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Team Fortress 2: CEVO Announces FREE TF2 Tournament

By: Mark Cheben - Published September 27, 2007 at 2:40 AM EDT - Writer Archive
CEVO LLC (CYBER EVOLUTION) is excited to announce the CEVO Team Fortress 2 Tournament, an online event featuring $1000.00 dollars in cash prizes courtesy of CEVO (www.cevo.com).
“It is a pleasure to host the first North American Team Fortress 2 event here at CEVO. Many of the staff have been playing the game nonstop for the last week and a half and have had nothing but tremendous things to say about the game play and graphic quality,” said Charlie Plitt, CEO / President for CEVO LLC. “With the conclusion of this event, we will be looking to launch league based play with multiple divisions and we will be hiring on several gaming officials to support this effort so if you are interested apply today.”

The CEVO Team Fortress 2 Tournament is a double-elimination online event for gamers in the Team Fortress 2 community. The format of the tournament will be 6 v 6 using both ctf and cp maps. Registration is open starting Thursday, September 27, 2007. There are only limited team slots available (16 Atlantic, 16 Central, 16 Pacific) to the first teams that are fully registered (6 players on roster with SteamID's entered), so get your team signed up quick! The tournament dates will be announced when registration is complete.

NOTE: Team registration will open at 5:00 PM CST on Thursday, September 27th.

Prize Distribution:

• 1st - $500.00
• 2nd - $350.00
• 3rd - $150.00

Matches will be played twice per week on Monday and Thursday evenings. Teams will be permitted to dispute a maximum of two players per team. The CMN3 will be enabled for all matches.

Map Rotation and Scoring:

ctf_2fort - Two 15 minute halves, the team with most points after 30 minutes wins the match.

cp_dustbowl - First team to 4 points or most points after 60 minutes wins the match.

cp_granary - Play to 3 points or 30 minutes and switch sides. First team to 4 points wins the match or the highest score after 60 minutes.

cp_gravelpit - First team to 4 points or most points after 60 minutes wins the match.

cp_well - Play to 3 points or 30 minutes and switch sides. First team to 4 points wins the match or highest score after 60 minutes.

NOTE: All CP maps will be played until one team reaches the amount of points needed for that specific map. If the time limit expires, the score of the match will be reported as the score when the time limit expired.

General Rules and Configs:

In an effort to simplify the match process for all players, we have created a config for each of the 5 maps being used. The official CEVO TF2 server configs are required to be installed every match server. You can find the configs here: http://www.cevo.com/FILES/cevo_tf2_server_configs.zip or in the downloads section of our website.

- Friendly Fire: ON (If the cvar is available at the time of the tournament).
- Format: 6 v 6.
- Class restrictions - No more than 2 of any class is allowed at one time.
- Matches will be played on Mondays and Thursdays.
- The CMN3 must be used for all matches.
- ALL disputes must be filed within an hour of the conclusion of the match.

Feedback:

As this will be one of the very first Team Fortress 2 events, we NEED your feedback. We would love to hear what you think of the format, rules, configs, class restrictions, etc...

After our first tournament is over we will sit down, and with the communities input and make any necessary changes to our current format and rule set.

###

CEVO would like to thank Layered Technologies (enterprise server solutions), NationVoice Communications (top quality ventrilo servers and service), and NuclearFallout Enterprises, Inc. (premium competition game servers) for their support of CEVO's Team Fortress 2 Tournament.

Source: CEVO

User Comments

1
76% Ranking 76% Ranking 76% Ranking 76% Ranking
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The UGP team led by SirScoots has this on LOCKDOWN! ... If they decide they want this petty cash prize

This comment was edited at 09/27/2007 2:49 AM
I Started the FURY craze!
2
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For a game that has been out under 2 weeks, 500 bucks is a good chunk of change. All I can say is goodwork CEVO. Proving once again why you're better then the other guys :)
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awsome
4
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easy money! :)

This comment was edited at 09/27/2007 2:59 AM
Mug N' Mouse - #team-mnm - www.mugnweb.com
5
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Nice :)
BLACKHAWK
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awesome! i might have to play in that... hmm
David Marquez | Art Director | www.GotFrag.com | #gotfrag
7
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should be a fun tournament! What do you think of the format/scoring?
prostar - #talent
8
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Good way to get the competitive scene rolling, should be fun.
9
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Good move by CEVO! Looking for team! :)
Beware the JUDDERMANG....
10
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6v6 :/
11
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#10

