, no Front-Cover
  9. Texts, and no Back-Cover Texts. A copy of the license is included in the
  10. file titled "LICENSE".
  11.  
  12. Valve, the Valve logo, Left 4 Dead, Left 4 Dead 2, Steam, and the Steam
  13. logo are trademarks and/or registered trademarks of Valve Corporation.
  14. All other trademarks are property of their respective owners.
  15.  
  16. ## Section 1: Tournament administration
  17.  
  18. ##### 1.1 Staff
  19.  
  20. The Tournament Director will be: [Grizz]
  21.  
  22. The Assistant Tournament Director(s) will be: Sou and Spoon for now, with possibly more to come, hopefully...
  23.  
  24. ##### 1.2 Disputes
  25. The Tournament Director is the sole arbiter and court of last resort forv
  26. all disputes. Their decisions are final and cannot be appealed.
  27.  
  28. ##### 1.3 Sanctions
  29. The Tournament Directors reserve the right to impose any sanction on any
  30. competitor or individual player at their sole discretion as circumstances may
  31. warrant.
  32.  
  33. ##### 1.4 Conflicts of interest
  34. Staff may participate in the tournament. Where there may be an
  35. appearance of a conflict of interest, a Tournament Director will yield
  36. to a counterpart if possible.
  37.  
  38. ##### 1.5 Official communication
  39. Official communication will take place via the group https://steamcommunity.com/groups/Down2fragtournaments.
  40.  
  41. ## Section 2: Tournament Format
  42. The tournament will consist of two sections.
  43.  
  44. ##### 2.1 Swiss section
  45. The first section will be a Swiss System tournament of [6]
  46. rounds. A match win will score 1 point; a tie scores a half
  47. point; a loss or forfeit scores 0 points.
  48.  
  49. After the registration deadline, the registered participants will be
  50. seeded according to the judgment of the Tournament Director. The first
  51. round will then be paired by a "top half vs bottom half" method. For
  52. example, if there are 10 participants, then the #1 seed will be paired
  53. against the #6 seed, the #2 seed against the #7 seed, and so on.
  54.  
  55. In subsequent rounds, participants will be paired at random against
  56. others with the same record of Won : Lost games.
  57.  
  58. There will be no eliminations from the Swiss section due to poor results or
  59. lost games.
  60.  
  61. ###### 2.1.1 Double Jeopardy
  62. Under no circumstances will two competitors face each other more than
  63. once during the Swiss section.
  64.  
  65. ###### 2.1.2 Byes
  66. In the event that a round must be paired with an uneven number of
  67. participants, a bye will be awarded to the lowest ranked participant in
  68. the lowest score group. A bye scores a full point.
  69.  
  70. ###### 2.1.3 Tiebreakers
  71. Ties will be broken by the following criteria, descending :
  72.  
  73. 1. [TBD]
  74. 2. [TBD]
  75. 3. [TBD]
  76.  
  77. ###### 2.1.4 No-shows
  78. Any team that forfeits two consecutive matches may be automatically dropped
  79. from the tournament.
  80.  
  81. ###### 2.1.5 References
  82. For information on the Swiss System, you can review the following
  83. links:
  84.  
  85. * [Wikipedia][3]
  86. * [World Chess Federation][4]
  87. * [Wizards of the Coast][5]
  88.  
  89. If you have any further questions about the Swiss System, contact a
  90. Tournament Director or the author.
  91.  
  92. ###### 2.1.6 Deadlines
  93. Because Swiss pairings are based on prior round scoring, the next round
  94. cannot be paired until all the results of the previous round have been
  95. reported.
  96.  
  97. Therefore, there will be a ZERO TOLERANCE policy for matches that
  98. remain unreported past the round deadline.
  99.  
  100. ##### 2.2 Playoffs
  101. Once the first section is completed, [tbd] teams will move
  102. on to the playoffs. The playoffs section will be a
  103. single-elimination knockout tournament.
  104.  
  105. ##### 2.3 Map pool
  106.  
  107. 1.[Pacifice] - (Zonemod)
  108. 2.[Diescraper redux] - (EQ)
  109. 3.[Blood harvest] - (Apex)
  110. 4.[Carried off] (Zonemod)
  111. 5.[Hard rain] - (Promod E-)
  112. 6.[Suicide Blitz] - (Zonemod)
  113. 7.[Dead air] - (Apex)
  114. 8.[Arena of the dead 2] - (Promod E-)
  115. ###### 2.4 Finales
  116. All finales will be played, including The Parish finale.
  117.  
