This section outlines JJNet's standard clanwar format. Any deviations must be agreed upon beforehand by the clans. Remember to save proof of agreements in case of disputes.
§1: Clanwar agreements and proof
Clanwar agreements must be formalised via the site's challenge system. Make sure to save chatlogs and such in order to prove your claim in case of a dispute. This is especially important regarding details that cannot be easily expressed in the clanwar challenge on the site.
§2: The length of rounds
§2.1 Each clanwar round lasts 10 min or to 10 points by default. This is also the minimum length of a clanwar round, but longer round lengths are allowed if both clans agree.
§3: Player amount
§3.1 Clanwars are played 3on3 by default. Formats like 2on2, 4on4 and bigger are allowed if both clans agree. However, 2on2 is the minimum format.
§3.2 Clanwars made up exclusively of duels will not be accepted.
§4: The amount of rounds, map choices and colour choices
§4.1 By default, clans choose one map each and each map is played twice, so that both teams have played all maps as both red and blue. Clans choose the colour order on their away map.
§4.2 Before the game starts, clans tell their level choices to the referee in private, who then announces the level choices and makes a coin-flip in order to determine which clan may choose the level order.
§4.3 Clanwars may not end in a tie.
§4.3.1 By default, tied clanwars are settled by playing a tiebreaker.
§4.3.2.1 If nothing else was agreed beforehand, the tiebreaker will feature the same amount of players as the other rounds (so by default, a 3on3); in the case of a mixed clanwar, the last rounds will be played 3on3.
§4.3.2.2 The default procedure of selecting a tiebreaker map is that the clans take turns vetoing maps until only one remain.
§4.3.2.2.1 Only maps that are applicable to the player amount in question are included in the procedure.
§4.3.2.2.2 The previously vetoed maps by both clans are applied to the procedure from the start.
§4.3.2.2.3 The challenging clan casts the first veto (or the lower ranked clan in case of a bronze/final match).
§4.3.2.2.4. In case that the clanwar is still tied at the end of the last tiebreaker round, a new round will be started with a maxscore of 1 and no timelimit. The winner of that round wins the match. The referee flips a coin in order to determine which clan may choose team colors.
§5: Anti-faking measures
§5.1 The server must take note of the IPs of all players, before the start of each round, or as soon a player is substituted. This so we can investigate faking, should it be suspected. Screenshots is the prefered way, being harder to fake. If there is no reason to suspect the host of bias, IP-logs will suffice.
§5.1.1 This is of course not needed when a the clanwar is played in any of the servers closely associated with JJNet: e.g. Camel Duels or Puke Nukem.
§5.1.2 In case no JJNet-associated server is available or they have limited functionality (e.g. important admin groups not working), the match referee has the highest power to decide which server to use for the clanwar. This is also the case when the clans cannot agree on the server to use.
§5.1.2.1 By default, clanwars are played in any JJNet-associated server. For reference, see our list of JJNet-associated servers.
§6: Spectators and referees
§6.1 No spectators are allowed, unless the clans agree otherwise.
§6.1.2 Referees, broadcasters, recorders or commentators may not be refused.
§6.1.3 The JJnet crew is tasked with assigning referees, broadcasters and commentators to clanwars. Assigning commentators may also be delegated to the broadcasters themselves, who may want to pick their own commentators. The referee may in principle not be refused by the clans, but arrangements will be attempted in order to keep everyone involved happy.
§7: Starting the game
When all players are ready, the referee confirms using the spectating feature that everyone is standing on base. The referee then turns /nomovement (or a scripted command which includes /nomovement, like !nm) on and inquires whether the teams are ready to begin. When both teams have confirmed that they are ready, the referee uses /cstart to start the game (a scripted command like !startgame is allowed as well as long as it includes the use of /cstart).
§8: Stopping the game
§8.1 Players are allowed to stop the game using /stop.
§8.1.1 To ensure fairness, nomovement must be turned ON in every game at the start.
§8.2 Even though participating players or spectators may stop the game in case of a problem, they are not allowed to start the game. Only the referee (or a temporary replacement appointed by the referee or a JJnet admin) may start (or /cstart the continuation of) games.
§8.3 The maximum total technical pause time is 10 minutes per map per team.
§8.4 Tactical time outs are allowed by the use of technical pause time (if there is any left).
§9: Cheating
Any cheating or abusive behaviour during a match will result in a loss (40-0 or by another maximum score) for the cheating team. Players found to be cheating will likely be prevented from playing for a certain amount of future games.
§10: Absences
§10.1 If either team suddenly has too few players to continue playing normally, they have 10 minutes to search for replacement or wait for the player to come back.
§10.1.1 If needed, the team can use their technical timeout from their current map to gain extra time for substitution. If the match hasn't started yet, the technical timeout will be deducted from the first map's technical timeout balance.
§10.1.2 If the team runs out of substitution time, they are allowed to continue the rest of the match with fewer players than their opponents (e.g. 2on3 or 1on2).
§10.1.3 At the option of the opposing team, the round may also be continued with lower, even numbers (e.g. 3on2 becoming 2on2), or any other arrangement for settling the round to which both teams agree. The default case, however, is to continue with uneven numbers. Last edited by Vivando on 2020-04-05 09:48:54 |