I guess it's time to adapt :/

This comment was edited at 09/27/2007 3:36 AM
Beware the JUDDERMANG....
12
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7 v 7 plz its what will work for all
13
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The people in the tf2scrim channel have been using 6v6 so my guess is that 6v6 will be the competitive standard. But leagues should still do 7v7, 8v8, etc. to please the other members of the community
Beware the JUDDERMANG....
14
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the game has been out for 2 weeks, it'll take a bit to find the exact format that the majority likes to play i would imagine...

LOOKING for a TEAM !

[MC]NePtunE
[wTf]NePtunE
rev6|NePtunE

reporting for duty :-) (if some remember ye olde QWTF days...)
Life is what you make of it. Dreams are what you live for.
16
40% Ranking 40% Ranking 40% Ranking 40% Ranking
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I don't like the idea about restricting classes... just seems limiting.
Tack sε mycket
17
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After scrimming the game for nearly a week I have to say that allowing 2 of each class in a 6v6 format seems like it could really skew matches for the worst.

While it may change from map to map, in general I don't think too many people want to see 2 medics, 2 spies, 2 heavies, 2 engineers or 2 demo in such a small format.
18
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Looking for a tf2 team. Contact me @ #meek
CS since 03
19
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Same here ... looking for a tf2 team private msg me here or #hz
#forza
20
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Also, certain maps might potentially benefit the team which starts offense or defense, no?
you go
21
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thats sweet wish i didnt have so many cs matches or id play, and they said the game was designed to be played with FF off and disabled it last update
22
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that doesnt make any sense concidering the spy is useless with ff off
#pure.gaming #ostrich #ANGRYFACE
23
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I sent them a bug report regarding FF...as far as the rules...I personally would like to see 7v7 since it allows slightly more diversity in the strategies...also some of the maps seem a bit large for 6v6 when you consider the respawn timer. Why do you switch sides on well and granary? They are the same, just like 2Fort. I think limiting the teams to 2 classes is the best move until we have a larger body of evidence as to the imbalances of the game. We also don't know if they will alter the balance a little. Spy will be hard to use in FF off, especially against organized teams I can't really see it being used for anything more than suicide runs. FF on the spy is probably imba though, even in organized play its really difficult to take down spies cause they are always standing next to friendlies. I almost might agree with Valve that the game is balanced for FF off, but I am not sure because there is not enough competitive history to analyze. I would also like to see a cvar that can turn off critical hits for competitive play.

P.S. I would like to play some matches for a team that is organized but doesn't require exorbitant amounts of practice. I work around 70 hrs a week, but I've competed in FPS for about 10 years (and already played 50+ hrs of TF2), and I like to do it for fun. I can work around a schedule of practices and matches, so that's not a problem. I'm 25 and would prefer to find a like-minded team that enjoys competing without it being the #1 priority in life. I'm located in Dallas, TX. Send me a message here or adobbs on steam.

This comment was edited at 09/27/2007 11:48 AM
obsolete
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WooT!
#monstergaming
25
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hell yeahh
26
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so in, might be pickin up a few so pm or im at squizor
27
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Looking for a team. Shitloads of TFC exp and FPS exp. #tf2pro or PM me here

This comment was edited at 09/27/2007 1:58 PM
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oh, and my alias is now TnarG
29
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They need to set it as first to 4 but must win by 2. Otherwise the first team to do offense on some maps will win 4-3 every time.
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I have been playing this game non-stop since it came out and have been scrimming for just over a week every night with the Doctors. I also know a little bit about competitive gaming so here is my feedback.

You're going to run into many problems. First of all, you need some type of stopwatch mod for Dustbowl or Gravelpit so teams can compete against their attack times if they cap the final points. It's a different type of CP format where 1 team attacks and the other defends unlike Granary or Well where you do both. With 2 evenly matched teams, the team that starts on offense will most likely win if you just use a 60 minute time limit, especially using a 6v6 format on those maps.

