Rules

Description

Game Information

Registrations Open: 22/01/2018

Registrations Close: 01/02/2018 @ 10am

Tournament Start Date: 05/02/2018 @ 6am

 

Game Format: TDM

Match format:  3 Games

Fielded players: 5
Players per team: 5
Reserves per team: Recommended 2
Roster Lock: ON – (Roster locks are on from round 3) –  Transfer Windows will be open on round 6 and 10.

Points allocation for teams withdrawing: Full win

Only Team Captains need to register, Communication will be conducted on the Discord group. Clans Entering more than 1 team shall comply to Roster locks, only one team register must be submitted to Admin for reference on Discord

see cup specific rules for more information on rules

https://web.facebook.com/Raving-Mad-GamerZ

Please join up Team Captains to  – https://discord.gg/D7jgqCM

To contact on more information on tournaments or hosting of tournaments..

Cup Specific Rules

Standard Settings

Standard Match Settings
Rounds

  • Number of Rounds: 3
  • Attacker/Defender Role Swap: 1
  • Overtime Rounds: 3
  • Overtime Score Difference: 2
  • Overtime Role Change: 1
  • Objective Rotation Parameter: 1
  • Attacker Unique Spawn: On
Health

  • Damage Handicap: 100
  • Friendly Fire Damage: 100
  • Injured: 20
Character Control

  • Sprint: On
  • Lean: On
Death

  • Death Replay: Challenge Option
Maps & Modes

  • Bank
  • Border
  • Club House
  • Chalet
  • Consulate
  • Kafe Dostoyevsky
  • Oregon
  • Coastline
  • Skyscraper
  • TDM – Bomb

 

Game Mode & Weather Settings

  • Hostage Death: On
  • Secure Time Limit: 15
  • Unsecure Time Limit: 15
  • Plant Duration: 7
  • Defuse Duration: 7
  • Fuse Time: 45
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180
  • Time of the Day: Day
  • Weather: Sunny / Clear
HUD

  • HUD: Pro League
Restrictions

  • Shields: no deployable shields in front of windows
  • Spawn Killing: The opposing team shall be given 3 seconds to move off spawn, prior to any kills commencing within the spawn
 Maps selection
 Each team Captain Bans a map till there is 3 left, each captain pics a map and the third is the tie breaker.  
   
 
Game Mode Settings
BOMB SECURE AREA
  • Plant Duration: 7
  • Defuse Duration: 7
  • Fuse time: 45
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180
  • Secure Time Limit: 15
  • Unsecure Time Limit: 15
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180
  • Bomb – Bank
  • Bomb – Border
  • Bomb – Chalet
  • Bomb – Club House
  • Bomb – Consulate
  • Bomb – Kafe Dostoyevsky
  • Bomb – Coastline
  • Bomb – Oregon
  • Bomb – Skyscraper
  • Secure Area – Bank
  • Secure Area – Border
  • Secure Area – Chalet
  • Secure Area – Club House
  • Secure Area – Consulate
  • Secure Area – Kafe Dostoyevsky
  • Secure Area – Coastline
  • Secure Area – Oregon
  • Secure Area – Skyscraper
Item Restrictions (All Modes)

  • None

Match Rules

  • All matches must be played in their entirety unless both teams agree to postpone or cancel the match.
  • Randomized maps MUST be used. Verbal agreements will not receive RmGz admin support.
  • A “Lag Test” is not required unless the non-hosting team requests one be completed. This is a test round that doesn’t count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.
  • Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.
  • Hosting Rules: The higher ranked team on the ladder will host first map. The lower ranked team will host second map. Hosting will alternate between both teams until the final map in which the team with the most combined round wins from all prior maps will host the final map. In the event of both teams being unranked the team with the Team ID closest to 1 will serve as the higher ranked team. In the event of combined tied rounds the team who is closest to #1 on the ladder will host the final map. The team that is not hosting gets to choose which side to start on.
  • Disconnection Clarification: The preparation phase is included in the first 30 seconds of the game.
  • Exploit Clarification: Using Castle Armor Panel with Deplorable Shield is a loss of that round for the Defenders.
  • New Operators: The New Operators are allowed for use at this time.
  • Defence Locations: In the event a game has to be ended and restarted, a team may not choose the same Defend point on their next defense attempt if they successfully defended it. In example, if a team successfully defends Master Bedroom on House and the game has to be restarted, that team may not choose that location on their next defense attempt. Violation will result in the loss of that round.

Map Rotations

Server set up