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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.
- The Captain of either team may try to reschedule the match at any time. However, if notification of the rescheduling comes less than 24 hours before the match time, the opposing team does not have to accept the rescheduling.
- 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 (uncompressed) 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 two teams with the largest total points in each Pool will advance to the Elimination Rounds.
- 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 game.
- 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 |
Elimination Round One
- The first elimination round will consist of thirty-two teams, divided into pairs. Each pair of teams will play one match consisting of five games.
- Two of the games in this round are dual-team games. In these games, each team splits into two and fields two armies; thus, there are a total of four armies battling in the same game. Armies from the same team are encouraged to work together. If an order has only one player at the match, the game will be conducted with two teams versus one.
- In the first two games, the win is awarded to the order whose two teams possess the largest total number of balls. If the two orders possess the same total number of balls (highly unlikely), then the win is awarded to the order of the team who wins the match according to Myth's scoring.
- In any of the first four games, if the opposing army(ies) are eliminated, the surviving team wins with full points.
- Because the points totals for each match are not used to determine who advances (the winner of each match advances), a team may concede defeat at any stage. However, we encourage teams not to give up hope and to play all five games; it's fun!
- If a match is unplayed, the tournament organisers will make a summary judgement as to which team advances from that bracket. Typically this will be the team that makes the most effort to try and schedule the match.
- The first elimination round begins on Saturday the 29th of August. The first elimination round ends on Tuesday the 8th of September. Team Captains must contact the opposing Captain, and arrange to play their match by the end of this time period. THE DEADLINE IS FINAL.
- 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 round1_temp_bot_1.
- In each match, the team with the most points advances. The other team is eliminated. In the event of a tie, the tournament organisers will assign a tiebreaker match.
Elimination Round One Games |
# |
Game |
Map |
Teams |
Time |
Scoring |
1 and 2 |
Captures |
I'll Dance On Your Grave |
Dual |
10:00 |
3 for win + 1 per ball |
3 and 4 |
Territories |
Rest In Pieces (Light) |
Single |
16:00 |
3 for win + 1 per flag |
5 |
Last Man On The Hill |
For Carnage Apply Within (Light) |
Single |
12:00 |
3 for win + 1 per 10% remaining (if winner) |
Elimination Round Two
- The second elimination round will consist of sixteen teams, divided into pairs. Each pair of teams will play one match consisting of five games.
- In any of the first four games, if the opposing army(ies) are eliminated, the surviving team wins with full points.
- In the games that are played on "Death in the Dire Marsh", if one team starts in the center starting position, the host should announce this fact and drop the game. The host will continue restarting until neither team starts in the middle. Yes, I know this is a pain, but it's necessary for game balance.
- Also in the Dire Marsh games, if a ball is placed "off the map", i.e. it cannot be seen from any camera position, this ball no longer counts for scoring purposes. This affects the 3 win/loss points as well as the +1 per ball. Be careful with those spiders!
- Game Five is played on the third-party map "Like Blood Through A Sieve". The official MWC version (version 2.6) of this map may be obtained from the Libram Arcanum. This .gor file contains right different variants (like Light and Dark). Unfortunately for tournament organising purposes, Malkavian has been creative with his naming... the variant that should be used is named "Like Heads In A Blender".
- CTF is a difficult game to score. Here's how the points will be assigned in Game Five:
- An assault force is defined as a force that stands a chance of defeating an enemy defense force. Ghols do not count as an assault force. Thus one warrior is not an assault force, neither is eighteen ghols and a warrior, but fifteen warriors, ten archers and thirty thrall would be. The tournament organisers will make decisions as to what constitutes an assault force if it becomes necessary.
- Each team receives points according to how 'close' it got to capturing the enemy flag, according to the following table. The team is awarded a value somewhere on this table, on a sliding scale (e.g., a value of 9 is possible):
CTF Scoring, Round Two Game Five |
Points |
Achievement |
0 |
No interest shown in enemy flag |
2 |
Assault force makes it to enemy side of river |
4 |
Assault force makes it inside the enemy village |
6 |
Assault force contests the enemy flag |
8 |
Enemy flag is in real danger of being taken |
10 |
Team captures enemy flag |
- If both teams capture each other's flags, they are both awarded ten points. If one team subsequently reclaims its flag (while holding onto the enemy flag), it receives a +5 bonus for doing so.
