Match Play

  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 Match Structure and Terms 3.3.), Double Control Point will be played once apiece on each teams’ home server that best fits the team’s roster when their home server is being used.
    3. In a Double Control Point, after the first Control Point is completed, teams must then immediately move to the next server and start the next Control Point as soon as the caster and all players have arrived to the new server.
      1. Time for strategy discussion in the lobby waiting for the second Control Point is not permitted.
        1. Once the caster and all players have arrived to the new server, the server host must ask their opponent captain if they are ready and, once confirmed, must start the map.
      2. The rosters must stay the same on both Control Points.
        1. If a player drops during the first Control Point map, they may only be substituted for with a player on the team’s roster from the same Hyper Dash server region as the player who dropped. Example: a player from Texas drops, only other players who can also claim Dallas as their nearest server may sub in.
        2. If a player drops during the first Control Point map, and the team does not have anyone to sub in, the second Control Point may be started 4v5.
    4. Double Control Point is won by a team if they win both Control Points played.
      1. In the case of each team winning one Control Point
        1. The team winning by the largest button-held-time point differential is the victor.
        2. If the button-held-time point differentials are tied, the next tie breaker is highest overall team score (combined scores from all players on both Control Points).
        3. If total score is tied, the next tie breaker is most team kills (combined kills from all players 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 and bots are turned off, i.e. the player slider is set to 0.
      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 period before the first map and a ten (10) minute period between each map thereafter.
      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.
    2. In the case a team is not ready after a Buffer Period has passed, a one (1) minute warning must be issued before a team can compel the start of a map. After which
      1. If the server admin is on the team responsible for a delay and refuses to start the map, 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 not responsible for the delay, they may start the match and may ignore the map restart signal (raised arms) from the delayed team.
      3. A team incorrectly issuing a one (1) minute warning and forced map start may face map forfeiture themselves.
    3. A team with less than five (5) players at the end of a Buffer Period automatically forfeits the map that was to be played at the end of that period, and no one (1) minute warning is needed in the case of a team not having enough players to start a map.
      1. 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 (unless qualifying for restart under Match Play 7), any player(s) who drop due to uncontrollable circumstances (technical issues, personal emergencies) may be substituted for during play 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. Players 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, (TO BE DETERMINED)
  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. Playoff format will mirror the regular season format, except higher seeded teams get Home Field Advantage.
      1. The higher seed first picks which map to play from either Payload or Domination, which color they want on that map, and whether that map is played first or second. If using home servers, this will be the map played on the higher seed’s home server.
      2. The lower seed will then pick which map they want from the leftover game type and what color they will be on that map. If using home servers, this will be the map played on the lower seed’s home server.
      3. No changes to the tie breaker format from the regular season.
    2. Each tier will participate in playoffs
    3. Playoffs will be single elimination Quarterfinals and then double elimination from the Semifinals.
  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