Match Play and Scrimmages

  1. Match Structure
    1. Each match will consist of one Payload and one Domination map.
    2. Control Point will be played as a tie breaker in the event each team has one map win apiece after Payload and Domination.
      1. When playing Payload and Domination on one server, Control Point will be played on that server as well.
      2. If Payload and Domination are played on different servers in a home server scenario (see Tiers, Match Ups, Servers, Scheduling and Terms 3.3.), Double Control Point will take place.
    3. Double Control Point
      1. When Double Control Point is being played, the same two control point maps (Stadium) will be played back to back, one in each participating team’s home server. This is done to negate ping differences being a determining factor in tie breaker outcomes.
        1. Each team is required to use their declared home server that best fits, in terms of lowest pings, the roster they brought to play control point.
      2. Between the two control point maps, teams will be switching servers to get to the second control point map played in the other team’s home region. During this swap
        1. No buffer period to discuss strategy is allowed.
          1. The second control point is to start immediately once all 10 players are in the new server and present in their headset.
          2. A maximum of 5 minutes is allowed for the server transition. If after 5 minutes one team has all 5 of their competitors in the server and their opponent does not, their opponent automatically forfeits.
          3. A buffer period (Match Play and Scrimmages 3) or server transition period violation before one of the double control point maps will count as a forfeit for both maps.
        2. Teams may not substitute in any players that did not play in the first control point.
          1. The only instance in which a sub is allowed to play in a double control point scenario is when a competitor drops due to emergency, connection or power issues and this dropped competitor’s team has a sub available from the dropped competitor’s same region. This is to ensure each team gets to have their full ping advantage on the control point played in their home server.
            1. The server regions include
              East Coast US – Washington, New York, N. Carolina
              Central US – Dallas, Iowa
              West Coast US – San Jose, Oregon
              Europe – Amsterdam, Frankfurt
              APAC – Sydney, SIngapore, Hong Kong
      3. Double control point is won outright if a single team wins both control points.
        1. In the case of each team winning one Control Point
          1. The team winning by the largest time differential is the victor.
            1. If the time differentials are tied, the secondary tie breaker is highest overall team score (combined scores from all competitors on both Control Points), and the tertiary tie breaker is most team kills (combined kills from all competitors on both Control Points).
  2. Starting a map
    1. Matches are to be played 5v5.
    2. Server hosts may only start a map when
      1. Both teams have fielded at least five (5) competitors.
      2. League Mutator(s) are enabled.
      3. Their opponent has said they are ready.
      4. Casters, if present, must signal to the captains when they are ready.
    3. If a map is started before a team is ready, that team must raise their arms in game as they first exit their spawn to signal that the map must be restarted.
  3. Buffer Periods
    1. There is a fifteen (15) minute buffer period before the first map begins and a ten (10) minute buffer period between each map thereafter, in which time teams are to get their rosters present in the server and prepare for the upcoming map to begin.
      1. The first Buffer Period starts at the scheduled match time.
      2. Any subsequent Buffer Periods begin the moment the teams arrive back into the voting lobby.
        1. Competitors should check the time on their in-game wrist display to know at what time a buffer period should end.
      3. In a double control point scenario, there is a max of five (5) minutes allowed for server transition, but no buffer period for map preparation (Match Play and Scrimmages 3.2.1.).
    2. Once the buffer period has ended
      1. If a team still has yet to say they are ready, the other team must confront them to inform them the buffer period is over and issue them a one minute warning.
        1. If the unready team has less than five (5) competitors, they will forfeit after the minute from the one minute warning has expired, after which the next buffer period will begin if there are any maps still to be played.
        2. If the unready team has all five (5) competitors present, the map must be force started after the minute from the one minute warning has expired.
      2. A team incorrectly issuing a one (1) minute warning and forced map start may face map forfeiture themselves.
    3. Server admin role in buffer period matters
      1. If the server admin is on the unready team and refuses to start the map after the buffer period and one minute warning have expired, the other team will need to record the refusal and submit it as evidence for forfeit.
      2. If the server admin is on the team that is ready, they must start the map at the end of the one minute warning, as long as all 10 competitors are in the server.
    4. Reporting violations
      1. The Board cannot be expected to watch every match and spot buffer period violations. These violations need to be reported to the Board, with all evidence available as to who is at fault for any violations, as quickly as possible so decisions can be made before the following cycle’s match ups are created.
      2. Teams are expected to be recording a POV that captures any discussions enforcing the buffer period rules. Without POV evidence for the Board to review, it will be much more difficult to determine who is at fault for a violation.
