OFFICIAL HIGHLANDER RULES

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Califax
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OFFICIAL HIGHLANDER RULES

Post by Califax » Tue Aug 10, 2010 7:51 am

1 Highlander Rules

1.1 Gamemode: 9on9, General Classlimit 1

The Highlander gamemode is played 9on9 with a general Classlimit of 1. Teams are expected to follow the classlimit at all times during the game.

1.2 All weapons and unlocks allowed

All weapons and unlocks are allowed to be used in 9v9 highlander.

1.3 Timelimit for 5CP maps, BO1 for most A/D and PL maps, BO3 for Gravelpit, BO5 for KOTH

A timelimit of 30 will be used for non-stopwatch map, after the time is up the team with the most captures wins. In payload and Attack/defense maps one full round (each team attacks once) will be played with stopwatch mode on. The exceptions are Gravelpit and Gorge where a best of three rounds will be played with stopwatch mode on. (See general rules – 4.3)
King Of The Hill is played in a Best Of 5 style. This means the first team to reach three round wins in total will be the winner of the map. Please set mp_winlimit to 3 for KOTH matches.

Note: Remember to set mp_timelimit to 0 for PL and A/D maps or use the stopwatch config for those maps
General rules 4.3 Gravelpit and Gorge = 2-3 Rounds using ABBA style

cp_gravelpit and cp_gorge have to be played with 2-3 rounds (possible overall results: 2:0, 0:2, 1:2, 2:1). In the first 2 rounds a ABBA format will be followed. So after one full round the teams have to be switched so each team will end up attacking first.
In the case of both teams taking one round (1:1) there will be a 3rd decider round. In the first 2 rounds the teams should note the final cap time of the first team attacking. The team that has the best cap time (or more caps in the case a team did not cap all points) will get to choose if they want to attack or defend first in the 3rd round. Remember to reload the config between rounds so the teams can be switched.

example: Team A starts attacking and sets a time of 4:56. Team B then attacks and caps the last point faster then Team A did, setting the score 1:0. Next team B will attack first and sets a time of 5:28, team A then attacks and caps the last point faster. The score is then 1:1 and a decider round will need to be played. Since Team A’s attack time of 4:56 was faster then team B’s 5:28 they will get to choose who must attack first.
1.4 Winlimit for 5cp maps = Point difference of 5; mp_windifference off on other maps

If a team scores a 5 point difference lead on a 5CP map, the map ends and they have won that map.
Note: Remember to set mp_windifference to 0 for all other maps (or use the stopwatch config in case of PL and A/D maps)

1.5 If teams cannot agree on what team colour they start with, a Heavy Fist Fight will decide

If teams cannot agree on who will start as BLU/RED, a melee-only round will be played before the map starts. For this melee round, one person from each needs to play Heavy with normal fists (no weapon-switching, health packs, KGB or taunting allowed) and fight until only one is left standing. Please meet on a central point of the map and do not camp, hide or flee. Players who have died in the fight are not allowed to continue fighting after respawning. The winning team will decide on which side to start.
Note: If both teams like you can play this with 9 heavies vs 9 other heavies.

2. Community Highlander Challenge

2.1.1 Participants: Only players that are new to competitive play or playing in division 6

The tournament is meant for new and casual players. Players that have played in division 5 or higher in season 5, 6 or 7 (or the equivalent in any other league), are not allowed to participate, other than as a buddy. Breaking this rule will lead to penalties for the whole team.

2.1.2 Tournament setup: Group phases followed by a playoff cup

The tournament will start off with a group phase, followed by playoffs (see rule 2.2.1 and 2.3.1).

2.1.3 Medals are awarded to the winners, runner-ups and all teams that finish their games

You will win a medal when you: a) Win the tournament (winner’s medal), b) Finish 2nd in the tournament (runner-up medal), c) Finish 3rd in the tournament (3rd place medal) or d) Are eliminated from the tournament (participation medal). You do not get a medal for just signing up.