- The second elimination round begins on Thursday the 10th of September. The second elimination round ends on Monday the 21st of September. Team Captains must contact the opposing Captain, and arrange to play their match by the end of this time period. THE DEADLINE IS FINAL.
- Submit results by email, with films attached. Click here to get a sample results sheet.
- Unless otherwise specified, all rules from Elimination Round One (that make sense in the new round) also apply.
Elimination Round Two Games |
# |
Game |
Map |
Time |
Scoring |
1 and 2 |
Territories |
If I Had A Trow |
12:00 |
3 for win + 1 per flag |
3 and 4 |
Captures |
Death in the Dire Marsh |
12:00 |
3 for win + 1 per ball |
5 |
Capture the Flag |
Like Heads In A Blender |
14:00 |
See attached table |
Quarter-Finals
- The quarter-finals will consist of eight teams, divided into pairs. Each pair of teams will play one match consisting of five games.
- In any of the five games, if the opposing army(ies) are eliminated, the surviving team wins with full points. The eliminated team receives no points for any flags or balls that it holds in the Territories or Captures games, however points are awarded for balls captured in the Scavenger Hunt games prior to elimination.
- Games One and Two (the dual-team Scavenger Hunt games) are scored by giving a team one point for each of the balls captured by its armies. For example, if one team's armies capture five balls and four balls respectively, and their opponent's armies capture two balls each, the score would be 9-4 to the first team. ALSO: Rules amendment... The 'winning' team also gets 3 extra
points. The winning team is the team that has the most balls, or if both
teams have the same total number of balls it is the team who owns the
army on the top of the scoring.
- Games Three and Four are played on the third-party map "Keep Acrss the River". The official MWC version of this map may be obtained from the Libram Arcanum. This .gor file contains several different variants... the variant that should be used is named "Keep Across The River" with no prefix (i.e. not the Dark, Max, or Plus variants).
- In the final game, played on "Mudpit Massacre (Dark)", if one team starts in the center starting position, the host should announce this fact and drop the game. The host will continue restarting until neither team starts in the middle. Yes, I know this is a pain, but it's necessary for game balance.
- The quarter-finals begin on Friday the 25th of September. The quarter-finals end on Monday the 5th of October. Team Captains must contact the opposing Captain, and arrange to play their match by the end of this time period. THE DEADLINE IS FINAL.
- Submit results by email, with films attached. Click here to get a sample results sheet.
- Unless otherwise specified, all rules from the previous Elimination Rounds (that make sense when applied to the quarter-final) also apply.
Quarter-Final Games |
# |
Game |
Map |
Time |
Teams |
Scoring |
1 and 2 |
Scavenger Hunt |
Rest in Pieces (Dark) |
12:00 |
Dual |
1 per ball captured + 3 for winning team |
3 and 4 |
Territories |
Keep Across The River |
12:00 |
Single |
3 for win + 1 per flag |
5 |
Captures |
Mudpit Massacre (Dark) |
10:00 |
Single |
3 for win + 1 per ball |
Semi-Finals
- The semi-finals will consist of four teams, divided into pairs. Each pair of teams will play one match consisting of five games.
- In any of the five games, if the opposing army(ies) are eliminated, the surviving team wins with full points. The eliminated team receives no points for any flags or balls that it holds in the Territories or Captures games, however points are awarded for flags captured in the Flag Rally games prior to elimination.
- Games One and Two are played on the third-party map "Raisin Barn". The official MWC version of this map (v1.0.3) may be obtained from the Libram Arcanum. This .gor file contains several different variants... the variant that should be used is named "Raisin Barn (Team)".
- Games Three and Four (the dual-team Flag Rally games) are scored by giving a team one point for each of the flags captured by its armies. Also, the 'winning' team is awarded 3 bonus points. The winning team is the team that has the most flags, or if both teams have the same total number of flags it is the team who owns the army on the top of the scoring. For example, if one team's armies capture five flags and four flags respectively, and their opponent's armies capture two flags each, the score would be 12-4 to the first team.
