I will use this page to organise the EU team. Info about upcoming practice matches and matches proper will be mirrored on this page alongside the steam group. Discussions as to who can/can't make it should be done in the steam group, however by being part of the team I expect you are committed to make room in your calender around my proposed times for each match, and be prepared as best as you can be for deviations from that time. We must have more players than we need for each match, rather than less.
Relevant links:
Roster
Roster is currently in draft stages. Take a look, and leave feedback.
Times
Matches will be scheduled according to the availability of the team, listed here. Please keep that document up-to-date. If you don't have access to edit the document, contact me via Steam.
Practice matches
I will try to hold at least 1 practice match before each of our matches on the maps we will play. If we get a full 16 player team then the matches will be an 8v8 with players in their chosen classes. Practice matches will be around the same time as matches, but may have to be held on weekdays.
Matches
Pre-season
Pre-season 1
- Map: cp_freight_final1
- Time: Saturday 8th January, 6:30PM GMT Join Group Chat 1 hour in advance.
- Win Conditions: For standard cp maps like cp_freight_final1 - the map is played as 2 matchrounds of 30 mins with a combined winlimit of 5.
The match ends when a team scores 5 combined, or time runs out. OT: A tied score results in a sudden death overtime round, the first all-cap wins.
- Server: tf2.dahou.se
- Weapons: All weapons allowed. No Polycount set bonuses.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Pre-season 2
- Map: pl_upward
- Time: Sunday 16th Jan, 19:00 GMT. Join Group Chat 1 hour in advance.
- Win Conditions: Teams play two complete stopwatch matchrounds, with a 3rd only need as a tiebreaker. The Home team has starting color choice for matchround1, and then they play opposite starting colors for the second matchround. Scores submitted are by Matchround win, so possible scores for the match are 2-0 and 2-1 only.
- Server: 217.163.27.214:27015 (Ubercharged.net UC2)
- Weapons: All weapons allowed. No Polycount set bonuses.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Pre-season 3
- Map: ctf_doublecross
- Time: Sunday 23th Jan, 19:00 GMT. Join Group Chat 1 hour in advance.
- Win Conditions: Teams play to a cumulative total of 11 caps or a cumulative 5 cap LEAD. Up to 2 matchrounds of 30 mins are used. Scoring is done based on number of caps. For example; Team One wins the first half 7-4, but then loses the second half 1-5, making Team Two the overall winner with 9 total caps. OT: A tied score after two complete 30 min rounds will result in a Sudden Death Overtime Round, the first intel cap wins the match.
- Server: 85.236.101.71:27315 & tf2.dahou.se
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
- NOTES:
Copied from the Match Comms, written by RJackson.
We, the Wiki Team, were organised to visit the Bonk Knights server for the match. Upon joining the server, the server experienced a number of crashes.
I prompted the administrator of the tf2.dahou.se server (one of the servers listed on the Wiki team's page) as to whether the server could be quickly setup,
this server took a few minutes to get setup, and a few minutes were also spent getting the teams ready.
I should also add that I was not playing in the match - I joined the servers before the matches begun to fulfil my duties as the Wiki team leader - getting
the team organised, and witnessing the occurrences prior to the match beginning.
The backup server we had organised was also having these crashing related problems. I have great trust with the administrator of this server, and he tells
me that when the server is setup for matches, every plugin and customisation is removed, and the server files validated - to ensure that the server is 100% vanilla tf2.
As this server was also having issues, we concluded that the crashes are likely to be related to the recent performance-update patches; the server's
administrator told me that there were no errors showing up in the server console.
With that, we decided to try Bonk Knights server again, the teams moved over there; got setup and that server was still having the crashing problems.
Myself and Knight.Boxxy had agreed to conclude the match, and report it as a draw; while detailing our issues.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Season
Match #1
- Map: cp_badlands
- Time: Sunday 30th Jan, 19PM GMT. Join Group Chat 1 hour in advance.
- Win Conditions: For standard cp maps like cp_freight_final1 - the map is played as 2 matchrounds of 30 mins with a combined winlimit of 5.
The match ends when a team scores 5 combined, or time runs out. OT: A tied score results in a sudden death overtime round, the first all-cap wins.
- Server: tf2.dahou.se
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets).
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #2
- Map: koth_viaduct
- Time: Sunday, 6 February 2011 19:00 GMT. Join Group Chat 1 hour in advance.
- Win Conditions:
Teams play to a total of 4 all-cap Points. The match is played in two possible Matchrounds, lasting 30 minutes each or until one team has all-capped 4 TOTAL times. The Match ends when a Team scores for the 4th time, this may happen in the first or second Matchround.
OT: A Tied score after time runs out results in a Sudden Death OT round, the first all-cap wins.
- Server: 78.129.142.80:27038
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets).
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #3
- Map: cp_coldfront
- Time: Played: Monday 21th Feb, 2011; 9:30PM GMT.. Join Group Chat 1 hour in advance.
- Win Conditions:Teams play to a total of 5 Points. The match is played in two possible Matchrounds, lasting 30 minutes each or until one team has all-capped 5 TOTAL times. The Match ends when a Team scores for the 5th time, this may happen in the first or second Matchround.
OT: A Tied score results in a Sudden Death Overtime round, the first all-cap wins.
- Server: (Visiting) 85.234.148.22:27215
- Weapons: Set restrictions: For Mann Conomy sets, don't use the hats; all other sets - omit one item to prevent the set bonus from activating. No items released during season (RIFT items are not allowed).
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #4
- Map: cp_gravelpit
- Time: Scheduled: Monday 28th Feb, 8:30PM GMT Join Group Chat 1 hour in advance.
