Difference between revisions of "Prolander"

From Team Fortress Wiki
Jump to: navigation, search
(History and Reception: Updating)
m
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
[[Image:Backpack Tournament Medal - RGL.gg Invite Champions.png|right|thumb|300px| Medal issued to the players who finished first in the Invite division.]]
+
{{Competitive outdated}}
 +
[[File:Item icon RGL.gg Prolander Invite Champions.png|right|thumb|300px|Medal issued to the players who finished first in the Invite division.]]
  
'''Prolander''' (Also known as '''7v7''') is a competitive format, promoted mainly by members of the '''[[Highlander]]''' community and [http://rgl.gg/ RGL] league's head admin, '''[https://steamcommunity.com/id/aeclutch Sigafoo]'''.
+
'''Prolander''' (also known as '''7v7''') is a competitive format. The first season of Prolander began on June 15th 2017 in North America, and spread to Europe and Australia in April and August 2018, respectively. The format aims to be a middle ground between [[6v6]] and [[Highlander]], which encourages the players to not stick to a single meta and adapt to the opposing team.
  
The first season began on June 15th 2017 in North America, and spread to Europe and Australia in April and August 2018 respectively.  The format aims to be a middle ground between '''[[6v6]]''' and '''[[Highlander]]''', which encourages the players to not stick to a single meta and adapt to the opposing team.
+
== Game modes ==
 +
* [[King of the Hill]]
 +
* [[Payload]]
 +
* [[Control Point (game mode)|Control Point]]
  
==Gamemodes==
+
== Class limits ==
* '''[[Koth|King of the Hill]]'''
+
Classes are limited to one of each class. Any combination of 7 of the 9 classes is allowed, within the class limits. While a config is used to enforce the class limits, it is still possible to spawn two or more of the same class. It is therefore against the rules for two of the same class to leave the spawn room or to have any interaction on the match.
* '''[[Payload]]'''
 
* '''[[Control Point]]'''
 
  
==Class Limits==
+
== Weapon bans ==
Classes are limited as such :
+
Even though it is a commodity before a match for both teams to go through a process of pick/ban to define which weapons are banned or allowed, the leaders of the respective teams can also decide to not select their picks/bans.
* '''1 [[Scout (competitive)|Scout]]'''
 
* '''1 [[Soldier (competitive)|Soldier]]'''
 
* '''1 [[Pyro (competitive)|Pyro]]'''
 
* '''1 [[Demoman (competitive)|Demoman]]'''
 
* '''1 [[Heavy (competitive)|Heavy]]'''
 
* '''1 [[Engineer (competitive)|Engineer]]'''
 
* '''1 [[Medic (competitive)|Medic]]'''
 
* '''1 [[Sniper (competitive)|Sniper]]'''
 
* '''1 [[Spy (competitive)|Spy]]'''
 
  
Any combination of 7 of the 9 classes is allowed, within the class limits. While a config is used to enforce the class limits, it is still possible to spawn two or more of the same class. It is therefore against the rules for two of the same class to leave the spawn room or to have any interaction on the match.
+
In the latter case, the league's default whitelist for the format is instead applied, with the banned weapons being as followed:
  
==Weapon Bans==
+
{{Prolander banned weapons}}
Even though it's a commodity before a match for both teams to go through a process of pick/ban to define which weapons will be banned or allowed, the leaders of the respective teams can also decide to not select their picks/bans.
 
  
In the latter case, the league's default whitelist for the format is instead applied, with the banned weapons being as followed :
+
However, if the opposing teams decides to go through a process of pick/ban, then the order is as followed:
 +
* Banning wave #1: Away / Home / Away / Home
 +
* Picking wave: Home / Away / Home / Away
 +
* Banning wave #2: Home / Away / Home / Away
  
{| class="wikitable grid" width="25%"
+
== Strategy and gameplay ==
! class="header" style="text-align: center;" | Class
 
! class="header" style="text-align: center;" | Slot
 
! class="header" style="text-align: center;" | Item
 
|-
 
! rowspan=3 | {{Class link|Scout}}
 
| style="text-align: center;" | {{item name|Primary}}
 
! {{Table icon|Soda Popper}}
 
|-
 
| style="text-align: center;" rowspan=2 | {{item name|Secondary}}
 
! {{Table icon|Crit-a-Cola}}
 
|-
 
! {{Table icon|Mad Milk}}
 
|-
 
! {{Class link|Heavy}}
 
| style="text-align: center;" | {{item name|Melee}}
 
! {{Table icon|Fists of Steel}}
 
|-
 
! {{Class link|Engineer}}
 
| style="text-align: center;" | {{item name|Secondary}}
 
! {{Table icon|Short Circuit}}
 
|-
 
! rowspan=5 | {{Class link|Sniper}}
 
| style="text-align: center;" | {{item name|Primary}}
 
! {{Table icon|Machina}}†
 
|-
 
| style="text-align: center;" rowspan=4 | {{item name|Secondary}}
 
! {{Table icon|Cozy Camper}}
 
|-
 
! {{Table icon|Darwin's Danger Shield}}
 
|-
 
! {{Table icon|Razorback}}
 
|-
 
! {{Table icon|Jarate}}
 
|-
 
! rowspan=2 | {{Class link|Spy}}
 
| style="text-align: center;" | {{item name|Secondary}}
 
! {{Table icon|Diamondback}}
 
|-
 
| style="text-align: center;" | {{item name|Building}}
 
! {{Table icon|Red-Tape Recorder}}†
 
|}
 
 
 
