A Guide to Running Competitive Play

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Revision as of 20:06, 16 May 2012 by UltimateTerabyte (talk | contribs) (deep dive intro. very rough. no spell checks)
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Peekaboo again

Setting up a competitive server

At first you should check next links:


Peekaboo again

Overview

First you need a server and then you need to do something with the server configs. Terabyte continues from here. -Asplode

Planning

Competative leagues such as UGC and Highlander aren't exactly the same, however there is some common ground in what you will need in order to enter competative play.

  * A team. 

You need a team of humans to play, this may seem obvious, however most competitive attempts fall down at this first hurdle. Your team needs to be willing to play the entire season, depending on the legue this can be as few as 1 game a week for 5 weeks, or 1 game a week for 13 weeks. It's important to communicate the length of the commitment expected to your team and be sure that they are willing to commit for the full period. Most leagues will have some provision for missing members. Depending on the league, you will be required to produce a number of players to match the leagues match configuration (for example in 6vs6, you will be required to produce 6, in 9vs9 you will be required to produce 9 players).

  * A group page

Most leagues will require you to provide a steam group page on sign-up. Even if they don't it's a good idea to have one since group pages allow administrators to post events, schedule matches, distribute match server connection info easily, allow members of your team who may not know eachother to communicate and provide the opposition with secondary points of contact if your team leaders are unavailable.

  * Leader.

Your team will need a leader(s). The leaders are responsible for making executive decisions on behalf of the team, filling out all paperwork, ensuring there is a server available for the match, ensuring players are available on the match dates, rounding up players ready for matches to start on time, dealing with server issues. Single leader approach. A single leader will be able to make decisions quickly, however a single leader presents a single point of failure there is a risk of match default if the leader fails to co-ordinate or handover roles to a deputy in his absence. 2 leader approach. 2 leaders will reduce the risk of game-default by removing a single point of failure, however with half of the vote on executive decisions being split, it's possible for the leaders to reach a deadlock and be undecided on certain issues. 3 leaders reduces the risk of game-default further by 1/3rding the chance of failure, with an odd number of votes cast, it's impossible to come to a deadlock on decisions, however one should consider the ability of decisions to be made in a timely manner now that 3 leaders must be consulted.


Communication