2.1.4 Maximum roster size: 14 Players

A maximum of 14 players can be signed up in a team for this tournament. All of them will receive a medal when their team wins one.

2.1.5 Each team is allowed to have one Buddy

Every team can have one buddy on their roster. A buddy can be a player from any division or skill who can help teams out with playing and arranging matches. He will be allowed to play in the tournament but he will have to stick to the following classes: Pyro, Heavy, Engineer or Spy.

Teams will have to assign their buddy’s either the ‘Buddy’ or the ‘Great Buddy’ role on their roster [link]. The ‘Buddy’ role is purely visual, whilst the ‘Great Buddy’ role gives the player the possibility of scheduling matches, uploading results and managing the roster.

2.1.6 Fixed Map Schedule

Maps are scheduled by the league. The following maps have to be played in the assigned order:

Group round 1: 1. Gravelpit 2. Upward
Group round 2: 1. Gravelpit 2. Freight
Group round 3: 1. Badwater 2. Steel
Group round 4: 1. Badwater 2. Granary
Playoff stage:
Round of Sixty-Four: 1. Goldrush 2. Freight 3. Viaduct
Round of Thirty-Two: 1. Dustbowl 2. Upward 3. Viaduct
Round of Sixteen: 1. Steel 2. Granary 3. Viaduct
Quarter Final: 1. Gravelpit 2. Goldrush 3. Viaduct
Semi Final: 1. Dustbowl 2. Badwater 3. Viaduct
Final: Both teams pick one map, possible Decider Map by Map Elimination Mode
2.1.7 Two merc’s allowed by default, new or division 6 only (or a replacement for the Buddy)

In every match a team will be allowed to use 2 merc’s (players that are not registered on the teams roster) if they can not field a full team. However, it is only allowed to use merc’s that measure up to rule 2.1.1 (not having played division 5 or higher).
Alternatively a team can use a replacement for their Buddy, the replacement will have to be of the same skill as the regular buddy and will have to stick to the ‘buddy’ classes as well.

2.1.8 Up to 3 general mercs allowed if opponent agrees

Teams are allowed to use more mercs, up to a number of 3, if their opponent agrees with it. Teams can use players from higher divisions for any classes, but only if the opponent allows it. Be sure to post logs about the agreement on the match page to prove the opponent agreed to the mercs.

2.1.9 Teams with multiple default losses / warnings will be dropped and lose their right to a medal

Teams that receive 3 major warnings or more then 2 default wins (due to not playing games or other rule breaks) will be expelled from the league and thus lose their right to a medal.

2.2 Group phase

2.2.1 Group Phase System

Teams will be split up in multiple “Groups” of 5 teams. Teams from the same region will be placed together whenever possible.the same group. All teams in the group will
play each other once, in a 2-Map-Game. Three points will be awarded for each map win. In case of a draw, both teams will be awarded 1 point each. No points are given for a loss.

Note: Depending on the number of signups, there might be some groups with 4 teams instead of 5.

2.3.1 Playoff Fixture System

After all teams have played their Group matches, the 1st and 2nd place teams of each group will get promoted to the playoffs in a straight knockout competition with Single Elimination Mode. Two teams of the same group can’t meet again before a possible Final. Every round will be a Best of 3 Maps, which means the first team reaching two Map Wins gets to the next Round.

2.3.2 Maps can not end in a tie: Decider round in case of a draw (5CP/CTF maps)

If the score is tied on a 5CP or CTF map after the timelimit has been reached, a decider round will have to be played. If no team has won a round after 10 minutes have passed the team that is holding the middle point after the 10 minutes will win.

3 Highlander ladder

3.1 All teams are welcome

All players and teams are welcome to participate in the ladder, both competitive teams and new community teams.

3.2 Three mercs allowed by default. A fourth merc is allowed if the opponent agrees.

In every match a team will be allowed to use 3 merc’s (players that are not registered on the teams roster) if they can not field a full team. There are no restrictions for skill level or division. Teams are allowed to use more mercs, up to a number of 4, if their opponent agrees to it.
Last edited by Califax on Mon Aug 16, 2010 10:23 am, edited 1 time in total.

