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    Competition Platform
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    LANERGY

Competitie Informatie

Voetballen met auto’s, dat is eigenlijk de meest korte samenvatting die we kunnen geven aan Rocket League. Oftewel eindelijk een voetbalgame die wél leuk is om te spelen. In teams ga je aan de slag om de bal het doel van de tegenstander in te krijgen, net zoals met normaal voetbal. Maar je auto kan net een tikje sneller met wat boostpower en met een goeie sprong weet je net wat sneller te scoren. Verdedigen of aanvallen, het is aan jullie.



Vergeet niet om de regels door te nemen. Aangezien het voor juiste seeding wenselijk is dat een ieder zijn MMR in het teamprofiel zet. Je kan hier je MMR opzoeken. Zet het van beiden spelers in de teambeschrijving.

Competitie Informatie

Voetballen met auto’s, dat is eigenlijk de meest korte samenvatting die we kunnen geven aan Rocket League. Oftewel eindelijk een voetbalgame die wél leuk is om te spelen. In teams ga je aan de slag om de bal het doel van de tegenstander in te krijgen, net zoals met normaal voetbal. Maar je auto kan net een tikje sneller met wat boostpower en met een goeie sprong weet je net wat sneller te scoren. Verdedigen of aanvallen, het is aan jullie.



Vergeet niet om de regels door te nemen. Aangezien het voor juiste seeding wenselijk is dat een ieder zijn MMR in het teamprofiel zet. Je kan hier je MMR opzoeken. Zet het van beiden spelers in de teambeschrijving.

Rules

7. ENTERING THE COMPETITION


To enter the competition you have to form your team beforehand. While forming your team it's required to list your highest MMR rating on https://rocketleague.tracker.network/ . Also, list your main account on this website. Following the following format:


  • Player1 [HIGHEST MMR] [Hyperlink to main account on rocketleague.tracker.network]

  • Player2 [HIGHEST MMR] [Hyperlink to main account on rocketleague.tracker.network]



7.1 FAIR SEEDING


When everyone lists their highest MMR in their team description, the referee will try to make as balanced seeding as possible. To ensure a fair tournament for everyone. Failing to list your MMR in your team description will have your team seeded as random. The seeded groups/brackets will only be altered with prior warnings.

8. GAMEPLAY RULES


These are the “Game Play Rules” governing how the Title Game is played during the Tournament.

8.1. MATCH SETTINGS



8.1.1. GAME SETTINGS


Default Arena: DFH Stadium Team Size: 2v2 Bot Difficulty: No Bots Mutators: None Match Time: 5 Minutes Joinable By: Name/Password Platform: Steam or PS4 Server: Europe

8.1.2. CONTROLLERS


All standard controllers, including mouse and keyboard, are legal. Macro functions (e.g. turbo buttons) are not permitted. Wireless controllers are not recommended during live matches. When a controller fails during a match it is at your own risk and the game/match will not be replayed or rematched in any way.

8.2. MATCH PROCEDURES



8.2.1. HOSTING AND TEAM COLORS


Tournament Organizers will specify which Team is blue and which Team is orange. In the group stage matches, the team on the left is always orange and the team on the right is always blue. For the bracket phase matches, the upper team is always orange and the team from below is always blue.

8.2.2. RE-HOSTS


Between Games in a Match, Teams may request that the Match is re-hosted on the same server region due to connection issues. Teams may mutually agree to cancel the current Game of the Match and re-host the Match with approval from Tournament Organizers. Tournament Organizers reserve the right to suspend and invalidate the current Game of the Match for a re-host at any time.

8.2.3. SERVERS


“Europe” servers will always be used for the European Matches. And players will contact each other via the Campzone Discord  - In the RocketLeague Chatroom

8.2.4. GAME START


Players may not join their designated side until all Players from each Team have joined the Game.

8.2.5. SUBSTITUTIONS


Check our general competition rules at: https://the-party.nl/rulesgeneral/?lang=en the general rules apply for freelancing. A “Substitution” is defined as changing the Player line-up after a Match has started. Substitutions may only occur in between Games in a Match, and Teams are limited to one Player change. Substitutions are not allowed during the bracket phase except in the event of a disconnect.

8.2.6. REPORTING SCORES


During the group stage, after a Match is completed, the winning Team must submit the Match result to Tournament Organizers via Lanergy. The losing Team must also confirm the Match result on Lanergy. Taking a screenshot of the results screen or replay of the Match is strongly recommended in case of disputed results. If a Team disputes a Match claiming a win and submits proof of their claim, the other Team must submit proof of their claim to avoid an automatic forfeit of the Match. Any Teams or Players found to be submitting false or doctored results will be permanently banned from the Tournament and future tournaments.

8.2.7. GUEST ACCOUNTS


Players may not compete using guest accounts. All participants must have a unique and valid Steam or PlayStation® Network ID.

