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Contents
Overview of Rules
- Play nice.
- Don't cheat.
- Have fun!
Rules for Entry
- Each team must be part of a Bungie-certified Order in order to enter the Myth World Cup. If you aren't an Order, feel free to become one just to enter the Myth World Cup.
- Each team must have a roster of between four and eight players. Players must be members of the team's Order.
- An Order may submit more than one team to the Myth World Cup. However, the tournament organisers recommend that an Order create only as many teams as they can handle.
- Each team must nominate a Captain. The Captain of a team will be responsible for organising games and reporting results. The Captain does not necessarily have to captain the team in a game. Each team must also nominate an Alternative Contact Member in case the Captain cannot be contacted.
- The Captain and Alternative Contact Member must be listed among the eight players on a team's roster.
- Each player on the roster must submit their bungie.net login as well as their typical screen name.
- A player may only belong to one team. If a player has more than one bungie.net login, they may not enter one in one team and the other in another team.
Meta-Rules
- If possible, captains should print out these rules for reference during games.
- If a situation arises that is not covered by the rules, or the Captains cannot remember the rules governing that situation, if both Captains can agree on a course of action, that course of action should be taken.
- The rules are subject to change at any time by the tournament organisers. Notifications of such rule changes will be posted on the tournament website.
- The tournament organisers reserve the right to judge based on the spirit of the rules rather than the letter of the rules if this becomes necessary.
- Failure of a player or team to comply with the rules may result in the elimination of that player or team, at the discretion of the tournament organisers.
Rules of Conduct
- Players and captains should be polite and civil at all times.
- Remember, the Myth World Cup is about competition for fun.
- Teams should be patient with the tournament organisers if there are any holdups. Remember, we're all human.
Game Rules
- Each round has a certain amount of time to be completed in. At the start of each round, team Captains will be contacted by email and given the names and email addresses of their opponent(s) for that round. It is the responsibility of the team Captains to arrange with their opponents times to play.
- For convenience with timezones, all matches should be scheduled for a time in BST (Bungie Standard Time), as shown by the clock on the Myth World Cup's main page.
- All email organising matches should be cc:ed to the tournament organisers at cbutcher@atlas.otago.ac.nz. The subject of any such email should be "MWC: R1: Team1 vs Team2".
- Matches must be completed by the time specified as the end of the round. Any teams failing to complete their matches by the specified deadline may be eliminated.
- If a Captain cannot get in touch with their opponents for a round, they should notify the tournament organisers. If said opponent is unable to be reached, or cannot field a team to play, they will forfeit the match.
- If a team does not show up for a match, after twenty minutes the Captain of the opposing team may declare a forfeit.
- Each match will consist of one or more games.
- Matches should be held in an unranked room on bungie.net. The team Captains should organise a set of three rooms to meet in, and a priority ordering (e.g. first Scales, then Covenant, then Bagrada). If all of these rooms fill up, then the room should be changed with the consent of both teams.
- For the convenience of the tournament organisers, the title of games should be "MWC: Team1 vs Team2 [BOOT]".
- If, while a team is waiting for their opponents to arrive, the room that they designated fills up, the team should move to the next room arranged. One member should be left behind to check for their opponents' arrival.
- A team may field between one and six members for any game.
- A team may change members between games in a match, however all players must be listed on the 8-member roster.
- If a team wishes to change its 8-member roster between rounds, they should notify the tournament organisers.
- All of the games in a match must be played in a single series, unless other important circumstances intervene (bungie.net crash, atomic warfare).
- After each game, the next game in the match should be started as soon as possible.
- Unless otherwise specified in the rules for that match:
- All games must be played with Unit Trading on.
- All games must be played with Veterans off.
- All games must be played with two minutes planning time.
- All players in a game must be using the latest version of Myth. This is currently v1.3b2.
- Observers are discouraged from watching games, as more players will increase the amount of bandwidth required. However, if both Captains agree, observers may watch games. Observers may not speak or control units.
- Chain Lightning and Psi-Kicking are not allowed. However, 'carpet bombing' and other such uses of the Myth physics engine are perfectly legal.
- Teams should designate their player who has the best Internet connection as their host. Games will be hosted alternately by the first team and the second team. The first game in the match will be hosted by the team whose name comes first alphabetically.
- If a team's players all have bad internet connections, they can try and find someone else to host the match for them. The above rule can be ignored if both captains agree on a host to use - it's only for use in resolving conflicts.
- All players should save films of every game played. After a match is finished, both Captains should calculate the points scored for each team, and email the scores together with the films in .zip format to the tournament organizers at cbutcher@atlas.otago.ac.nz. For notes on how to compress films, see The Corporation's guide to films.