  118. ## Section 3: Registration process
  119.  
  120. ##### 3.1 Registration
  121. Teams may register by  [https://steamcommunity.com/groups/Down2fragtournaments].
  122.  
  123. ##### 3.2 Deadline
  124. The deadline for registrations is [August 25th]. Late registrations will not be
  125. accepted.
  126.  
  127. ##### 3.3 Double registration
  128. A player may be registered for only one team in the tournament. A player
  129. who drops from a roster may not re-join with another team after the
  130. registration deadline.
  131.  
  132. ## Section 4: Servers
  133. Game servers will be selected according to the following criteria:
  134.  
  135. ##### 4.1 Hosting
  136. The server must be dedicated and hosted by a reputable hosting company.
  137.  
  138. ##### 4.2 Configuration
  139. the
  140. configuration and plugins. The version to be played will be posted with
  141. the pairings each round.
  142.  
  143. ##### 4.3 Web-cast support
  144. Servers will have enough slots for up to two casters, two cameramen, and
  145. an administrator. Support for the `spechud` addon is highly desirable.
  146.  
  147. ##### 4.4 Tickrate
  148. Servers with tickrate greater than or equal to 60 will be preferred, unless
  149. both teams agree to another tickrate.
  150.  
  151. ##### 4.5 DOS protection
  152. Servers with [DoS Protection][6] are preferred.
  153.  
  154. ##### 4.6 Home servers
  155. If the tournament has been designated as international (a.k.a. "Home/Away")- The designated server will be determined in communication between the admin/co-admin and the captains of a tournament's team.
  156.  
  157. the following rules apply:
  158.  
  159. ###### 4.6.1 Home server selection
  160. Each team's home server will be a server that satisfies the above criteria and
  161. provides the best average ping for the members of their team.
  162.  
  163. ###### 4.6.2 Gamesmanship is not tolerated
  164. It is not acceptable to choose a home server on the basis that it would provide
  165. poor latency for the opposing team. Attempts at gamesmanship in server choice
  166. will be dealt with by the staff.
  167.  
  168. ## Section 5: Match schedule
  169.  
  170. ##### 5.1 Rounds and scheduling
  171. Pairings and brackets for each round will be posted weekly on Monday.
  172.  
  173. Players are strongly encouraged to use the free on-line scheduling tool
  174. at [doodle.com][7]: it is free, functional, does not
  175. require registration, and supports time zones.
  176.  
  177. ###### 5.1.1 Scheduling deadline
  178. Matches must be scheduled before the following Wednesday at midnight.
  179.  
  180. Teams are encouraged to begin negotiating the schedule early; delinquent
  181. scheduling will result in a double forfeit.
  182.  
  183. ###### 5.1.2 Scheduling duties
  184. Any player on the roster may perform scheduling duties.
  185.  
  186. ###### 5.1.3 Reporting results
  187. Results must be submitted, with a screenshot, by the following Sunday at
  188. midnight. Failure to report weekly round results before the deadline
  189. will result in a double forfeit. Under no circumstances whatsoever will
  190. extensions be granted.
  191.  
  192. To report match results, [Discussion thread in group]. Include a screenshot of the
  193. final scores. Results will not be accepted via email, Steam instant
  194. messenger, or the Steam Community.
  195.  
  196. ###### 5.1.4 How to schedule a match
  197. A match schedule consists of three elements:
  198.  
  199. * The date and time, with the time zones, when the match will begin
  200. * The number of games that will be played in the match
  201. * The server(s) on which the games will be played
  202.  
  203. Each team must agree on all three points, or the match scheduling is
  204. incomplete.
  205.  
  206. Competitors are strongly urged to post their complete match schedules to avoid
  207. any possibility of miscommunication or dispute about these details at match
  208. time.
  209.  
  210. ##### 5.2 Tardiness
  211. Each team has 15 minutes after the scheduled time to have 4 players in
  212. the server and readied up. The standard penalty for failure will be a
  213. forfeit loss of the match.
  214.  
  215. ##### 5.3 Casting
  216. The competitors agree that the matches may be casted according to the usual
  217. process.
  218.  
  219. ###### 5.3.1
  220. Access to mumble servers for ‘war rooms’ is appreciated
  221. but not required.
  222.  
  223. ##### 5.4 Spectators
  224. Aside from tournament staff and authorized casters, no spectators
  225. whatsoever will be allowed in the server during matches.