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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Tue Aug 10, 2010 7:53 am

Awesome that there is a group phase... So everyone will play 4 matches at least...

Server admins, pls note rules 1.3 & 1.4 for server settings... On a personal note i'de also like to point out that if a match is won, the announcement of that disapears really fast as next round starts within seconds... Pls make this longer so decent screenshots can be made...

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Re: OFFICIAL HIGHLANDER RULES

Post by BBloke » Tue Aug 10, 2010 9:37 am

5 CP map settings are:

Code: Select all

say "Setting CP Map Settings to ON"
mp_timelimit 30
mp_windifference 5
Stopwatch Settings are:

Code: Select all

say Payload Map Settings On
mp_timelimit 0
mp_windifference 0
I'm not sure how to change the result display time but you can set your game up to screen shot the result at the end automatically. I'll try and check into it though.
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Califax
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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Tue Aug 10, 2010 10:00 am

I have that, but for maps like Gravelpit you need screenshots like these:

Image

*random example

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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Mon Aug 16, 2010 10:24 am

Rule 1.3 updated.

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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Mon Aug 16, 2010 10:28 am

Answers regarding questions that arose during yesterday's practise.
General rules

3.4 Delay of 15 minutes is allowed

A delay of 15 minutes for showing up for a match is allowed. If a team fails to have a complete team ready on the server 15 minutes after the match was supposed to start, the other team has the possibility to claim a Default Win.

Additionally, after a map change the teams get 10 minutes to organize, starting when the first player joins the server. The same default win situation is in effect here, however only for the map concerned, not for the entire match.

For claiming a Default Win, please make a status screenshot of your team available on the server at match time, gather any evidence you think concludes the case (demos or server logs) and contact an admin about the issue as soon as possible.


3.7 Player changes during a match

You can theoretically switch players after a map change (as long as they are entered correctly on your rosters’ page). A player change during a running map is only possible if a player has technical problems to play on.


3.8 Only authorized spectators allowed

No spectators are allowed unless they are authorized by the league or for the use of a Source TV.


3.9 Pause if players drop

Teams may request a pause at any time during a match. Reasons for pausing include:
- Player drop
- Server problems
- Your game is unplayable due to network issues

If you need to pause, you must clearly request a pause and give a reason for it (for example: “Pause please, player drop”). The other team is then, by rule, expected to pause at the first appropriate time in a sensible and sportsmanlike manner (e.g. not in the middle of a push). Teams will have to pause within 15 seconds of being asked. Not responding to a pause request will lead to penalties like a minor warning accompanied with the forfeit of the round in question, or, in extreme cases, a major warning and forfeit of the map.

You may not unpause the game under any circumstances without giving proper warning to the other team.

Each team has the right on one pause per map and a pause may not last longer than 5 minutes.

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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Sun Sep 12, 2010 9:50 pm

Some rule changes!!! Only the 1st place team on each group now continues to the knock-out phase!

Read all the rules HERE

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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Fri Oct 01, 2010 10:41 am

All new weapons since yesterdays update are NOT allowed in the Highlander matches...

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Re: OFFICIAL HIGHLANDER RULES

Post by BBloke » Fri Oct 01, 2010 11:34 am

Thanks for letting us Know Califax. I'll try and remember that. :)
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Re: OFFICIAL HIGHLANDER RULES

Post by Califax » Sat Oct 02, 2010 1:42 am

Califax wrote:All new weapons since yesterdays update are NOT allowed in the Highlander matches...
Official statement:


The Highlander Challenge and the new Unlocks

Unlocks that get released during a running season are usually banned for the remainder of that season/tournament. Because Highlander teams have practiced just as well for their games, the Highlander Challenge will not be an exception. Therefore, all weapons that got added in the MannCo update will remain banned from the tournament. Except for the fish, because slapping somebody with a huge mackerel has got to be humiliating. And awesome.

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