Welcome to North America's next major battle tournament, Calamity's Advanced League (CAL).
CAL will be similar to my original tournament CJTT which was inspired by K-BOOB and NASTe. You can expect faster paced matches and (hopefully) more aggression.
There will be a round robin for the beginning portion of this tournament. It's the expectation that one match will be played every week. The deadline for every match is Sunday at 11:59PM Central. The final tournament will feature every team in a single elimination format. Information regarding the finals will be posted a week beforehand.
European teams are allowed, however every match in this tournament will take place in sponsored central (Chicago) servers. To be a sponsored server you must meet the following criteria: must have ENL, CoMP Maps, and the script for forced MOTF spawn (WNL). In addition it must be approved by me. I am making sure it's able to host a maximum of 8v8 games with minimal lag.
Signup phase starts NOW, and ends on the 29th of June. You can begin playing matches starting June 30th.
Here is a snapshot of what to expect:
-1500 gold
-Round gold bonus 25% Instead of 100%
-Round timer 300 Seconds (5 Minutes)
-Forced MOTF spawn @ 2 minutes
-Dueling for attacker/defender choice
-No match draws
-Weekly map pool
As an added bonus, there will be stats posted at the end of the round robin and finals.
Maximum roster size: 12
Minimum roster size: 7
This tournament is meant to be played with a standard of 7 players. However, if a team only has 6 players show up both teams are required to play with 6. No exceptions will be made.
If both teams have 8 players show up and both captains agree to have them play this is allowed. No more than 8 players will be playing at one time.
Substitutions are allowed. PM's must be sent to Calamity and the substituted player(s) may not play for 48 hours after it is sent. Every team will have one emergency substitution. Use wisely. The emergency substitute may play immediately. There will be no substitutions in the final stage.
Minimum roster size: 7
This tournament is meant to be played with a standard of 7 players. However, if a team only has 6 players show up both teams are required to play with 6. No exceptions will be made.
If both teams have 8 players show up and both captains agree to have them play this is allowed. No more than 8 players will be playing at one time.
Substitutions are allowed. PM's must be sent to Calamity and the substituted player(s) may not play for 48 hours after it is sent. Every team will have one emergency substitution. Use wisely. The emergency substitute may play immediately. There will be no substitutions in the final stage.
Speed: Fastest
Starting gold: 150% (1500)
Combat gold bonus: 100%
Round gold bonus: 25%
Round time: 300 seconds (5 Minutes) with fixed MOTF spawns at 2 minutes.
Friendly Fire to friend: 100%
Map time: 120 Minutes
Camera will be open by default unless both captains agree to a different setting. Spectators must be approved by both captains due to lag.
Starting gold: 150% (1500)
Combat gold bonus: 100%
Round gold bonus: 25%
Round time: 300 seconds (5 Minutes) with fixed MOTF spawns at 2 minutes.
Friendly Fire to friend: 100%
Map time: 120 Minutes
Camera will be open by default unless both captains agree to a different setting. Spectators must be approved by both captains due to lag.
Weekly Random Map Pool
Each week, two maps will be randomly chosen from each category (closed/mixed/open), resulting in a pool of 6 maps. Captains may only choose maps from the current week's pool. The same map may not be in the pool two weeks in a row. The maps will be selected on the Saturday (day before) the current weeks matches begin.
Map/Faction/Spawn Selection
Attacker and defender is chosen by a first to 3 duel prior to the match. This will take place on Arena in the center of the map. Winner gets to choose attacker or defender. The defending team gets first selection for map and spawn. The attackers then choose their faction, and the defenders choose theirs. Factions may not be mirrored, nor may they be reused on the second map. The category of the map selected may not be picked from again by the defending team (see map categories below). Maps may not be repeated. The second map is chosen by the attackers, who also pick their spawn. Defenders choose faction first on the second map, and attackers choose faction second. Again, no repeated/mirrored factions are allowed. The attacking team may pick from the same category as the defender's first map choice. Random plains may be rerolled up to 3 times if the team that picked it does not find the generated map satisfactory. In the event that a roll of random plains contains excessively hilly terrain, then the map must be rerolled until no cliff texture is present (grey rocky ground on the sides of steep hills) in an unmodified version of native Warband. This does not count as one of the 3 rerolls.
Scoring
Maps will be played to best of 8 rounds. After 4 rounds, the teams will swap factions & spawns, and the map will also be reset. Team 1 will take team 2's faction and spawn selection, and vice versa. Victory is determined by overall map wins. If two maps are played and the score is 1-1, a tiebreaker must be played. A duel will occur to decide who get's attacker or defender for the third map. You must select a duelist not used in the first duel. Same rules apply from the first duel. If the third map results in a draw both teams will pick a duelist who was not used for the first or second duel to determine the victor. Same rules apply as the first duel. There will be no draws in CAL. Rounds that are intentionally drawn by fleeing to corners of the map, hiding for extended periods, etc. are grounds for dispute and may result in penalization.
Substitutions and Rosters
Teams must field 6 players. Teams may only substitute players during matches between maps and at the faction/spawn swap or with consent from the opposing team's captain or if a player unexpectedly loses connection/crashes and is unable to rejoin promptly. 5 players being played is not allowed in any capacity except when a player unexpectedly drops. The other team must then drop one, and the round will continue. After that, the match stops until 6 can be fielded.