8.2.8. OBSERVERS


In-game observers are not allowed except for Tournament Organizers and their designees.

8.2.9. BUGS & GLITCHES


In the event of a bug or glitch that affects gameplay, the full Match should be played out. If a Team calls for a rematch due to the bug or glitch, they must save the replay and submit it to the Tournament Organizer for review.

8.3. TEAM ROSTERS



8.3.1. TEAM CAPTAINS


Each Team must declare one member of their roster to be the “Team Captain” who represents the Team for all official decisions and serves as the main point of contact for the Team.

8.4. MATCH OBLIGATIONS



8.4.1. PUNCTUALITY


All Teams must have all Players physically present or in the online Match lobby and in the designated chatroom by the Match start time. Teams that do not have all Players ready to play within ten (10) minutes of the Match start time are subject to penalties including a possible Match forfeiture.

8.4.2. FORFEITS


Teams may not voluntarily forfeit a Match without prior authorization from Tournament Organizers and, even with authorization, are subject to further penalties for forfeiting.

8.4.3. COMMUNICATIONS


Teams will communicate with their opponents and Tournament Organizers in a designated chatroom during all online stages of the Tournament. For live events, once a Match has officially begun, communication with anyone not designated as playing within the current Match is strictly prohibited and may result in immediate disqualification of the Player(s) or Team.

8.5. MATCH DISRUPTIONS



8.5.1. DISCONNECTS


Open Qualifier In the Open Qualifier, if a disconnect occurs, the shorthanded Team will continue to play out the single Game within the Match series. The disconnected Player may rejoin during the Game that the disconnect occurred in or in between Games of a Match series but may not join in the middle of subsequent Games in the series. After a disconnect, if the Player cannot rejoin during the same Game, the Player will have three (3) minutes to rejoin before the next Game of the Match series begins. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster if this is the first disconnect for the Team during the series. Play- In, League Play, Regional Championships, Promotion Tournament, and World Championship During all phases of the Tournament, except for the Open Qualifier, if a disconnect occurs the shorthanded Team will immediately notify the Tournament Organizer via Discord. The Tournament Organizer may pause the game once the disconnect notification has been received, at their sole discretion. Once the match has been paused, the disconnected Player will have three (3) minutes to rejoin before the Game resumes. If the Player cannot rejoin within that time, the shorthanded Team will continue to play out the single Game within the Match series. If the Player does not rejoin during the same Game in which they disconnected, the Player will have three (3) additional minutes following the Game to rejoin before the next Game of the Match series begins. The disconnected Player may only rejoin during the Game in which the disconnect occurred in or in between Games of a Match series, but may not join in the middle of subsequent Games in the series. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster (subject to the rules set forth in section 8.2.5). For spectated/broadcasted Matches, if Tournament Organizers identify that a Player has disconnected without being notified they may pause a match to allow the player to reconnect.

8.5.2. STOPPAGE OF PLAY


Tournament Organizers may pause a Game or Match at any time and for any reason. In the event of a stoppage of play, Players must remain at their devices and may not communicate with other Players until the Game or Match is resumed. If the game or match is paused or stopped in any way, both teams have to stop playing/practicing to have a flow disadvantage for both teams. This is so technicalities can be worked out without having either team gain a disadvantage.

8.5.3. RESTARTS


The Tournament Organizers may order a Game or Match restart due to exceptional circumstances, such as if a bug significantly affects a Player’s ability to play or the Game or Match is disrupted by a Force Majeure or other event.

8.6. CHEATING


Any cheating, as determined by the Tournament Organizers in their sole discretion, will result in an immediate forfeiture and additional penalties depending on the severity of the infraction.

8.10. PENALTIES


Players or Teams who break the rules in this document are subject to penalties including (but not limited to) the following: Match restart Loss of Game Match forfeiture Temporary Player bans Permanent Player bans Prize forfeiture Any penalties imposed on a Player and/or Team may be made available to the public by the Tournament Organizers in their sole discretion.

8.11. COMMON SENSE



8.11.1. Referees final ruling


Referees may judge to penalize or withhold from penalizing a team/player when the referee deems to do so in his/her fair judgment. A decision taken by a referee is final unless the head referee overrules the referee by informing him/her of the change in decision.

8.11.2. MID TOURNEY CHANGES


The referee may consult with the head-referee to alter rules during the tournament. This is only applicable when a rule is deemed unnecessary or an additional rule is requested by players or deemed necessary by the referee.

8.11.3. PLAYER FAIRNESS POLICY


Players are requested to report any unfairness or discrepancies in the tourneys applicable ruleset. DUH-Events strives for fair and rational tourneys and expects her visitors to do so as well.

