This section outlines JJNet's standard format for ladder matches. Deviations may be agreed upon, but please remember to save proof in such cases.
§1: The length and amount of rounds
§1.1 Each ladder match round lasts 10 min or to 10 points by default. This is also the minimum length of a ladder match round, but longer round lengths are allowed if both clans agree.
§1.1.1 The timelimits of the rounds have to amount to atleast 20 minutes (which is equal to the time consumed by two minimal rounds).
§2 The match must be 2on2 or bigger. The actual player amount is up to the clans to decide.
§3 In the standard case, in which two maps are played, both teams choose one map each before the game starts. The challenging team announces their map choice first by default, unless agreed otherwise.
$3.1 The challenged team has the right to choose the map order.
§4 Teams choose colour on their opponent's map.
§5: Evidence
§5.1 In order for a game to count, it must be possible to prove that the teams at some point agreed to submit it to the ladder. This means: save a chatlog or screenshot which can strengthen your claim. If there is a dispute, the match will be deleted unless there is sufficient proof of the agreement.
§6: Spectators
§6.1 No spectators are allowed, unless the clans agree otherwise.
§6.1.1 JJNet admins or referees appointed by JJNet admins are however allowed to spectate a game, provided they can think of a good reason: e.g. cheating suspicion.
§6.1.2 JJNet reserves the right to record games.
§7: Stopping the game
§7.1 Players are allowed to stop the game using /stop.
§7.1.1 To ensure fairness, nomovement must be turned ON in every game at the start.
§7.2 Players are allowed to start the game only by using /cstart or a script like !startgame which includes the use of the /cstart command.
§7.3 The maximum total technical pause time is 10 minutes per map per team.
§7.4 Tactical time outs are allowed by the use of technical pause time (if there is any left).
§8: Cheating
§8.1 If a team suspects that the other team is using fakers, it is up to said team to make sure the host saves IPs.
§8.2 Any cheating or abusive behaviour during a match will result in a loss for the cheating team. The player found cheating is likely to be prevented from playing in a certain amount of future games.
§9: Submissions
§9.1 Submitting a tie is allowed, provided that the score is indeed tied.
§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 ladder match should be invalidated due to its spontaneous nature.
§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).
§10.1.2.1 It is not allowed to start a match with uneven teams like 1on2, 2on3, etc.
§10.1.2.2 If one clan runs completely out of players, their opponent has the right to claim a forfeit victory.
§10.2 If the clans agree, it is also possible to lower the game format down to a minimum of 2on2. Duels are not allowed though. Last edited by -Blackrose- on 2020-02-29 17:42:53 |