VTL 2019 Sign-up Thread

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Zakken
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VTL 2019 Sign-up Thread

#1

Post by Zakken » Thu Aug 22, 2019 2:54 pm

Introducing the Vanilla TLMS League 2019! A TLMS league with familiar settings and a TLMS-centred compilation of maps to keep the standards high!

Highlights
- Draft-based league: captains are selected to draft players auction-style! Each team is comprised of 4 players total, no more, no less.
- Sophisticated maplist: the maplist to be used in VTL was compiled from scratch, including 33 tournament-ideal maps!
- Regular season: everyone competes in a single group for points. The top-ranked teams by the end of the 3-week season make the decisive playoffs!
- Multiple maps per week: each round is played on a different map; 3 maps in the regular season and 4 maps in the playoffs, with each team getting 2 homefields! E.g. round 1 = Map01, round 2 = Map02, round 3 = Map03...
- Establishment of a new tournament standard: 2-minute rounds, HP drain on sudden death, first-to-5 games, you name it! Make sure to read the ruleset for more details.

Please refer to this thread for signing up. Alternatively, you can also sign up in the respective #sign-ups channel of the ZCA Discord! Both options are equally valid. The full ruleset can be found below.
Spoiler: VTL 2019 Ruleset v1.00 (August 12th, 2019) (Open)
I - Team structure
1. Individual sign-ups must be posted in the sign-up thread, following the template;
2. Each team is comprised of an assigned captain and three other players. The players are acquired by way of an auction draft;
3. After a random draw decides the nomination order, each captain takes turns nominating players they wish to draft, and the highest bid successfully drafts the auctioned player. Captains are given a fictional budget of $30 that is utilised to draft those players in integer values;
4. Teams must be named in accordance to general decency rules (aka common sense);
5. Up to 2 trades between a team and another team or the free agency are allowed.

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II - Game structure
1. Games will be played on Zandronum 3.0. The default servers are found in The Demon Crusher server cluster;
2. Teams may agree to play in other servers, as long as they meet the TLMS standards;
3. The map set to be used is tlms-collection-v1.pk3;
4. All matches have the following format:
- 3 vs. 3;
- Winlimit of 5 rounds;
- Timelimit of 2 minutes per round;
- Sudden death activated: players start losing health over time;
- Vanilla weapons only, no BFG;
- Health/armor stack is 200/200;
- Ammo inventory is 200 bullets, 40 shells, 20 rockets and 100 cells.

5. Teams may field whoever is on their team, as long as they have 3 available players;
6. In the event that a team is unable to field 3 players, they may temporarily sub in a free agent. This can only be done once per free agent, however, and if a team wishes to have a certain free agent play for them a second time, they must perform a trade instead. If both teams are unable to field 3 players, then the team with the lower placing gets first priority on free agency picks;
7. As a follow-up to case 6, if there are no free agents available either, they are allowed to trade in somebody from outside the league that is of roughly the same skill level as the missing member, as per consensus of the DML staff. The skill level priority is as follows:
7.1. Same skill level;
7.2. Higher skill level;
7.3. Lower skill level;

8. Regular season matches are best-of-3 on three different maps determined by the tournament schedule per week, which is released once sign-ups end;
9. Playoff matches are best-of-5 on four homefield maps selected by each team. If no clear victor can be determined after 5 rounds, extra tiebreaking rounds occur indefinitely. The map to be played in each round follows this order, looping if necessary:
- higher seed's first map pick;
- lower seed's first map pick;
- higher seed's second map pick;
- lower seed's second map pick;
10. Matches continue regardless of what predicaments any player may face. The players themselves are responsible for issues such as connection problems, not the administration;
11. In the event that a server crashes or severely lags in the middle of a match, it must be restarted at the same time frame and team scores as they were before the server crash took place.

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III - Tournament structure
1. The tournament is comprised of two stages: the regular season and the playoffs;

2. Regular season structure:
2.1. The regular season pits all teams against each other in a single group to compete for points;
2.2. Each team is awarded 5 points for a two-round victory, 4 points for a three-round victory, 1 point for a three-round loss and no points for a two-round loss. Teams that lose by forfeiting lose 1 point;
2.3. At the end of the regular seasons, the teams with the highest point count overall qualify for the playoffs:
- top 4 in a 6-team season;
- top 6 in an 8 or 10-team season.
- top 8 in a 12-team season.