Disconnection Rules
- If a player is disconnected during a game, the game will go on without them. This will happen even if the Captain of a team is disconnected.
- If an entire team is disconnected during a game, they forfeit the game and score zero points. The opposing team is awarded maximum points for that game.
- If the host of a game is disconnected during a game, the host's team forfeits the game and scores zero points. The opposing team is awarded maximum points for that game.
- In each of the three above situations, if the opponents are feeling magnanimous, they may elect to replay the game once the disconnected player returns (or before then if necessary). However opponents should not feel pressured to do so, it is entirely up to them.
- If a player is disconnected during a game, or during between-game chat, a grace period of ten minutes will be allowed before the start of the next game, if the player's team requests it. At the end of the ten minutes, if the player has not returned, the match will continue without them, unless the other team elects to wait longer for them.
Tournament Draw
- The Myth World Cup consists of a single Qualifying Round followed by a number of Elimination Rounds.
- For the Qualifying Round, teams will be divided into some number of Pools (possibly eight), identified by letters (e.g. Pool A, Pool B, etc). Each team will play each other team in their Pool, in a round-robin series of games.
- At the end of the Qualifying Round, the teams with the largest total points in each Pool will advance to the Elimination Rounds. Once the number of total teams is known, the number of teams to advance from each Pool will be set.
- The Elimination Rounds will be single-elimination games. The winner of each match advances to the next round.
- The losers of the semi-finals will play each other for third place.
Prizes
- The second-placed team will receive official Myth: The Fallen Lords baseball caps from Bungie.
- The winning team will also receive a prize, the details of which are not known yet. Stay tuned.
Instructions for Captains
- Remember to cc: the tournament organisers at cbutcher@atlas.otago.ac.nz in any email you send for scheduling purposes.
- Make every effort to be as flexible as possible in scheduling games. Also, try to contact your opponents as soon as possible when arranging games.
- If you want to see your order's logo on the website, you should prepare two versions: a 60x45 icon, and a larger version (max 200 pixels width and height). Email these two images in .jpg format to the tournament organisers and they will be put on the Myth World Cup web page. It really is a nice touch, and helps to differentiate your order from all the rest.
- The Myth World Cup website will regularly run features detailing the progress of the World Cup, and will put up quotes from team captains and players. If you want to see material about your game on the site, then feel free to take screenshots, write small summaries, give us quotes. Do you want fifteen minutes of fame?
- After EVERY game, please write down the number of units lost by both sides - e.g. Corp loses 87, #CP loses 64. Send in this information along with the scoring as to who wins the game. Click here to see a sample results email.
- If you have any suggestions that you think would improve the Myth World Cup, or feedback on how we're doing, send them in to us here at cbutcher@atlas.otago.ac.nz.
Qualifying Round
- The qualifying round will consist of sixteen pools of five teams, designated Pool A - P.
- Each team will play one match versus each other team in its pool. Remember, one match, three games.
- All matches MUST be completed by the deadline set for the end of the round. If a match is not played because one of the teams is unable to play, the other team will win the match with maximum points. However, if the teams either cannot agree on a playing time or fail to play by the deadline, they will both default the match and score zero points. It is the responsibility of the captains to ensure that all of their games are played by the deadline.
- The qualifying round begins on the 11th of August. There are TWO WEEKS allotted for the qualifying round. Team Captains must contact each other Captain in their pool, and arrange to play their four matches by the end of this time period. THE DEADLINE IS FINAL.
- Maximum points for a match in this round: 25 points.
- Submit results by email, with films attached. Click here to get a sample results sheet. Fill in all of the parameters in <angle braces>. Please, no results in red crayon - we accept only blue or black.
- Films may be attached in pretty much any format, using MIME (NOT base64!). The tournament organisers recommend that films are uncompressed, and renamed to some meaningful name. An ideal name would be poolh_vr_krod_1.
- At the conclusion of the qualifying round, the two teams from each pool with the most points will advance to the elimination rounds. In the event of a tie, the tournament organisers will assign a tiebreaker match.
- The points won by a team in the qualifying round will determine that team's opponents in the elimination ladder.
| Qualifying Round Games |
| # |
Game |
Map |
Time |
Scoring |
| 1 |
Last Man On The Hill |
Creep On The Borderlands |
12:00 |
3 for win, IF YOU WIN +1 for each 10% remaining more than opponent (max +5, no negative modifiers) |
| 2 |
Territories |
The Desert Between Your Ears |
14:00 |
3 for win, +1 per flag. If a team is eliminated, the other team gets points for all 6 flags and the win. |
| 3 |
Flag Rally |
Ground Zero (Dark) |
10:00 |
3 for win, +1 per flag |
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