 
 
<sup><sup>†</sup>Banned from both the default whitelist and the pick/ban process.</sup>
 
 
 
 
 
If the opposing teams decides however to go through a process of pick/ban, then the order is as followed :<br/>
 
'''Banning Wave N°1 :''' Away / Home / Away / Home<br/>
 
'''Picking Wave :''' Home / Away / Home / Away<br/>
 
'''Banning Wave N°2 :''' Home / Away / Home / Away<br/>
 
 
 
==Strategy and Gameplay==
 
 
With its team sizes of seven, and a limit of one class per team, the most common strategies tend to revolve around the support and pick classes chosen by each team.
 
With its team sizes of seven, and a limit of one class per team, the most common strategies tend to revolve around the support and pick classes chosen by each team.
  
Classes can be changed in game at any time, as long as there are no more than one of each class outside the spawn at any given time. As with other competitive formats, there is a combo consisting typically of a Medic and a Demo, with other classes such as Heavy and/or Pyro often joining them.
+
Classes can be changed in-game at any time, as long as there are no more than one of each class outside the spawn at any given time. As with other competitive formats, there is a combo consisting typically of a Medic and a Demo, with other classes such as Heavy and/or Pyro often joining them.
  
The combinations of the classes possible creates a variety of gameplay options. For an example, the team on defense on a Payload map may choose to use a Medic, Demo, Pyro, Heavy, Engineer, Soldier, and Sniper, which would be a more combo dependent, defensive composition. The team on offense, however, may run a Medic, Demo, Pyro, Sniper, Soldier, Scout and Spy, which is very flank/pick reliant composition, which could be used to counter the opposing teams defenses and exploit lightly held flank routes.
+
The combinations of the possible classes create a variety of gameplay options. For an example, the team on defense on a Payload map may choose to use a Medic, Demo, Pyro, Heavy, Engineer, Soldier, and Sniper, which would be a more combo dependent, defensive composition. The team on offense, however, may run a Medic, Demo, Pyro, Sniper, Soldier, Scout, and Spy, which is very flank/pick reliant composition, which could be used to counter the opposing team's defenses and exploit lightly held flank routes.
  
The format revolves around shifting classes in response to the other team, for example if BLU struggles to deal with a RED Engineer they may run a Spy. If a RED Sniper then changes Pyro to counter this Spy, then that leaves RED open to a BLU counter Sniper and so on, making it a counterpick heavy competitive format overall, since it requires its team to have some level of proficiency with each and every classes playable in the game.
+
The format revolves around shifting classes in response to the other team. For example, if BLU team struggles to deal with a RED Engineer, they may run a Spy; if a RED Sniper then changes Pyro to counter this Spy, then that leaves RED open to a BLU counter Sniper, and so on. This makes Prolander a counterpick-heavy competitive format, since it requires its team to have some level of proficiency with each and every classes playable in the game.
  
==Gameplay Demonstration==
+
== Gameplay demonstration ==
 
{{youtube|width=700|16C-Vsc0cGA}}
 
{{youtube|width=700|16C-Vsc0cGA}}
  
==History and Reception==
+
== History and reception ==
The idea of Prolander was a popular discussion in the '''[[Highlander]]''' community, and '''Sigafoo''' had began testing out matches in the said format. Originally, it was supposed to be a 6v6 variation, but then, it was later modified to a 7v7 format due to popular demand from the following playerbase behind it, and the TF2 community itself who shown interest in the format.
+
The idea of Prolander was a popular discussion in the Highlander community, and [https://steamcommunity.com/profiles/76561197962684957 Sigafoo] had began testing out matches in said format. Originally, it was supposed to be a 6v6 variation, but then, it was later modified to a 7v7 format due to popular demand from the following playerbase behind it, and the ''TF2'' community itself showing interest in the format.
  
For now, the only league that hosts '''Prolander''' tournaments is '''[http://rgl.gg/ RGL]''', and it has become popular in the competitive community thanks to the large number of regions the aforementioned league covers (North America, Europe and Australia) as well as the playerbase itself, which continues to grows as the format continues to be played at high-level tournaments. The league has prize pools of up to $4000 at the Invite level which contributes to its popularity.
+
For now, the only league that hosts Prolander tournaments is [http://rgl.gg/ RGL], and it has become popular in the competitive community thanks to the large number of regions the aforementioned league covers (North America, Europe and Australia) as well as the playerbase itself, which continues to grows as the format continues to be played at high-level tournaments. The league has prize pools of up to $4000 at the high level, which contributes to its popularity.
  
