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  1. 1v1 Map Pool:
  2.  
  3. Blistering Sands (BS)
  4. Steppes of War (SW)
  5. Desert Oasis (DO)
  6. Scrap Station (SS)
  7. Xel'Naga Cavers (XC)
  8. iCCup Fury (FR)
  9. iCCup Sanshorn Mists (SM)
  10. iCCup Sungsu Crossing (SC)
  11. Metalopolis (MT)
  12. Shakuras Plateau (SP)
  13. Lost Temple (LT)
  14. iCCup Enigmna (EN)
  15.  
  16. 2v2 Map Pool:
  17.  
  18. Arid Wastes (AW)
  19. High Orbit (HO)
  20. Scorched Haven (SH)
  21. War Zone (WZ)
  22. iCCup Grand Line (GL)
  23. iCCup Princess Fortress II (PF)
  24.  
  25. 1.00 - nGP Information
  26.  
  27. 1.10: The nGP is an North American League based upon the Eastern Standard Time (EST)
  28. 1.20: The League is based on Battle.Net
  29. 1.30: The Official league email is nightmaregamingproject@gmail.com! Anything that is required to be emailed must be sent there and not any other location!
  30. 1.40: Format for the nGP is 5 series which are all Best of 3 including 4 solo type series and 1 2vs2 type series.
  31. 1.50: Each CW has a possible best of 5 Points where each Bo3 Series won will give your team 1 Full point.
  32. 1.60: Managers are FULLY responsible for their team. This means its the Managers Responsibilty to ensure that their team understands the rules of the league. And any players that represents that managers team must follow the rules of the league.
  33. 1.70: Admins are not required present during each CW, but we will try to have one at each CW. So please refer to the rules if questions or a problem occurs during a CW. If there is no rule present to solve the situation or answer the question immediately attempt to contact a Admin. If one cannot be contacted then email the event of the situation to nightmaregamingproject@gmail.com and attempt to create your own solution that must be agreed by both sides.
  34.  
  35.  
  36. 2.00 - Definitions
  37.  
  38. 2.10: Series or Set = Best of 3 Matches
  39. 2.20: Match = A single game that is a part of a Best of 3 Games
  40. 2.30: BM = Bad Manner
  41. 2.40: CW = Clan War
  42. 2.50: FF = Forfeit
  43. 2.60: PP = Penalty Point
  44. 2.70: Admin = League Administrator
  45. 2.80: Manager = A teams organizer & official that manages the tasks and duties of that team
  46.  
  47.  
  48. 3.00 - Scheduling
  49.  
  50. 3.10: Team Head Managers and/or Sub Managers are solely responsible for making sure their matches are scheduled.
  51. 3.20: Clan Wars cannot be divided up into more than 1 scheduled time in the given time frame for each week.
  52. 3.30: Managers from BOTH sides must email the league (nightmaregamingproject@gmail.com) of the scheduled time (Both times must match to verify the scheduled time).
  53. 3.31: Both teams should send in their scheduled time at least one day in advance or they will receive 1 PP.
  54. 3.40: Multiple series can be played at the same time during a CW (For example, doing 3 of the Series at the same time. This helps the CW's get completed faster).
  55. 3.50: The Scheduled times MUST be sent before Friday 11:59pm (EST and CET) or your team will receive 1 PP.
  56. 3.51: If only 1 team has sent in the scheduled time, to ensure that this scheduled time is and was confirmed by the other team, we ask that you provide us with proof, otherwise if need a confirmation by the other teams manager. If you do not provide proof and their manager does not confirm it, then your team will be given .5 PP for a false confirmed time.
  57. 3.60: Teams have (1) Week to complete their CW's
  58. 3.61: Each Week begins on Monday 12:00 am and End on Sunday 11:59 pm(EST and CET).
  59. 3.62: Failure to complete the CW during that 1 week time frame will result in .5 PPs (per series incompleted) for each day played outside of the week.
  60. 3.63: In the event of having a difficult time scheduling and no time during the 1 week period cannot be determined Rule (3.62) will be neglected only if an admin agrees with playing outside of the week.