      3. If neither team attempts to enforce the buffer period rules, this will result in all remaining maps becoming double forfeits even after they are played.
      4. If the teams cannot agree on whether the buffer period has been violated or not, they still need to play the map. After the match, they need to present their evidence to the Board to let the Board make their determination of fault.
      5. Extenuating circumstances or issues not covered explicitly in these rules resulting in buffer period violations will be dealt with at the Board’s discretion.
    5. After any combination of played or forfeit maps delivers two (2) map wins to a team, the match is over.
  4. Player Checks
    1. If a team has concerns about an opposing player (connectivity, cheating, offensive behavior, etc.) they may request the opposing team switch out the player. If the opposing team rejects the request, the requesting team may file a formal grievance with clear evidence.
      1. The switch must be requested either during the current Buffer Period or, if the problem was discovered during a map, the next Buffer Period.
      2. Claims of opposing player issues affecting a map outcome will be invalid if the Buffer Period after the map in question has passed and no switch request was made.
    2. Before a match begins, teams may perform a perspective check on their opponents by having them demonstrate their fighting gun position, to ensure their opponent is not utilizing the exploit that allows guns to block their face while not blocking their view.
      1. If their guns are blocking their face while demonstrating their fighting gun position, the player may either:
        1. Attest that they aim with their guns at actual eye level and guns therefore partially block part of their field of view, in which case, the revelation of this attestation to be untrue will carry a penalty.
        2. Place themselves in seated mode to correct the issue.
      2. A team cannot pursue a penalty for the use of this exploit unless they have first discovered the use of the exploit (in lobby or in game), demanded its use be stopped, and subsequently discovered the continued use of the exploit, or have found a player to have been lying when attesting they were not using the exploit.
  5. Once a map begins
    1. Game play will continue until the map ends (except for Match Play 2.2.4.), any competitor(s) who drop due to uncontrollable circumstances (technical issues, personal emergencies) may be substituted for from the team’s roster.
  6. Once a map ends
    1. Server hosts must not skip the Podium Lobby by selecting the return to lobby option in the menu after a map is completed.
    2. Competitors must remain in the Podium Lobby until they arrive back in the Main Lobby to allow for documentation of game stats.
    3. The next buffer period starts once the teams are back in the Main Lobby.
  7. Map restarts and map/match replays
    1. Maps may be restarted during play if
      1. Both teams are experiencing frequent and constant player drops or server conditions that make the map unfit for competition.
        1. When player drops are considered frequent and constant or server conditions are considered unfit for competition is when
          1. Both teams agree.
          2. Both teams don’t agree, but the Board determines the conditions are met or allows a community vote to determine conditions are met.
        2. Server conditions unfit for competition may include excessive amounts of fps drops, flip-booking, teleporting or other unforeseen conditions.
          1. Upon agreeing to a restart due to server conditions, teams should either agree to switch servers and continue the match or schedule a replay of the map/match.
    2. Players must raise their hands to signal the need for a map restart.
      1. A map restart is mandatory when a team signals the restart by having hands raised as they exit their spawn once play begins.
        1. Once back in the lobby, the map is to be restarted immediately, unless
          1. The map was restarted before a team was ready and there is still time in the buffer period, in which case one extra minute may be added to the buffer for the time lost.
      2. If the map restart signal is given at any time other than after the first spawn, a team may refuse the restart.
        1. However, if restart conditions were met and a restart was refused, a forfeit or replay may be forced.
          1. When requesting restarts, teams should be recording POV footage to capture the conversation had with their opponent during the restart request and to document that the conditions for a restart existed, in order to provide the Board sufficient evidence to support a restart.
    3. A map/match may be replayed if
      1. Conditions for a map restart are met (see Match Play 7.1.) but the map is not restarted.
        1. Teams requesting a replay must request the replay in the lobby following the map they wish to replay.
          1. Teams may either replay the map immediately or choose to schedule a time to reply the map or entire match.
        2. If a replay is refused
          1. The match will continue, if there are maps still to be played, and an appeal can be made to the Board after the match.
          2. When requesting replays, teams should be recording POV footage to capture the conversation had with their opponent during the replay request and to document that the conditions for a replay existed, in order to provide the Board sufficient evidence to support a replay.
      2. A map/match replay is determined necessary when
        1. Both teams agree.
        2. Both teams don’t agree, but the Board determines the need or allows a community vote to determine the need.
      3. A map/match replay must be completed before the current cycle ends.
        1. In situations in which the Board will need to make a decision, teams are expected to present all evidence to the Board as quickly as possible to allow as much time as possible for a reschedule to happen.
