Match Play

  1. Match Structure
    1. Each match will consist of one (1) Domination and one (1) Payload map.
    2. One (1) Control Point will be used for all tie-breakers.
  2. Starting a map
    1. Matches are to be played 5v5
      1. If one or both teams can’t field five (5) players at the start of the first map then 4v4 or 4v5 may be played at a minimum, refer to Match Scheduling #4.
    2. Maps may only start when:
      1. Both teams have fielded at least four (4) competitors.
      2. Casters, if present, must signal to the captains when they are ready.
      3. The League Mutator must be selected.
      4. If the map is started before a team is ready, then that team must raise their arms in game 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 four (4) 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 he exploit.
  5. Once a map begins
    1. Game play will continue until the map ends (except for Match Play 2.2.3), any player(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. Players must remain in the Podium Lobby until they arrive back in the Main Lobby to allow for documentation of game stats.
    2. The next buffer period starts once the teams are back in the Main Lobby.
  7. Scoring
    1. Matches are played first to two (2) map wins.
      1. If after two (2) maps each team has one (1) 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.
  8. 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, a spectator bot or player POV.
    2. A Dash League Commissioner or 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.
      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. If the match is not picked up by a caster then at least one individual is required to spectate the match, with the drone pointed to the sky/ceiling/corner, so they can provide session_id’s upon request.
      1. Only sanctioned casters may follow the gameplay in a match.
    4. 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
  9. Live Casting
    1. When a sanctioned live caster is available and willing to cast a match, teams cannot refuse to have their match streamed.
      1. On the team up calendar, casters must claim the matches they intend to stream.
      2. Casters need to claim a match at least two (2) hours before match time.
        1. If less than two (2) hours before match time, a caster must contact team captains to alert them of their availability to cast and to get the server password, before they assign themselves on the calendar.
          1. After the server password is obtained, the caster may then claim the match on the team up calendar.
          2. If captains are not responsive, a caster should reach out to other players on the teams for help with reaching captains.