  61. 3.70: If a team is unreachable and proper notification of this is made by the other team (such as providing proof on attempting to contact) no PP's will be given and Rule (3.50) will be neglected. If that team still cannot be contacted to the point of going outside of the play week, that team will FF each series not played.
  62. 3.80: If there is difficulty scheduling a match, you MUST notify the admins by email (nightmaregamingproject@gmail.com). The admins will help you get your match scheduled, and if for some reason a time cannot be agreed upon, teams will be forced to play on Sunday @ 8pm EST (Sunday 20CET).
  63. 3.81: In the event of a CW not being scheduled where admins have no notification, teams Must play on Sunday @ 8pm EST(Sunday 20CET). If the teams do not show up for that time, they will both receive 3 PPs and be forced to play the following day @ 8pm EST (20CET)(Continue this process for each day not played).
  64. 3.82: The Default Scheduled Time for unscheduled matches is Sunday @ 8pm EST(Sunday 20 CET) (Refer to Rule 3.81 for details)
  65.  
  66.  
  67. 4.00 - Lineups
  68.  
  69. 4.10: Managers/Sub-Managers are responsible for submitting a lineup by Email to nightmaregamingproject@gmail.com(Only can Managers/Sub-Managers send in lineups, lineups from anyone else will not be accepted)
  70. 4.11: Lineups must be sent 30 minutes prior to the start of the Matches start time. Failure to send it on time will result in 0.5 PPs.
  71. 4.20: Lineups must include the players Name(Bnet Name/ID code), Race(z,p,t,ra), and the map they are playing on.
  72. 4.21: The Race that is given in the lineup is the race that player MUST play for his 1st Match in his Bo3 Series.
  73. 4.22: The Name that is given in the lineup MUST match the name on that teams Roster! If it does not match it, the team will be notified and given .2 PPs and they must send in a corrected Lineup simply only fixing that player, no other changes can be made to the lineup.
  74. 4.23: If an Admin does not catch the mistake, youre still responsible for making the error and that player will be Forced to FF his series if not Subbed out(Refer to the rules on Subcards for details). If you catch the mistake before the start of the CW, you will only receive .2 PPs.
  75. 4.30: Failure to send lineup correctly, on time, or sent in at all will result in PPs.
  76. 4.40: Because the admins cant always guarentee that a lineup will be posted 30 min prior to the match, or even posted before the match is scheduled to start, it is expected that teams still use the exact same lineup that they emailed. Simply exchange your lineup at the start of your CW. If there is any difference in what you played for the CW and what was sent in the lineup, you'll either FF or be given PPs accordingly.
  77. 4.50: In the event of using a International Player, the Manager of the team using the international player should make sure that there is a good host for that player. If you find that there is no suitable host available, before the Start of the CW you may send in a new lineup to change that international player for another player on your roster. However, you cannot change that players race, only the player. (You will not recieve PPs in doing this, as long as its before the start of the CW and as long as you only change the player and nothing else in the new lineup)
  78.  
  79.  
  80. 5.00 - Clan Wars
  81.  
  82. 5.10: A Clan War begins according to the Websites USEast timezone (or CET) that was scheduled and agreed by both teams. (Refer to Rules under Scheduling For Details on other cases)
  83. 5.20: Default Hosting must be done by a Neutral Host unless agreed by both managers that a host from another location will be used. (Refer to Rules under Hosting/Lag/Discontent During Matches for details on Hosting)
  84. 5.30: Each team has 10 Min to verify that their players are present and ready to play (This doesnt mean they must be playing within those 10 min, just simply they MUST be present)
  85. 5.31: If the player is not notified present then either the managers must agree that its ok if they are late or a Wildcard or Subcard must be used. If no card is used and the managers do not have an agreement, the other team is eligible to take a FF win.
  86. 5.40: Players MUST play the race that is sent in the lineup for their 1st match! After the 1st match they may use whatever race they want.
  87. 5.50: After the 1st Match in a series, players have the option to veto 1 map.