  226.  
  227. ###### 5.4.1 Requests for Oversight
  228. Any team may request that an administrator be present at their match. The
  229. staff will honor reasonable requests to the best of their ability, weighing
  230. conflicting obligations, the significance of the match to the tournament
  231. results, and the seriousness of concerns about improper behavior that
  232. may take place.
  233.  
  234. ##### 5.5 Ringers
  235. A defining characteristic of a championship team is the
  236. capacity to field a team for a match at the agreed upon
  237. date and time. Therefore, both teams must agree to allow
  238. ringers, or ringers will not be allowed.
  239.  
  240. ###### 5.5.1 Double agents
  241. No registered player may ring for another team unless their team has
  242. withdrawn from the tournament or that player has been removed from the
  243. roster.
  244.  
  245. ###### 5.5.2 Limits on ringers
  246. Each team must field at least three (3) rostered players in each match,
  247. regardless of consent from the opponent.
  248.  
  249. No ringers whatsoever will be allowed in the playoff phase of the tournament,
  250. regardless of consent from either team.
  251.  
  252. ##### 5.6 Demos and screenshots
  253.  
  254. ###### 5.6.1 Demos are mandatory
  255. Each participant is required to record and save demos of their match
  256. play. All demos must be stored until the end of the tournament, and
  257. must be submitted promptly to a Tournament Director on request.
  258.  
  259. To record a demo, open the console and type `record <demoname>`.  It is
  260. not necessary to re-record after a map change, but it is necessary to
  261. re-record after disconnecting from the server for any reason.
  262.  
  263. ###### 5.6.2 Screenshots are mandatory
  264. Each team is allowed up to one (1) pause per round to request
  265. screenshots.
  266.  
  267. Each player must take a screenshot whenever asked by anyone in the
  268. server.
  269.  
  270. ###### 5.6.3 Privacy
  271. Players are never required to provide demos or screenshots to anyone
  272. except the staff. Although there is no basis for an expectation of
  273. privacy, they are considered confidential and will be shared only for:
  274.  
  275. - Asking second opinions of skilled players who are trusted to keep what
  276.   they find in confidence
  277. - To expose wrongdoing to the community if, and only if, it is discovered
  278.  
  279. ###### 5.6.4 Responsibility is with you
  280. It is each player’s individual responsibility to ensure that demos
  281. and screenshots are recorded, uncorrupted, and submitted in a timely
  282. manner.
  283.  
  284. Failure to submit demos or screenshots on the request of the staff will
  285. result at minimum in a zero score for the associated rounds, and
  286. possible suspension of the player from the tournament.
  287.  
  288. ##### 5.7 Exploits
  289.  
  290. ###### 5.7.1 AI pathing exploits
  291. It is illegal to intentionally exploit AI pathing by moving to an area that
  292. causes NPC infected to stop attacking. However, it is permitted to exploit
  293. witch pathing in a way that causes her to climb over obstacles repeatedly.
  294.  
  295. A typical penalty for intentionally exploiting AI pathing will be a
  296. zero score for the round.
  297.  
  298. ###### 5.7.2 Tank pathing
  299. If an AI tank stops advancing for any reason, the survivors must be
  300. notified in a reasonable time. Intentionally positioning a tank so that
  301. it cannot advance when AI controlled is not allowed.
  302.  
  303. A typical penalty will be equivalent to full map distance and health bonus at
  304. the time of the infraction.
  305.  
  306. ###### 5.7.3 Spectate command
  307. It is illegal to use the `!spectate` command excessively or in a way that gains
  308. an unfair advantage.
  309.  
  310. Historically, accepted uses of the spectate command have been:
  311.  
  312. * If the player is out of bounds or has become stuck in an object and cannot
  313.   move or attack the survivors
  314. * If a player-controlled SI is not being killed by the survivors in a
  315.   reasonable time (e.g. instead of killing a spitter, the survivors are m2ing
  316.   it for >10 seconds)
  317. * If the server crashed at some point during the match and it is necessary to
  318.   spectate in order to ensure a proper tank rotation
  319.  
  320. If a player spectates in a way that staff judge to be abusive, a typical
  321. penalty will be a zero score for the round.
  322.  
  323. ###### 5.7.4 "Stuck spots"
  324. It is illegal to exploit "stuck spots" by intentionally becoming stuck
  325. in a map entity. If a player-controlled special infected is teleported in this
  326. way, it must be killed via `!spectate`. If a tank is teleported, it must be
  327. slain via SourceMod or a vote-kick.