Ingeschreven teams: 14

Team Inschrijfnummer Bevestigd 14/14 (100%)
[QQ] Team 1 13 Aanwezigheid bevestigd
[QQ] Team 2 4 Aanwezigheid bevestigd
AardappelJochies 6 Aanwezigheid bevestigd
Aperture Grill 9 Aanwezigheid bevestigd
BlackSabotage 11 Aanwezigheid bevestigd
ClanBadJas #1 10 Aanwezigheid bevestigd
ConQueR 3 Aanwezigheid bevestigd
HeelZiek1 1 Aanwezigheid bevestigd
HeelZiek2 7 Aanwezigheid bevestigd
NAB 14 Aanwezigheid bevestigd
New Army on the Block - CZ19 12 Aanwezigheid bevestigd
Pronald 5 Aanwezigheid bevestigd
Team STAX 8 Aanwezigheid bevestigd
Van Lan Naar Lam [RL] 2 Aanwezigheid bevestigd

Matches

#Group AMPWDL
1ConQueR615501
2HeelZiek1612402
3[QQ] Team 2612402
4Pronald612402
5ClanBadJas #166204
6NAB66204
7AardappelJochies60006
#Group BMPWDL
1HeelZiek2618600
2Team STAX615501
3BlackSabotage612402
4Aperture Grill69303
5New Army on the Block - CZ1966204
6Van Lan Naar Lam [RL]63105
7[QQ] Team 160006


Group A Matches
Ronde 1
NAB 1 vs 0 AardappelJochies » MATCH INFO
[QQ] Team 2 0 vs 1 Pronald » MATCH INFO
ConQueR 0 vs 1 HeelZiek1 » MATCH INFO
Ronde 2
Pronald 0 vs 1 ConQueR » MATCH INFO
AardappelJochies 0 vs 1 [QQ] Team 2 » MATCH INFO
ClanBadJas #1 1 vs 0 NAB » MATCH INFO
Ronde 3
[QQ] Team 2 1 vs 0 ClanBadJas #1 » MATCH INFO
ConQueR 1 vs 0 AardappelJochies » MATCH INFO
HeelZiek1 1 vs 0 Pronald » MATCH INFO
Ronde 4
AardappelJochies 0 vs 1 HeelZiek1 » MATCH INFO
ClanBadJas #1 0 vs 1 ConQueR » MATCH INFO
NAB 0 vs 1 [QQ] Team 2 » MATCH INFO
Ronde 5
ConQueR 1 vs 0 NAB » MATCH INFO
HeelZiek1 1 vs 0 ClanBadJas #1 » MATCH INFO
Pronald 1 vs 0 AardappelJochies » MATCH INFO
Ronde 6
ClanBadJas #1 0 vs 1 Pronald » MATCH INFO
NAB 1 vs 0 HeelZiek1 » MATCH INFO
[QQ] Team 2 0 vs 1 ConQueR » MATCH INFO
Ronde 7
HeelZiek1 0 vs 1 [QQ] Team 2 » MATCH INFO
Pronald 1 vs 0 NAB » MATCH INFO
AardappelJochies 0 vs 1 ClanBadJas #1 » MATCH INFO
Group B Matches
Ronde 1
HeelZiek2 1 vs 0 New Army on the Block - CZ19 » MATCH INFO
Van Lan Naar Lam [RL] 0 vs 1 BlackSabotage » MATCH INFO
Team STAX 1 vs 0 Aperture Grill » MATCH INFO
Ronde 2
BlackSabotage 0 vs 1 Team STAX » MATCH INFO
New Army on the Block - CZ19 1 vs 0 Van Lan Naar Lam [RL] » MATCH INFO
[QQ] Team 1 0 vs 1 HeelZiek2 » MATCH INFO
Ronde 3
Van Lan Naar Lam [RL] 1 vs 0 [QQ] Team 1 » MATCH INFO
Team STAX 1 vs 0 New Army on the Block - CZ19 » MATCH INFO
Aperture Grill 0 vs 1 BlackSabotage » MATCH INFO
Ronde 4
New Army on the Block - CZ19 0 vs 1 Aperture Grill » MATCH INFO
[QQ] Team 1 0 vs 1 Team STAX » MATCH INFO
HeelZiek2 1 vs 0 Van Lan Naar Lam [RL] » MATCH INFO
Ronde 5
Team STAX 0 vs 1 HeelZiek2 » MATCH INFO
Aperture Grill 1 vs 0 [QQ] Team 1 » MATCH INFO
BlackSabotage 1 vs 0 New Army on the Block - CZ19 » MATCH INFO
Ronde 6
[QQ] Team 1 0 vs 1 BlackSabotage » MATCH INFO
HeelZiek2 1 vs 0 Aperture Grill » MATCH INFO
Van Lan Naar Lam [RL] 0 vs 1 Team STAX » MATCH INFO
Ronde 7
Aperture Grill 1 vs 0 Van Lan Naar Lam [RL] » MATCH INFO
BlackSabotage 0 vs 1 HeelZiek2 » MATCH INFO
New Army on the Block - CZ19 1 vs 0 [QQ] Team 1 » MATCH INFO

Results

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