- Win Conditions: Offense sets the win time by capping 1, 2 or all 3 points. The opposing team has to beat their time in order to win the map. Teams play two complete stopwatch match rounds, with a 3rd in the case of a tie. The Home team has starting color choice for matchround1, and then they play opposite starting colors for the second match round. Scores submitted are by match round win, so possible scores for the match are 2-0 and 2-1 only.
- Server: tf2.dahou.se or 217.163.27.214:27015
- Weapons: Set restrictions: For Mann Conomy sets, don't use the hats; all other sets - omit one item to prevent the set bonus from activating. No items released during season (RIFT items are not allowed).
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #5
- Map: ctf_turbine
- Time: Sunday 6th March, 20:00 GMT Join Group Chat 1 hour in advance.
- Win Conditions: Up to 2 Matchrounds of 30 mins are used, using intel cap scoring. Teams play to a cumulative TOTAL of 11 caps OR a cumulative 5 cap LEAD.
OT: A Tied score after two complete 30 min rounds (with under 11 caps scored) will result in a Sudden Death Overtime round, the first intel cap wins the Match.
- Server: (Away) 85.236.101.71:27315
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #6
- Map: pl_goldrush
- Time: Played: Sunday 13th March, 18:00 GMT. Join Group Chat 1 hour in advance.
- Win Conditions: Stopwatch rules used in ONE Match Rounds, scoring is by Round win (1-0 only)
- Server: (Home) UC2.
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #7
- Map: cp_steel
- Time: Played: Sunday 20th March, 19:30 GMT . Join Group Chat 1 hour in advance.
- Win Conditions: Offense sets the win time by capping a, b, c, d, and e or go for it all and make a grab at e. The opposing team has to beat their time in order to win the map. Teams play two complete stopwatch match rounds, with a 3rd in the case of a tie. The Home team has starting color choice for matchround1, and then they play opposite starting colors for the second match round. Scores submitted are by match round win, so possible scores for the match are 2-0 and 2-1 only.
- Server: (Away)
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
- Summary of the invisible-problem
I'm writing this here to make it clear regarding the invisible-players situation.
At the beginning of the second match-round, three players of my team (Merple, Smashman and myself) expressed
having the problem of invisible enemy players (a few others thought they may have been experiencing it, however they
had no evidence. The aforementioned 3 members knew it was happening as they witnessed point E was being captured,
with nobody visible standing upon it).
This is usually a client-side issue which is solved by "stop; record demoxyz", however seeing as myself and Merple were
using PREC, we couldn't do this without the possibility of damaging our demos.
I paused the game, and asked Meuh to re-load the config and restart the matchround (it was early in the game so it
shouldn't have been a problem); but a member of my team unpaused (without my consent while I was still talking with
Meuh) before it could be done, giving the indication that we agreed to play-on. As such, if I paused a second time,
the opposing team could claim a default win according to "5.2.4. Server Pausable Each team is allowed one server pause
per match,".
I'm writing this here to make it evidently clear that, due to the unpause, my team agreed to play on regardless of this
issue; as such we lost the match 2-0.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #8
- Map: koth_sawmill
- Time: Played: Sunday 27th March, 19:00 GMT. Join Group Chat 1 hour in advance.
- Win Conditions: Teams play to a total of 4 all-cap Points. The match is played in two possible Matchrounds, lasting 30 minutes each or until one team has all-capped 4 TOTAL times. The Match ends when a Team scores for the 4th time, this may happen in the first or second Matchround.
Overtime (OT): A tied cumulative score of (1-1, 2-2, 3-3) after two Matchrounds results in an OT Matchround, in which the first cap wins the Match. This 3rd Matchround OT is played as a full normal matchround except scoring is 'sudden death', meaning that the first all-cap score wins the match. If your team is still tied (scoreless) after one full 30 min OT round, a 4th matchround can be played as a second OT using the conditions of "no respawning, last man standing wins".
- Server: (Home) UC2
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #9
- Map: ctf_impact2
- Time: Not played - opponents wanted to play at 23:00 UTC on Monday 4th. None of our leaders are available at this time. Join Group Chat 1 hour in advance.
- Win Conditions: Up to 2 Matchrounds of 30 mins are used, using intel cap scoring. Teams play to a cumulative TOTAL of 11 caps OR a cumulative 5 cap LEAD.
OT: A Tied score after two complete 30 min rounds (with under 11 caps scored) will result in a Sudden Death Overtime round, the first intel cap wins the Match.
- Server: (Home)
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #10
- Map: cp_granary
- Time: Cancelled: Def. Win to opponents. We're unprepped and don't have enough confirmed attendees - and I'm too busy w/ my nephew to pester you guys. <3. Join Group Chat 1 hour in advance.
- Win Conditions: Teams play to a total of 5 Points. The match is played in two possible Matchrounds, lasting 30 minutes each or until one team has all-capped 5 TOTAL times. The Match ends when a Team scores for the 5th time, this may happen in the first or second Matchround.
OT: A Tied score results in a Sudden Death Overtime round, the first all-cap wins.
- Server: (Home)
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets). - Rules changed since last match.
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|
Match #11
- Map: pl_badwater
- Time: Scheduled: Monday, 18th April. 21:00 CET (21:00 BST, 20:00 UTC). Join Group Chat 1 hour in advance.
- Win Conditions: Pl_badwater is played as best of 3 (i.e. two complete attack/defend rounds with a third in case of a tie). Use the Single Stage Stopwatch Config "ugc_HL_Stopwatch.cfg" while playing this map. Possible scores are 2-0 and 2-1 only
- Server: (Away)
- Weapons: All weapons allowed. No Polycount-set hats, no set-bonuses from sets that do not require hats (omit one weapon from these sets).
Roster
Team
If you're unknown, please adjust the table as to whether or not you'll attend yourself.
|