Tiebreaker
In the event of a tiebreaker, the defending team chooses a map that 1) has not been previously played and 2) is not from a category previously used by either team. The defending team also chooses their spawn, while the attacking team chooses first faction. Factions are not restricted on the final map, though they may not be mirrored. Tiebreakers are played to best of 8, with a faction/spawn swap and map reset after 4 rounds. The third map determines the victor of the match. See Scoring rules for information regarding overall match draws.
Mirrored factions are not allowed. Neither are Khergits.
During the final tournament these rules are subject to change and will be posted in a reasonable time before it starts.
Each week, two maps will be randomly chosen from each category (closed/mixed/open), resulting in a pool of 6 maps. Captains may only choose maps from the current week's pool. The same map may not be in the pool two weeks in a row. The maps will be selected on the Saturday (day before) the current weeks matches begin.
Map/Faction/Spawn Selection
Attacker and defender is chosen by a first to 3 duel prior to the match. This will take place on Arena in the center of the map. Winner gets to choose attacker or defender. The defending team gets first selection for map and spawn. The attackers then choose their faction, and the defenders choose theirs. Factions may not be mirrored, nor may they be reused on the second map. The category of the map selected may not be picked from again by the defending team (see map categories below). Maps may not be repeated. The second map is chosen by the attackers, who also pick their spawn. Defenders choose faction first on the second map, and attackers choose faction second. Again, no repeated/mirrored factions are allowed. The attacking team may pick from the same category as the defender's first map choice. Random plains may be rerolled up to 3 times if the team that picked it does not find the generated map satisfactory. In the event that a roll of random plains contains excessively hilly terrain, then the map must be rerolled until no cliff texture is present (grey rocky ground on the sides of steep hills) in an unmodified version of native Warband. This does not count as one of the 3 rerolls.
Scoring
Maps will be played to best of 8 rounds. After 4 rounds, the teams will swap factions & spawns, and the map will also be reset. Team 1 will take team 2's faction and spawn selection, and vice versa. Victory is determined by overall map wins. If two maps are played and the score is 1-1, a tiebreaker must be played. A duel will occur to decide who get's attacker or defender for the third map. You must select a duelist not used in the first duel. Same rules apply from the first duel. If the third map results in a draw both teams will pick a duelist who was not used for the first or second duel to determine the victor. Same rules apply as the first duel. There will be no draws in CAL. Rounds that are intentionally drawn by fleeing to corners of the map, hiding for extended periods, etc. are grounds for dispute and may result in penalization.
Substitutions and Rosters
Teams must field 6 players. Teams may only substitute players during matches between maps and at the faction/spawn swap or with consent from the opposing team's captain or if a player unexpectedly loses connection/crashes and is unable to rejoin promptly. 5 players being played is not allowed in any capacity except when a player unexpectedly drops. The other team must then drop one, and the round will continue. After that, the match stops until 6 can be fielded.
Tiebreaker
In the event of a tiebreaker, the defending team chooses a map that 1) has not been previously played and 2) is not from a category previously used by either team. The defending team also chooses their spawn, while the attacking team chooses first faction. Factions are not restricted on the final map, though they may not be mirrored. Tiebreakers are played to best of 8, with a faction/spawn swap and map reset after 4 rounds. The third map determines the victor of the match. See Scoring rules for information regarding overall match draws.
Mirrored factions are not allowed. Neither are Khergits.
During the final tournament these rules are subject to change and will be posted in a reasonable time before it starts.
Disputes must be filed in a reasonable amount of time after the conclusion of a match, and they must be sent via PM to a tournament administrator with all accompanying evidence. Evidence provided after the accusation is made will be suspect. Administrators will determine the proper means by which accusations will be handled on a case-by-case basis.
First offense is a warning.
Second offense your seed is decreased by 1 in the Finals.
Third offense will be removal from entire Tournament.
Any confirmed cheating will be the immediate removal of yourself from the tournament.
First offense is a warning.
Second offense your seed is decreased by 1 in the Finals.
Third offense will be removal from entire Tournament.
Any confirmed cheating will be the immediate removal of yourself from the tournament.
The following maps are available for selection during CAL (everything else is not eligible). Note, maps may be added before the tournament starts. If you have ideas please PM me.
Open Maps:
Field by the River
Random Plains Medium
Oasis
River Valley
Dry Valley
Closed Maps:
Village
Nord Town
Port Assault
Sandi'boush
Desert Town
Verloren
Vendetta
Mixed Maps:
Ruins
Reveran Village
Frosty Battle
Solace
Liberty
Snoop's Exiled Island
Open Maps:
Field by the River
Random Plains Medium
Oasis
River Valley
Dry Valley
Closed Maps:
Village
Nord Town
Port Assault
Sandi'boush
Desert Town
Verloren
Vendetta
Mixed Maps:
Ruins
Reveran Village
Frosty Battle
Solace
Liberty
Snoop's Exiled Island
Results for a match must be submitted within 24 hours and confirmed by both captains. Screenshots are required for every match played.
Format for registering your team
Team Name:
Captain:
Co-Captain: If needed
Captain and Co-Captains Steam and TW info:
Team
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
Administration:
Calamity
Gelden
GreenKnight
Zero
Maynd
Current list of sponsored servers:
wK_Central
Credit to:
Marnid for the majority of the rule set from NASTe.
Kitten for the format.
Maynd for the awesome graphics.
Ghaern for some nice tweeks to the rules.
Gelden for being awesome with acronyms.