  88. 5.60: Only a 5 min break between matches is allowed. If the player exceeds that 5 min, the other player may take a FF win for that match. (If that FF win were to bring the match to a 1-1, then the player must wait an additional 5 min before taking a 2nd FF match win).
  89. 5.70: The losing player during the series gets to pick the next map (unless its vetoed by the other player) from the Accepted Maps in the nGP Map Pool.
  90. 5.80: Because an Admin cannot always be present during a CW, please document any important details when it comes to resolving issues that may occur during that CW. We must always assume the best from each teams and only hard proof can help peoples case when it comes to an issues or problem that may of occurred.
  91.  
  92.  
  93. 6.00 - Replays
  94.  
  95. 6.10: Managers are responsible for making sure their teams replays are saved.
  96. 6.20: Managers must upload every replay won by their team to a suitable replay hosting site, and then link them in the battle report. DO NOT email them.
  97. 6.30: The league will try to have an Admin present to help save replays, but no guarantees so please save all your games.
  98. 6.40: Replays must be sent in before the end of each Week ( Sunday 11:59pm).
  99. 6.41: If your match is scheduled Sunday, then you have until Monday Night 11:59p.m. to have the replays sent in.6.50: If the replays are not sent in on time your team will receive .2 PP for each replay missing.
  100.  
  101.  
  102. 7.00 - Roster
  103.  
  104. 7.10: Teams must have minimum 5 players on their roster at all times.
  105. 7.20: Your roster must include each players account that they will play on for league matches (Bnet name/ID cod), country, and race.
  106. 7.30: Players can be international.
  107. 7.31: Players can represent countries of choice
  108. 7.40: To add/remove players email the league at nightmaregamingproject@gmail.com where you must include race, country, and account info.
  109. 7.50: Newly added players must wait one (1) week from the requested added time until they can play for that team in the nGP. Using a player before the week is up will result in an automatic FF.
  110. 7.60: Double Tagging is Strictly Prohibited in the nGP. If a player is caught, from Any league, to be double tagging (Playing for 2 or more different teams) that player will be Banned from the nGP. The admin team will decide the penalty for the player's team depending on how much involvement/knowledge the team had. This includes teams not currently participating in nGP, but play in other international leagues.
  111.  
  112.  
  113. 8.00 - Subcards and Wildcards
  114.  
  115. 8.10: Each team will receive 3 Subcards and 3 wildcards
  116. 8.20: You may only use a subcard once During a Clan War. Its purpose is to allow your team to replace a player that was sent in your lineup with another player that is on your current team roster.
  117. 8.30: Subcards may be used anytime during the CW, unless the Series has already begun (Unless the player was not notified as present during the 1st 10 min of the CW start time: Refer to Rule 5.30).
  118. 8.40: Subcards can be used to sub a player for a solo or 2v2 or both.
  119. 8.41: A player that is already on the lineup to solo is not allowed to sub for another soloer (in other words, a player may only participate in one solo series per CW).
  120. 8.50: Wildcards may only be used before 10 min have passed since the starting time of the CW and you may only use 1 Wildcard at a time.
  121. 8.51: If using a wildcard to delay the rest of a series matches, it is allowed even if its after the 10 min time limit. This is ONLY if the series has already begun.
  122. 8.60: Wildcards are used to delay a Series or the remainder of a the matches for that Series. They cannot be used during the middle of a game.
  123. 8.70: Teams have one (1) week to complete the Wildcarded Matches/Series. However, the team that used the wildcard is responsible for making sure that the match is completed.
  124. 8.71: If the other team is being difficult on scheduling the match, please email the nightmaregamingproject@gmail.com or contact an admin so that we can help get the match completed.
  125. 8.80: If the Wildcarded game was never completed (and there is no signs of needed help to get the match scheduled) then the team that used the wildcard will simply FF the match and be penalized.
  126.  
  127.  
  128. 9.00 - Hosting/Lag/Discontent During Matches
  129.  
  130. 9.10: A neutral Host must be used and has to be agreed by both players.
