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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). 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
I guess it's time to adapt :/
[MC]NePtunE
[wTf]NePtunE
rev6|NePtunE
reporting for duty :-) (if some remember ye olde QWTF days...)
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.
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.
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
:D
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/
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