2.4. Tiebreaking criteria between two or more teams are as follows. After steps 1 through 5 are accounted for, if there are still any teams tied, the cycle repeats with these tied teams. Step 6 is a last-resort:
2.4.1. head-to-head (highest priority);
2.4.2. strength of victory;
2.4.3. strength of ties;
2.4.4. best game win percentage;
2.4.5. best round for/round against ratio;
2.4.6. coin toss/dice roll (lowest priority).

3. Homefields:
3.1. On the final week of the regular season, teams that are still in contention for the playoffs must pick two homefield maps to be played on in that stage. Teams that are already technically eliminated by this time will not participate in this process;
3.2. Teams make their selections before they play their last group stage match, otherwise the administration will select their homefields in their stead. The homefield selection order is the draft order in reverse, and the first team to pick their first homefield will be the last team to pick their second homefield;
3.3. Maps that are selected as homefields by a team may not be picked again by any other team;
3.4. All maps featured in the hub map are eligible picks.

4. Playoffs structure:
4.1. The qualified teams are seeded into the playoffs in accordance with their standing in the regular season. The playoffs format is as follows:
- #1 vs #4 and #2 vs #3 in a 6-team season;
- #1 vs (#4 vs #5) and #2 vs (#3 vs #6) in an 8 or 10-team season;
- #1 vs #8, #4 vs #5, #2 vs #7 and #3 vs #6 in a 12-team season.

4.2. The bracket format is single elimination.

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IV - Player duties
1. Captains are urged to send their teams' availabilities to the DML administration as soon as the week starts, so their next match can be scheduled to an appropriate time for all parties involved. Failure to comply will result in arbitrary scheduling from the administration.
2. If there are major discrepancies between two opposing teams' availabilities, priorities are given to the following availabilities:
- Weekends (Friday, Saturday, Sunday) over weekdays (Monday, Tuesday, Wednesday, Thursday)
- Evenings (6 PM - 9 PM) over late afternoons (3 PM - 5 PM) over late nights (10 PM onwards)
3. After a match is scheduled, teams are obligated to field 3 players at the time and date set by the administration. The grace period is 20 minutes after the scheduled time. In the event that a team fails to show up after that, the match will be rescheduled to a later time.
4. In the event that a match cannot be rescheduled, the team that did not show up will receive a forfeit loss (and lose a regular season point). If both teams fail to show up, the match is considered a no contest, and both teams' points remain unaffected for that week (regular season only).

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V - Rules of conduct
1. Be respectful to other players, especially when they are practising or playing their matches;
2. Show commitment to your matches. This goes double for captains;
3. Cheating is strictly prohibited. Cheating is not limited to, but is characterised by: utilising wallhacks, aimbots, ping manipulators (lag switches) and getting metagame intel from a third party (ghosting). Offenders will be banned for 2+ years.
4. Players who receive bans from the server cluster (e.g. in private CTF, public CTF) for any reason will not be unbanned for the purpose of playing in the league;
5. That's about it. Be nice to your fellow competitors and give this tournament the respect it deserves and everything will be a-ok!!!
Time table:
Sign-ups start: Monday, August 12th
Sign-ups end: Sunday, September 1st @ 11:59:59 PM EST
Draft: To be determined between September 2nd and September 8th
Regular season period: September 9th to September 29th
Playoffs period: September 30th to October 13th

Sign-up template:

Code: Select all

Name: Zakken
Country: Brazil
Position: D, Mid, O
Captain: Yes/No
Preferred contact: ZCA Discord
Regular availability: Evenings
Signed-up players:
100% Newb
AgiSkell
Cennou
Edd
Langrenus
thebestkiller
TrueLegendary
Water
Zakken

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Zakken
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Re: VTL 2019 Sign-up Thread

#2

Post by Zakken » Sat Aug 24, 2019 6:29 am

Decay wrote:
Fri Aug 23, 2019 11:20 pm
What about custom clients that provide information or other advantages over the stock client :hmm:
Such as? I assume you're speaking of ZCC, but since I've never tried it myself, I wouldn't be familiar with all of its features.

My default stance on the matter is that any custom clients being utilised must be made publicly available for all to use in order to be tournament-legal. However, if ZCC (or whichever other client you may be hinting at) does give players an overwhelming edge for any reason, then they'd be disallowed for sure, although I'm not certain how one could enforce this sort of rule.

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