  131. 9.11: If an Admin is present and the players cannot agree upon a neutral host, the admin will assign the host. Otherwise Managers will have to agree upon the host.
  132. 9.20: Each Player May Veto 1 Map (does not have to be made before the series).
  133. 9.31: After a Match, the loser gets to pick any map from the nGP Map Pool, except for the opponent's vetoed map and maps previously played in that series.
  134. 9.40: There is a 2 min rule for every match where if you believe that the host is too laggy or your experiencing lag by your computer, you may request a RM.
  135. 9.41: After 2 min, if the game is laggy the game can be saved and re-hosted if agreed by both players. Leaving a game without agreement by other player consent constitutes a forfeit.
  136. 9.50: If a player needs to pause the game, they MUST notify the other player. Once the player is ready to unpause, they MUST get consent from the other player that they are ready for unpause.
  137. 9.60: Proper hosting must be used.
  138. 9.61: Category must be set to melee
  139. 9.62: Game speed must be faster
  140. 9.63: Locked alliances must be
  141. 9.64: Races must be determined before game is started. If player change race during countdown, the other player may leave game immediately after game is started if they wish.
  142. 9.70: If a player disconnects before 2 min, a Remake will be called.
  143. 9.71: If a player scouts or there is interactions between the 2 players, rule 9.70 doesn't apply anymore.
  144. 9.80: If a player disconnects after 2 min and an Admin is present in the game then the Admin will decide if it's a remake or a win unless both players decide to remake. If an admin is not present, the match can only be remade if both players agree. Otherwise it will be counted as a win.
  145. 9.90: In the event of someone dropping when an Admin isn't present and the player or team thinks that he was obviously going to win but dropped, then a request for admins to review the replay can be made. Be sure to provide the link to the relevant replay to the admins so that we are easily able to get the replay and watch it to give you a final decision if the player deserved the win.
  146. 9.100: BM during the game by players or observers is strictly prohibited. If there is BM admins will generally warn the team/players first before issuing penalty points unless the BM is extreme.
  147.  
  148.  
  149. 10.00 - Penalty Point System
  150.  
  151.  
  152. 10.10: Penalty points are assigned directly to a team that will deduct their points earned during the season.
  153. 10.11: 3 PPs will equal 1 Point removed from your earned points during the season.
  154. 10.20: Depending on what rule you break will determine how many PPs your team will receive. Some rules though depend on how many the Admins think you deserve and there is no set standard to how many you will actually receive. So when it comes down to if teams are tied with points, they wont have an effect on the tie breaker, thats determined by which team beat the other.
  155. 10.30: Accumulating 8 PPs during Qualifiers will get your team Removed from the nGP.
  156. 10.40: Bad Mannering = Depends on how extreme the BMs were and is gernally consulted by more than 1 admin to determine the amount of PPs.
  157. 10.50: Missing Replays = .2 PP per Replay Missing (PP get cut in half in turned in one day late, minimum 2 replays)
  158. 10.60: Late Line-up = .5 PP
  159. 10.70: Missing Line-up = 1 PP
  160. 10.80: Forfeiting a Map = .5 PPs
  161. 10.90: Forfeiting a Series = 1 PP (this includes FF's from using ineligable players)
  162. 10.100: Cheating of Any Kind = Removal From the nGP
  163. 10.110: Players Represent a team and if they are singly caught cheating, that player's matches will all be forfeited and the team may be penalized depending on the situation.
  164. 10.120: Playing Outside the Week = .5 PP (per series) (Address rule 3.9 for scheduling conflict)
  165. 10.130: At any time, the Admin team can give out PPs if felt needed for a situation. The Admins will always discuss decision making before going through and doing it to ensure fairness.
  166. 10.140: Failure to notify the league of a scheduled match time one day in advance = 1 PP
  167. 10.150: .5 PP for not playing your lineup race in your first game.
  168. 10.160: The admin team can kick a team from the league for excessive PP and poor organization at any time if we feel they are not in the best interested of the league.
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