The GO Malta eSports Festival 2017 - COD2 Tournament

organisers

Introduction

Please take your time to read through our rules before you start playing in this tournament. 
 
The General rules section covers the default punishment for breaking the rules, our right to broadcast matches, the complaints system and what counts as official match rules. 
 

Match rules

There is a limit of one shotgun per team, as set by PAM. Using more than one shotgun in a team may result in a round loss or even a match loss depending on the case.
 
There is a limit of one sniper per team, as set by PAM. Using more than one sniper in a team may result in a round loss or even a match loss depending on the case.
 
The default team size for clan matches is 5on5. The minimum team size is 4; a team having less then 4 players will result in a forfeit loss
 

Map list

  • mp_burgundy
  • mp_carentan
  • mp_dawnville
  • mp_matmata
  • mp_toujane

Demos and screenshots

It is important that all players record the entire match. Should there be any problem and a decision is needed to be taken and the player is without a demo that team cannot build a case if the demo is missing and therefore a win could be awarded to the opposing team.

It is important to take any screenshots that might help you if a problem arises during a match. Screenshots will be used as evidence when admins need to take a decisions. 

Miscellaneous rules

Once the match starts, neither clan can complain that the other clan is using a player which is not registered in the tournament. That should have been checked before the match started.
 
If you find out that your opponent has a player which is not registered before match starts, you should ask them to replace that player(s) who are violating the rules. If they refuse or can't replace the player(s), you can claim a noshow win.
 
Once a match starts on the suggested server, a clan cannot claim the server has serious ping issues unless both teams agree the server is not fit to be used or the game server has major problems. Evidence must be taken of the serious disadvantage (preferably a screenshot with the full line-up with visible pings) caused by the server issues. 
 
If one member of a team says that his team is ready he is considered to speak for the whole team, regardless of his status in the clan. Once a game has started it may only be restarted if both clans agree and final descesion to be taken by an admin. If a game was started without the agreement of one of the teams, that team can demand that the game is restarted as long as at least one of their members remains in the spawning area.
 
Substituting a player during the match is only allowed between games (so at team side changes or at the map change, not in overtime), or in case of extreme connection problems during the game. If the new player has not showed up after 5 minutes the opposing team can demand that the match starts without him.
 
If a player drops because of a technical error, the match must be paused. You can call a time-out via Quick Chat or "openscriptmenu call timeout". The maximum time you can pause is 5 minutes - after which the match will auto-resume -, which is enough time to reboot and reconnect. The maximum total pause time is 10 minutes per map per team (5 minutes per side and only one pause per team per side). you do not need a reason to call a time-out. At map or side change clans can take a maximum of 5 minutes for a break, the match is to resume after that time. When the 5 minutes are up spectators can be removed freely. Staying in spectator will lead to the automatic loss of the round. If a clan does not ready up in time after map change, it will lead to a forfeit loss for the violating clan. A clan must clearly state their claim of the forfeit win on the server (while recording a demo) which the opponent is forced to accept, then may leave the server as the match is concluded. But if the clans decide to continue the match (team matches only) after the allowed pause time is up, a forfeit win can't be claimed later on.
 
If the server crashes during a match, the map will be restarted only if the crash occurred during the 1st round. In all other cases the remaining time (rounded to the closest minute and with a minimum of 2 minutes) or rounds will be played, after which the scores will be added to determine the map win.
 
Spectating during an official match is not allowed. If a player leaves the server for any kind of reason and joins again he needs to choose sides’ immediately. When spectators that are not allowed to join the server enter the match, it should be paused and they should be made to leave before the match is continued.
 
The bomb can be planted to any location around the bombsite as long as it stays defusable. You are also allowed to plant on top of the bomb. Of course the use of 333 fps, nade or boosting is not allowed when you plant a bomb, or anywhere else in the game. Defusing through an object is not allowed (eg. Sandbags, walls & boxes).
 

Cheating and abuse

Any cheating or excessive abusive behaviour during a match will result in a forfeit loss. 
 
It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will lead to a forfeit loss, unless otherwise mentioned specifically in the game-related rules.
 
All programs or files, either changed game files or new files, that change the game or add to its functionality, or which interact with the game in any way, are strictly forbidden unless other rules specify otherwise. updated_at versions of the game's resource files are always forbidden, regardless of what they do. The use of any forbidden program or file by any clan member during a match, leads to a forfeit loss.
 