        2. If a map/match qualifies for replay but is not replayed before the cycle ends, neither team will gain or lose MMR/SR.
  8. Server hosts
    1. Server hosts are responsible for ensuring all of the rules of match play are followed and must be responsive to their opponents during in game match communications. Failure to follow rules or to communicate effectively may result in map forfeiture or suspension.
  9. Playoffs
    1. Every tier participates in playoffs.
    2. Playoffs are single elimination.
    3. Playoff format will mirror the regular season format, except higher seeded teams get first pick in the playoff map selection process.
    4. Maps, server and color choices need to be made and declared between opponents no later than Tuesday the week of the match.
    5. For best of three playoff matches
      1. If using home servers, each map picked by a team will be played on that team’s home server.
      2. First, the higher seed picks which Payload or Domination map is the first map to be played and their color on the map.
      3. Second, from the other game type not chosen for the first map, the lower seed will pick which map will be played second and their color on that map.
    6. For best of five playoff matches (Finals and 3rd Place)
      1. If using home servers, each map picked by a team will be played on that team’s home server.
      2. First, The higher seed eliminates one map from either Payload or Domination, then the lower seed eliminates one map from the other game type.
      3. Second, of the four remaining Payload and Domination maps, the higher seed will pick the first map to be played and their color for the map.
      4. Third, of the three remaining Payload and Domination maps, the lower seed will pick the third map to be played and their color for the map.
      5. Fourth, of the two remaining Payload and/or Domination maps, the higher seed will pick the second map to be played and their color for the map.
      6. Fifth, the lower seed will choose the color they want to play on the remaining map, which is to be played fourth.
  10. Scoring
    1. Matches are played first to two map wins.
      1. If after two maps each team has one win, the tiebreaker is played.
    2. Draws on Domination maps will utilize the game’s sudden death mode.
    3. Payload map draws are decided by the time remaining.
      1. Whichever team reaches goal with more time remaining on the clock wins the map.
      2. If both teams end with the same time remaining, highest total team score will be used to determine the winner followed by highest total team kills.
  11. Post-match Reporting Responsibilities
    1. Both teams are required to be able to produce end of map scoreboards for record keeping after a match. These are post-map screen-captures of scoreboards from either a cast or player POV.
    2. A Dash League Board Member will utilize the Hyper Dash Stats API using Team tags and match dates.
      1. In the event that this fails they will reach out to the caster or the team captains, if the match was not casted, to request the session_ids or scoreboard screens.
      2. If no means of data retrieval is provided by the teams’ captains, it will result in a double forfeit.
        1. Teams may attempt to replay this match during the current cycle to avoid forfeits.
    3. Instructions to retrieve session_ids:
      1. Launch the spectator app
      2. Join the match lobby. Leave the drone in the lobby until the end of the match (the end of the match is considered to be after the scoreboard lobby from the final map played has ended).
      3. There will be one (1) session_id per map. The session_id is written to disk at the end of a map, so it is imperative that the drone be present before the end of each map and at least until the teams transition back to the lobby.
      4. After the match, retrieve the session ID’s from: C:\Users\{USER}\AppData\LocalLow\Triangle Factory\Hyper Dash\sessions.json
  12. Scrimmaging
    1. Scrimmages are competitive contests outside of league play that do not count towards league rankings or stats and are used by teams to prepare for league matches.
    2. Scrimmages do not have to follow league competitive rules and may be held in whatever way suits the purposes of the teams participating.
      1. Teams may negotiate things such as map choices, substitutes, aliases, spectator control and spectator recording distribution.
    3. Teams should lay ground rules regarding the use of the spectator before the scrimmage begins, including
      1. Who gets to use each spectator slot
      2. Which players can be viewed or recorded from each spectator
      3. Who gets to view the spectator recording
    4. If a team is able to show that spectator ground rules were agreed upon by the teams before a scrimmage began and yet their opponent violated these ground rules
      1. If the violation occurred during the scrimmage, such as an unapproved person taking a spectator slot, the spectator will be penalized.
      2. If the violation occurred after the scrimmage, such as a player distributing the spectator recording to anyone not approved to receive it by both teams, except in the case of distributing to the Board if requested as evidence for some matter the recording is relevant to, the person distributing the recording will be penalized.
    5. Since it is not obvious who a person behind the spectator drone may be, any scrimmage violations by a team that refuses to expose who was spectating during a violation or who distributed a recording in violation, the captains of the team both will be penalized, regardless of if they approved of the actions or not.
    6. Uninvited players who enter a private scrimmage server as a spectator or player will face suspension, the length of which will be determined by the damage done by invading the scrimmage (see Penalties 5).