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  • FFA Heat II: February 10, 2007

Author Topic: FFA Heat II - Settings & Rules  (Read 6440 times)

Offline Laurelin

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FFA Heat II - Settings & Rules
« on: January 08, 2007, 02:41:22 PM »

Welcome to the Second Edition of FFA Heat.

Some changes from last Edition:
-Config re-worked. (Games locked, disc'ed player can rejoin&recover their score)
-Non-registered players will be able to replace missing players.
-Maps won't be vetoed but pre-voted (explained below)
-Spawn protection added



Date: Saturday, February 10th March 3rd, 7PM EST.

Server: tastyspleen.net::ffaheat (just type  GOTO FFAHEAT  from any Tastyspleen federation server)

Signups OPEN: http://tastyspleen.net/quake/forums/index.php?topic=5689.0

Tourney Type: FFA Group Elimination
Groups of 8 players will be randomly formed from the pool of players signed up. A FFA match is played, and the top half goes through. Players going through are once again randomly seeded in new groups of 8 and fight it up. Until a final 8-player (or less) is reached, there will be three matches to which the best fragger will win it all.

Settings:
Timelimit: 15
Spawn-protection: On
Weapon Stay: On
Forced skin: Male/Grunt
Disabled: Quad, PS, Invul
Seeding: Random
Spectators: Allowed

Disc's, latecomers, replacements:
  • Disconnected players will be manually re-inserted in the match by the Referee and they will recover their score. Please make sure to inform the "Ref" if you disconnect during a match so that your re-insertion is done as swiftly as possible.
  • Players not showing up on time (5-10min delay or more) may be replaced by non-registered players (spectators) and will lose their spot.
  • In the case where no spectator(s) filled in for the latecomer(s), the referee will insert the latter into the match, with no restart to the game.

Maps & Voting:
  • Each player will vote for his three favorite maps (in order, in the Signup Thread). #1 worths 3pts, #2 worths 2pts and #3 worths 1pt.
  • When the groups are done, we will compile the 8 players' maps' points, the highest ranked map will be the one played for that match. In case of a tie, the map with the most appearances will make it, then the one with most #1s, then the one with most #2s, then coin toss.
  • When the map is determined, we will strike that map out from these 8 players' lists (so that they don't force that map again, their following maps (#2,#3) will climb up to #1,#2s etc...)
  • The following round groups will be seeded and we will proceed the same way with the new players.
  • At the Final Round (3 matches), the final 8 players' lists will be reset to their original state.

All the compilations will be done by the Ref and will be posted on the forums.


Regards,
« Last Edit: March 03, 2007, 06:20:56 PM by [BTF]Defiant! »
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Offline Laurelin

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Re: FFA Heat II - Settings & Rules
« Reply #1 on: January 08, 2007, 04:11:09 PM »
Open to discussion, questions, etc..
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Offline [BTF]adam

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Re: FFA Heat II - Settings & Rules
« Reply #2 on: January 08, 2007, 04:26:20 PM »
I have a question:

Why are power ups disabled? :(
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Offline Laurelin

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Re: FFA Heat II - Settings & Rules
« Reply #3 on: January 08, 2007, 04:49:29 PM »
It was proposed as such to the tourney Admins and was accepted.
« Last Edit: January 08, 2007, 04:55:18 PM by Laurelin »
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Offline BadCompany

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Re: FFA Heat II - Settings & Rules
« Reply #4 on: January 08, 2007, 05:53:49 PM »
 :yessign:

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Offline Laurelin

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Re: FFA Heat II - Settings & Rules
« Reply #5 on: January 09, 2007, 12:48:19 AM »
Well I don't think removing pu's shows more skills then leaving it there. These items in tdm really add to the game strategy/teamplay and lead to great display of skills. It is simply for the reasons I stated. But I understand that pu's in dm are very debated, probably why we get a DM server with quad on/off - So I'm really not trying to force my views.

BFG is slightly different in the way that is a "weapon stay" and cannot be timed/whored. You can always camp the weapon, but I'd wager that it'd be much better to camp the rail instead. Plus there probably won't be any match on map holding a BFG (perhaps dm2).

Server won't be locked, so we can't really control the spectator flow. I understand it might cause some annoyances for some, but we opted for a Locked-match over a Locked server. Although we could always, if a lot of whining occurs, lock the server once the game is ongoing.

*BTW I've slightly changed how the 'refs' will compile the maps, it doesn't affect the player-side*

Regards,
« Last Edit: January 09, 2007, 01:46:25 AM by Laurelin »
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Offline [BTF]adam

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Re: FFA Heat II - Settings & Rules
« Reply #6 on: January 09, 2007, 09:39:39 AM »
Ah, thanks for replying, I understand that all and can see what you mean - if it were on I would be timing with timers and it would be unfair on those who did not have / refused to use timers, I don't mind either way, I just find it easier to compete when quad is on :P kind of evens out the hpb disadvantage for me haha :D
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Offline Sgt. Dick

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Re: FFA Heat II - Settings & Rules
« Reply #7 on: January 10, 2007, 07:49:14 PM »
I thought all Brit's used timers, that way they don't miss when its time for Tea.  :shifteyes:
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aka IOU

Offline Punk_FAS

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Re: FFA Heat II - Settings & Rules
« Reply #8 on: January 16, 2007, 10:22:03 AM »
I thought all Brit's used timers, that way they don't miss when its time for Tea.  :shifteyes:

 :lolsign:

No surprise to the people that have read my posts in previous quad-related topics that I support no quad, especially in this tourney.  I think Laurelin's reasoning is good in that you won't have an overly lop-sided score in any given map where quad is a factor, and you only have one player *cough*Elysium*cough* (lol) going after quad with a timer, and winning by a landslide against similarly skilled players.
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Offline IcedLegend

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Re: FFA Heat II - Settings & Rules
« Reply #9 on: February 03, 2007, 08:30:46 PM »
Should do  Heat.net 1v1 battle next time
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