In 2019, after 4 seasons European Prolander was indefinitely suspended due the retirement of several league admins. North American Prolander continues to run 2-3 seasons a year, though the prize pool for Prolander has been reduced in favour of larger prizes for RGL's 6v6 and Highlander leagues.
+
In 2019, after 4 seasons, European Prolander was indefinitely suspended due to the retirement of several league admins. In 2021, RGL hosted its last Prolander tournament in the form of a one-day cup.<!-- As of 15-5-2024 RGL no longer has Prolander on its list of leagues, the last medal made for it was added in 2021.-->
  
=== Streaming/Casting Organizations ===
+
{{Competitive Nav}}
[http://rgl.gg RGL.gg] and [http://www.kritzkast.com Kritzkast] are the active organizations that provide casts for the competitive Prolander scenes in North America and Europe respectively. Previous coverage of early Prolander seasons has been done by [https://www.youtube.com/user/CommFT eXtelevsion].
 
  
{{Competitive nav}}
 
 
[[Category:Competitive]]
 
[[Category:Competitive]]

Latest revision as of 15:59, 15 May 2024

The community competitive scene changes frequently. Some or all info may be outdated.
Medal issued to the players who finished first in the Invite division.

Prolander (also known as 7v7) is a competitive format. The first season of Prolander began on June 15th 2017 in North America, and spread to Europe and Australia in April and August 2018, respectively. The format aims to be a middle ground between 6v6 and Highlander, which encourages the players to not stick to a single meta and adapt to the opposing team.

Game modes

Class limits

Classes are limited to one of each class. Any combination of 7 of the 9 classes is allowed, within the class limits. While a config is used to enforce the class limits, it is still possible to spawn two or more of the same class. It is therefore against the rules for two of the same class to leave the spawn room or to have any interaction on the match.

Weapon bans

Even though it is a commodity before a match for both teams to go through a process of pick/ban to define which weapons are banned or allowed, the leaders of the respective teams can also decide to not select their picks/bans.

In the latter case, the league's default whitelist for the format is instead applied, with the banned weapons being as followed:

Class Slot Weapon
Primary Soda Popper
Soda Popper
Secondary Crit-a-Cola
Crit-a-Cola
Mad Milk
Mad Milk
Melee Fists of Steel
Fists of Steel
Secondary Short Circuit
Short Circuit
Primary Machina
Machina
Secondary Cozy Camper
Cozy Camper
Darwin's Danger Shield
Darwin's Danger Shield
Razorback
Razorback
Jarate
Jarate
Secondary Diamondback
Diamondback
Building Red-Tape Recorder
Red-Tape Recorder

† Banned from both the default whitelist and the pick/ban process.

However, if the opposing teams decides to go through a process of pick/ban, then the order is as followed:

  • Banning wave #1: Away / Home / Away / Home
  • Picking wave: Home / Away / Home / Away
  • Banning wave #2: Home / Away / Home / Away

Strategy and gameplay

With its team sizes of seven, and a limit of one class per team, the most common strategies tend to revolve around the support and pick classes chosen by each team.

Classes can be changed in-game at any time, as long as there are no more than one of each class outside the spawn at any given time. As with other competitive formats, there is a combo consisting typically of a Medic and a Demo, with other classes such as Heavy and/or Pyro often joining them.

The combinations of the possible classes create a variety of gameplay options. For an example, the team on defense on a Payload map may choose to use a Medic, Demo, Pyro, Heavy, Engineer, Soldier, and Sniper, which would be a more combo dependent, defensive composition. The team on offense, however, may run a Medic, Demo, Pyro, Sniper, Soldier, Scout, and Spy, which is very flank/pick reliant composition, which could be used to counter the opposing team's defenses and exploit lightly held flank routes.

The format revolves around shifting classes in response to the other team. For example, if BLU team struggles to deal with a RED Engineer, they may run a Spy; if a RED Sniper then changes Pyro to counter this Spy, then that leaves RED open to a BLU counter Sniper, and so on. This makes Prolander a counterpick-heavy competitive format, since it requires its team to have some level of proficiency with each and every classes playable in the game.

Gameplay demonstration

History and reception

The idea of Prolander was a popular discussion in the Highlander community, and Sigafoo had began testing out matches in said format. Originally, it was supposed to be a 6v6 variation, but then, it was later modified to a 7v7 format due to popular demand from the following playerbase behind it, and the TF2 community itself showing interest in the format.

For now, the only league that hosts Prolander tournaments is RGL, and it has become popular in the competitive community thanks to the large number of regions the aforementioned league covers (North America, Europe and Australia) as well as the playerbase itself, which continues to grows as the format continues to be played at high-level tournaments. The league has prize pools of up to $4000 at the high level, which contributes to its popularity.

In 2019, after 4 seasons, European Prolander was indefinitely suspended due to the retirement of several league admins. In 2021, RGL hosted its last Prolander tournament in the form of a one-day cup.