Programs that do not interact with the game in any way are allowed, even if they can be used and operated simultaneously with the game. Voice communication programs are examples of such programs.
 
Any types of scripts proven to give a real advantage or are part of not allowed binds/scripts below will not be tolerated and will result in a forfeit loss. Config settings that give a distinct advantage over the opponent may be deemed config abuse and can lead to a forfeit loss depending on severity of claim. 
 
Not allowed bind and scripts:
  • any 'exec' or 'vstr' bind (this does not include anything related to demos or demo players)
  • any script including 'lookdown'
  • any bind including 'rate' cannot have a value outside 25000
  • any bind including 'com_maxfps' cannot have a value below 40 or above 250
  • any bind including 'attack' cannot be combined with any other command
  • any bind including 'frag' cannot be combined with other commands/binds
All binds/scripts that are not covered by above not allowed scripts/binds will be reviewed on a case-by-case basic to see if they do give an advantage.
 
Players are allowed to jump to special places (including "trickjumping") which can be reached without any additional aid (example another player or explosives) as long as it doesn't violate the bug abuse rule (example exploiting 2-way mirror walls).
 
"Clipping" will lead to round loss, if you clip multiple times you will loose by forfeit. 
 
Allowed/not allowed, jumps that require nades or 333fps are not allowed.
 
Fast reload will also result to a round loss.
 

Match Formats

Group Stages

2 groups of 4 teams each where each map will be  played with and MR10 Format having each team playing twice against his opposing team playing 1 match as 'home' and one match as 'away'. A pistol bash at the begining of the war will have the winner determine which map to start first either the home or away. The home team chooses the map to play while the away team choose which side to start with. It is the responsibility of the players to keep up with their team’s standings. Three points will be awarded for a win, one point for a tie and zero points for a loss in the group stage. In the event of ties in point standings, the following sequence will be used to determine who advances to the elimination stage, and who wins his group:

  1. Points earned from matches won or tied. 
  2. Result of head to head game. 
  3. Maximum number of rounds taken. 
  4. Round difference: Total net score for tournament games. Net score = rounds won, less rounds lost. 
  5. If two teams are still tied, an MR 10 match will be played where a coin toss will determine the map and side, having the winner of the coin toss to choose either the map being played or the side to start. Should the teams still tie a 10-10 score O/T  with MR 3 will decide the winner having a pistol bash done before the start of the O/T to determine the winner which side to start at.

All 8 teams from both groups will proceed to the elimination stage.

Elimination Stage

The first from each group will be facing the 4th placed from another group, while the 2nd will face the 3rd from the oppsing group.

Matches will be BO3 and MR12. In case of a draw in any map overtime will be played in MR3 having the team playing the opponent's map choosing which side to start with.

A pb is done, looser bans a map, the winner bans the second map. The winner will then decide if to pick a map first or else let the looser pick a map first. The first map choosen will be played while the second one will be chosen immediatly and played after. Should a tie occur the third map will be played as overtime. A team chooses which side to start in his opponent’s map. In case of a tie meaning both teams have won a map each the side to start at in the third map will be chosen by a pistol bash having the winner choosing which side.

In the Grand Final the team coming from the Winner Bracket will start with a 1-0 win. The match will be played in a BO5, MR10 format. The team coming from the looser bracket will pick his map which will be fhe first map played. Before the start of the final after the first map is picked the team coming from the Winner Bracket will then eliminate a map from the 4 remaining and picking his map. The team coming from the looser bracket will then pick a map leaving the last map to the team coming from the winner bracket. A team chooses which side to start in his opponent’s map. In case of a tie in a particular map overtime will be played in MR3 having the team playing the opponent's map choosing which side to start with.

Seedings

POT 1 - Paradigm6 will be placed in the first group while Doubtful will be placed in the second group (Previous Lan Winner and Runner Up)

POT 2 - Ephica, aNarchy, Heq and Banhammer will be drawn two in each group

POT 3 - oXo & Team Secret will be drawn 1 in each group

(All 8 teams will qualify to the elimination stage. Group Stages are just seedings for the brackets)

 

Global rules

Not knowing the rules is never a valid excuse for not following them.
 
Gamers.com.mt reserves the right to broadcast every match. This can be done with online game broadcast tools for spectating purposes. The recording of such broadcasts can't be refused by the clans. In many cases gamers.com.mt will allow or ask third parties to broadcast the matches. Spectators may never be charged.

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