  328.  
  329. ###### 5.7.5 Death Toll bridge
  330. As survivor, it is illegal to cross the bridge on `c10m1_caves` without
  331. climbing a ladder.
  332.  
  333. ###### 5.7.6 Hard Rain elevator
  334. As survivor, it is illegal to skip the elevator holdout event by jumping on
  335. common infected.
  336.  
  337. ###### 5.7.7 Spawn glitches
  338. As infected, it is illegal to clip through a brush or other obstruction by
  339. spawning while passing through it in "ghost mode".
  340.  
  341. The minimum penalty will be a match loss by forfeit.
  342.  
  343. ###### 5.7.8 Attacking from out of bounds
  344. As infected, it is illegal to attack the survivors in any way from out of the
  345. normal map bounds.
  346.  
  347. ##### 5.8 Glitches
  348.  
  349. ###### 5.8.1 Rescue vehicles
  350. In the event of a finale rescue vehicle glitch (most common on Swamp
  351. Fever, but also possible on Dark Carnival and Hard Rain) the half will
  352. be replayed following a restart round. If necessary the final scores
  353. will be calculated manually.
  354.  
  355. ###### 5.8.2 Un-clearable survivors
  356. In some extremely rare cases, a pinned survivor cannot be cleared after
  357. an infected player gains control of the tank. In that event, either team
  358. may request that the round be replayed. If requested, the tournament
  359. directors may review demos and determine if the result of the replayed
  360. round will be used, or if some other action will be taken according to
  361. the circumstances.
  362.  
  363. ## Section 6: Addons and configuration
  364. The following guidelines will assist the competitors in understanding
  365. the intentions of the Tournament Directors. However, the tournament
  366. directors may choose to impose sanctions for any addons or modifications
  367. at their sole and arbitrary discretion (per Section 1.3).
  368.  
  369. All players are strongly urged to discuss modifications with the
  370. Tournament Directors to ensure they are fully in compliance with the
  371. rules before making any changes. The best way to avoid the severe
  372. penalties associated with bending or breaking these rules is to play
  373. with a stock configuration.
  374.  
  375. ##### 6.1 Penalties
  376. The minimum penalty for illegal modifications or addons is a forfeit
  377. loss for the match. There is no maximum penalty, which may include team
  378. expulsion from the tournament, forfeiture of already played matches, and
  379. forfeiture of team eligibility for any prizes.
  380.  
  381. ##### 6.2 Permitted modifications
  382. The following modifications are PERMITTED:
  383.  
  384. ###### 6.2.1 Menu
  385. All modifications to the Left 4 Dead 2 user interface that do not alter,
  386. nor interact with the in-game user experience nor provide additional
  387. information about the game state (e.g. ZoneMenu, menu music, menu fonts,
  388. menu shortcuts, console fonts, etc.) are allowed.
  389.  
  390. ###### 6.2.2 HUDs
  391. Modifying or removing HUDs, crosshairs, and pain pointers is allowed.
  392.  
  393. ###### 6.2.3 Gun models
  394. Modifying or removing gun models and animations is allowed.
  395.  
  396. ###### 6.2.4 Tank music
  397. Modifying or removing “tank music” including altering the volume is
  398. allowed.
  399.  
  400. ###### 6.2.5 Round end music
  401. Modifying or removing music played at the end of the round after a wipe,
  402. saferoom door closed, or player death is allowed.
  403.  
  404. ###### 6.2.6 Blue tint
  405. Modifying or removing the blue tint while spawning special infected in
  406. “ghost mode” is allowed.
  407.  
  408. ###### 6.2.7 Red tint
  409. Modifying or removing the red tint that appears while spawned as special
  410. infected or tank is allowed.
  411.  
  412. ###### 6.2.8 Console variables ("cvars")
  413. Source engine configuration files and scripts that do not exploit
  414. “cheat” cvars and do not circumvent cvars blocked by the competitive
  415. configuration (e.g. `mat_hdr`) are allowed.
  416.  
  417. ###### 6.2.9 Wait
  418. Use of the wait command in scripts is allowed without
  419. limitation, unless it is blocked by the server.
  420.  
  421. ###### 6.2.10 Command-line arguments
  422. All command-line arguments that do not exploit nor allow the player to
  423. exploit “cheat” cvars are allowed.
  424.  