- In Games Three and Four, if a team starts in the center, if there is an enemy team northwest, they may not tag this flag until either 30 seconds have passed, or the enemy team has tagged it.
- The semi-finals begin on Saturday the 10th of October, and end on Monday the 19th of October. Team Captains must contact the opposing Captain, and arrange to play their match by the end of this time period. THE DEADLINE IS FINAL.
- Submit results by email, with films attached. Click here to get a sample results sheet.
- Unless otherwise specified, all rules from the previous Elimination Rounds (that make sense when applied to the semi-final) also apply.
Semi-Final Games |
# |
Game |
Map |
Time |
Teams |
Scoring |
1 and 2 |
Captures |
Raisin Barn (Team) |
12:00 |
Single |
3 for win + 1 per two balls (round down) |
3 and 4 |
Flag Rally |
I'll Dance On Your Spiderweb |
10:00 |
Dual |
1 per flag captured + 3 for winning team |
5 |
Territories |
Ground Zero (Light) |
12:00 |
Single |
3 for win + 1 per flag |
Grand Final
- The grand final is a one-versus-one faceoff between the winning teams of each semi-final. The losers of each semi-final will also play an identical match to decide who obtains third place.
- Because silent and overt OOS have been plaguing the MWC to date on Bungie's maps, the grand final will be held using Myth v1.2. All participants should back up their plugins and films, then delete Myth and reinstall off the CD. The Myth v1.2 installer may be found on the MWC website, here. Please be certain to virus-check the executable before applying the updater.
- In any of the seven games, if the opposing army(ies) are eliminated, the surviving team wins with full points. The eliminated team receives no points for any flags or balls that it holds in the Territories or Captures games.
- The tournament organisers will endeavour to be present at both the grand final and the third-place playoff. However, if this is not possible, results should be submitted by email, with films attached.
- Rules Amendment: Since there are so many fetch and olegs available on "If I Had A Trow...", and these units can blast balls down if they are on the walls of the map, in the Captures game balls may be placed on the bounding walls of the map.
- Chain Lightning is not permitted, but carpeting and water reflecting are.
- In the Captures game, if both teams have three balls at the end of the game, the team who most recently contested or captured any of their opponent's balls will be deemed the 'winner'. If neither team has contested their opponent's balls, the +3 bonus points for winning will not be awarded, and the final score will be a 3-3 draw.
- In the Captures game, if a ball falls 'through the mesh' and disappears from the play area, even if it can still be tagged, the game should be restarted. This rule does not apply if this condition is caused deliberately by a losing team.
- CTF is a difficult game to score. Here's how the points will be assigned in Game Seven:
- An assault force is defined as a force that stands a chance of defeating an enemy defense force. Ghols do not count as an assault force. Thus one warrior is not an assault force, neither is eighteen ghols and a warrior, but fifteen warriors, ten archers and thirty thrall would be. The tournament organisers will make decisions as to what constitutes an assault force if it becomes necessary.
- Each team receives points according to how 'close' it got to capturing the enemy flag, according to the following table. The team is awarded a value somewhere on this table, on a sliding scale (e.g., a value of 9 is possible):
CTF Scoring, Grand Final Game Seven |
Points |
Achievement |
0 |
No interest shown in enemy flag |
2 |
Assault force makes it to enemy bank of river |
4 |
Assault force makes it to within ten warrior-heights of the enemy flag |
6 |
Assault force contests the enemy flag |
8 |
Enemy flag is in real danger of being taken |
10 |
Team captures enemy flag |
- If both teams capture each other's flags, they are both awarded ten points. If one team subsequently reclaims its flag (while holding onto the enemy flag), it receives a +5 bonus for doing so.
- Unless otherwise specified, all rules from the previous Elimination Rounds (that make sense when applied to the final) also apply.
Semi-Final Games |
# |
Game |
Map |
Time |
Scoring |
1 and 2 |
Territories |
The Desert Between Your Ears |
12:00 |
3 for win + 1 per flag |
3 and 4 |
Territories |
Creep on the Borderlands |
12:00 |
3 for win + 1 per flag |
5 and 6 |
Captures |
If I Had A Trow... |
12:00 |
3 for win + 1 per ball |
7 |
Capture The Flag |
Creep on the Borderlands |
18:00 |
See attached table |
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