6v6 in general is bad on Dustbowl & Gravelpit unless you lower the spawn time to at least 10 seconds. Leaving it the way it is I'd allow teams to play 7v7 or 8v8 on those 2 maps. It's incredibly easy to attack on those maps 6v6 which is why there will be an advantage for the team that attacks first. So if you can't come up with some form of a stopwatch mod where teams compete against each others attack times, either lower the spawn time or allow 7v7 & 8v8 on Dustbowl and Gravelpit.

Question, is sudden death going to be used? Because it's a wonderful pub idea but a horrible competitive idea especially considering there's no incentive to move forward and put yourself at risk. So for example, on a map like Granary or Well, if 1 team has 3 or 4 out of the 5 points captured and the round ends, they should get the point for that round (a mod might be needed for something like that or you'll just need to reset the game/score and keep score yourselves). A team who gets dominated all map and can barely hold 1 out of 5 points on the map who flukes out a win in sudden death since you can't spawn when dead should not be awarded with 1 point for winning that round. I could also see there being a lot of stalemates which is just really boring to play or view as a spectator.

As for class restrictions. What I find is most balanced on all maps overall if you use the 6v6 format for all games is 1 heavy, 1 medic, 1 spy, 1 demo man and 1 engineer with allowing 2 of everything else. If you allow 2 of every class, let me paint you a scenario. You got 2 medics, 2 heavy's, and 2 spy's. You're trying to take the last point. You wait until Uber is up and Uber the 2 heavy's and just kill anything close by while you run straight to the last capture point while being invincible. Even if the defending team counters with 2 Ubers of their own, everyone is just going to be waiting on the last point for that one last showdown. Let me explain further.

So with 2 medics, that allows 4 out of 6 of your players to be invincible and move anywhere they want on the map killing anything in their path. You use the 2 spy's to take out any demoman that might have put mines on the last point, then they unstealth to help you capture it. It doesn't take long to capture points in this game so with more than half the team invisible, if you don't kill them all instantly once the Uber runs out, the game is over anyways. And we're talking about 2 heavy's with 2 healers on them which won't be easy to kill. Even if you waste time killing the healers, the heavy's will capture the point. It's going to force all 12 people stand on the last capture point so when the Uber runs out you hope you can kill all instantly.

Defending points should be all about teamwork and positioning all over the maps in a game like this. Not about having a 6v6 showdown on a small circle capture point because a majority of the offensive team will be invisible running straight to the last capture point. This is just 1 scenario, but there are many cheesy strategies that also involve 2 demoman using their spam and remote mines. 2 Spy's can also be very overpowering and cheesy as they 1 shot things coming out of stealth. Now 2 engineers might not seem too bad on some maps, but overall you can come up with some very defensive strategies, even on maps you need to attack on as well (2fort, granary, well) which will not only make the game not enjoyable for everyone participating, it will be horrible as a spectator.

Hell, on a map like 2Fort I'd even vote to allow no engineers at all since it slows down the game play so much. I've scrimmed a few matches on 2fort with no engineers and all the other class restrictions and it was by far the most fun I had on that horrible turtling map. As a spectator it's also something I'd love to watch. However, this is just my personal preference and don't see all the old school TF players accepting no engineers on 2Fort, but when I think about competitive play I look at things from all angles. So again, I strongly recommend you consider what I've posted and definitely use these class restrictions:

1 Medic
1 Heavy
1 Spy
1 Demoman
1 Engineer
2 Soldier
2 Sniper
2 Scout
2 Pyro
Doctors > *
31
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currently looking for players with top exp (invite/professional/lan) in previous games or extensive exp in previous tf games to form a team for this tournament and possibly beyond. pm PowerHouse-XullioS in #phg, #tf2, #tf2pro, or #tf2invite.
32
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I agree with George on all points except for class restrictions, though I have not scrimmed the game yet.

This comment was edited at 09/27/2007 5:51 PM
33
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hmm reg still not open -.-
34
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6v6 is the best format.
35
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#34 tells the truth
36
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got myself a team signed up

:D
37
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Who ever wins central wins the tourney. Central is stacked.
#zhr
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#30 is correct...esp on the class limits
#pure.gaming #ostrich #ANGRYFACE
39
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how will you do eu vs us matches?
www.mamut.si #mamut.si
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Awesome cu all in the tournament :-)
41
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Hey guys,

We are recruiting skilled players for match plays. We have super low ping servers.. priv and pub
Come register in the forums to apply!

http://www.technashouse.com/
42
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It's time huh..................

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