  425. ###### 6.2.11 GUI options
  426. Any configuration setting that can be altered using the standard
  427. in-game menu options or legal console variables is allowed.
  428.  
  429. ###### 6.2.12 Unused sounds
  430. Modifying materials and sounds that are related to weapons or items
  431. that are banned in the competitive configuration (which may
  432. include: "Tier 2" weapons, chainsaw, M60, grenades, etc) is allowed.
  433.  
  434. ##### 6.3 Forbidden modifications
  435. Aside from the above, no modifications to game files or materials, nor
  436. use of third-party software and applications that affect gameplay will
  437. be allowed, without the public, prior, and written authorization of the
  438. Tournament Director(s). This includes but IS NOT LIMITED to:
  439.  
  440. ###### 6.3.1 Visual elements
  441. Any changes whatsoever to the stock survivor or infected models, map
  442. textures, skyboxes, props, or other materials and files used for
  443. rendering the in-game environment are forbidden.
  444.  
  445. ###### 6.3.2 Audio elements
  446. Any changes whatsoever to game sounds are forbidden.
  447.  
  448. ###### 6.3.3 Third-party hooks
  449. Any third-party applications, programs, or macros that read or modify
  450. memory in a method for affecting gameplay, or that provide information
  451. about the game state to the player, or that simulate mouse movement
  452. (aiming) while the game is running are forbidden.
  453.  
  454. ###### 6.4 Netcode toggling
  455. After the ready-up for the first half of each map, changing the following cvars
  456. is forbidden until both halves of the round are complete:
  457.  
  458. * `cl_interp`
  459. * `cl_interp_ratio`
  460. * `cl_lagcompensation`
  461.  
  462. ## Section 7: Unsportsmanlike conduct
  463. Each participant is expected to hold themselves to a high standard
  464. of professional and courteous conduct toward others at all
  465. times. Abusive, harassing, disrespectful, or unsportsmanlike conduct
  466. will not be tolerated -- neither during a tournament match nor
  467. in any other venue.
  468.  
  469. ##### 7.1 Insufficient effort to win
  470. Any competitor who, in the judgment of a staff member, has
  471. not committed their full effort to winning the match is
  472. guilty of unsportsmanlike conduct.
  473.  
  474. ##### 7.2 Excessive pausing
  475. Repeated or lengthy use of the pause function disrupts the normal flow of the
  476. match and frustrates the expectations of the spectators and other players.
  477. Therefore, extensive pausing is unsportsmanlike conduct if it is judged by
  478. staff to be excessive, regardless of the reason.
  479.  
  480. ##### 7.3 Sound effects
  481. Players may not use console commands or radial menus to trigger sound
  482. effects that taunt, harass, annoy, or confuse other players. This
  483. includes but IS NOT LIMITED to:
  484.  
  485. * Survivor laughter or coughing vocalizations
  486. * User-controlled special infected vocalizations of any kind whatsoever
  487. * Survivor death sounds, or other vocalizations associated with player
  488.   state or health (such as incapacitation or being “black and white”)
  489. * Triggered vocalizations or sound effects associated with director
  490.   events (such as the rescue vehicle’s arrival, etc.)
  491.  
  492. ##### 7.4 Sprays
  493. Players may not use sprays that imitate or resemble environmental
  494. objects, such as: weapons, other players, infected models, props, or any
  495. other recognizable game element.
  496.  
  497. Players may not use sprays that are grotesque, violent, obscene, or
  498. depict other disturbing or offensive imagery such as pornography,
  499. racist logos, or “shock” images.
  500.  
  501. ##### 7.5 Guilt by association
  502. An entire team may be held responsible for the
  503. unsportsmanlike conduct of any team member.
  504.  
  505. ##### 7.6 Respect the server hosts
  506. Tournament competitors will not break server rules at any time when they are
  507. using someone else's server.
  508.  
  509. <!-- EXLINKS -->
  510. [1]: https://github.com/rpdelaney/l4d2-tourney-rules
  511. [2]: http://www.swissperfect.com/tiebreak.htm#buchholz
  512. [3]: https://en.wikipedia.org/wiki/Swiss-system_tournament
  513. [4]: http://www.fide.com/component/handbook/?id=84&view=article
  514. <!--
  515. [5]: http://www.wizards.com/dci/downloads/Swiss_Pairings.pdf
  516. [6]: https://github.com/SirPlease/IPTavbles
  517. [7]: http://doodle.com
  518.  
  519. vim: filetype=markdown spelllang=en_US
  520. -->
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