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TFCL - North American League
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61
#61
14 Frags +

Heavy Boxing?
I'm never playing UGC again.

Heavy Boxing?
I'm never playing UGC again.
62
#62
TFCL
5 Frags +
SpadesHeavy Boxing?
I'm never playing UGC again.

Pootis deserves some of that competitive love.

[quote=Spades]Heavy Boxing?
I'm never playing UGC again.[/quote]
Pootis deserves some of that competitive love.
63
#63
6 Frags +
SidularMGE - This is a ladder based tournament. We're calling it Best of Class, which will pit Scout vs Scout, Soldier vs Soldier, Demoman vs Demoman, and Sniper vs Sniper, on custom made MGE arenas suited for each individual class type. Like, Sniper for instance will have a centralized open area, with lots of cover and great sightlines, while also opening up several flank routes. Edit: Forgot to mention, the MGE thing will be available some time after launch. No official launch yet, as we're trying to figure out the best way to go about this.

What about all the cheese strats like counterjumping and second-scoping? I honestly think that putting a prize on MGE makes it one of the most unenjoyable experiences.

SidularWe also plan on testing a 3v3 format. No details on that yet.

ultitrio?

[quote=Sidular]
[b]MGE[/b] - This is a ladder based tournament. We're calling it Best of Class, which will pit Scout vs Scout, Soldier vs Soldier, Demoman vs Demoman, and Sniper vs Sniper, on custom made MGE arenas suited for each individual class type. Like, Sniper for instance will have a centralized open area, with lots of cover and great sightlines, while also opening up several flank routes. Edit: Forgot to mention, the MGE thing will be available some time after launch. No official launch yet, as we're trying to figure out the best way to go about this.[/quote]
What about all the cheese strats like counterjumping and second-scoping? I honestly think that putting a prize on MGE makes it one of the most unenjoyable experiences.

[quote=Sidular]We also plan on testing a 3v3 format. No details on that yet.[/quote]
ultitrio?
64
#64
TFCL
0 Frags +
VulcanSidularMGE - This is a ladder based tournament. We're calling it Best of Class, which will pit Scout vs Scout, Soldier vs Soldier, Demoman vs Demoman, and Sniper vs Sniper, on custom made MGE arenas suited for each individual class type. Like, Sniper for instance will have a centralized open area, with lots of cover and great sightlines, while also opening up several flank routes. Edit: Forgot to mention, the MGE thing will be available some time after launch. No official launch yet, as we're trying to figure out the best way to go about this.What about all the cheese strats like counterjumping and second-scoping? I honestly think that putting a prize on MGE makes it one of the most unenjoyable experiences.

Most of those should be countered by map design. For sniper, throw in a lot of cover, a wide open middle area, and several flank routes. I'm thinking something along the lines as the Roman coliseum, where you've got a wide open middle area, and a circle going around on the outside with multiple doors leading back into the middle. Throughout the entire thing are various cover areas so you can duck and hide behind, or use to make an escape. If the map is done right, it should make for a more strategic battle. Second scoping would of course still be a thing, but it won't be as common or effective, as you can simply back away and hide, only to reappear from a doorway and get the kill.

As for counter jumping, that too can be handled via map design. While it won't eliminate your average counter jumper, it should discourage them from doing so, since it wouldn't be as effective. I'm not sure on the exact map design for this, but something that uses slopes and angles comes to mind. The goal is to simulate a real battle between two soldiers, rather than a straight up MGE you'd find on most servers.

For Scout, it's about building a level with multiple platforms and obstacles to jump to and from. Things that promote constant movement, so it's not a pure and simple case of viaduct dm.

And Demoman... not quite sure on that one just yet. I want to somehow lower the risk of constant sticky spam, as to hopefully promote and encourage trapping and pipe aim. As for how we'll do not? Not sure. I'm open to suggestions though.

The MGE thing is honestly still in the planning stages, and won't go live for quite some time, if at all. Obviously finding the right kind of balance and fairness is important, but there's also the format itself. Simply put, it's a bitch to run a large scale MGE tournament. Like, tech wise, no problem. But when it comes to managing servers and enforcing the rules? Well, then you run into some problems, and so far, I've been unable to come up with any solutions.

I'm not going to half-ass an MGE tournament just because I can. If I were to ever truly implement it, it'll be done right, and with fairness in mind.

[quote=Vulcan][quote=Sidular]
[b]MGE[/b] - This is a ladder based tournament. We're calling it Best of Class, which will pit Scout vs Scout, Soldier vs Soldier, Demoman vs Demoman, and Sniper vs Sniper, on custom made MGE arenas suited for each individual class type. Like, Sniper for instance will have a centralized open area, with lots of cover and great sightlines, while also opening up several flank routes. Edit: Forgot to mention, the MGE thing will be available some time after launch. No official launch yet, as we're trying to figure out the best way to go about this.[/quote]
What about all the cheese strats like counterjumping and second-scoping? I honestly think that putting a prize on MGE makes it one of the most unenjoyable experiences. [/quote]

Most of those should be countered by map design. For sniper, throw in a lot of cover, a wide open middle area, and several flank routes. I'm thinking something along the lines as the Roman coliseum, where you've got a wide open middle area, and a circle going around on the outside with multiple doors leading back into the middle. Throughout the entire thing are various cover areas so you can duck and hide behind, or use to make an escape. If the map is done right, it should make for a more strategic battle. Second scoping would of course still be a thing, but it won't be as common or effective, as you can simply back away and hide, only to reappear from a doorway and get the kill.

As for counter jumping, that too can be handled via map design. While it won't eliminate your average counter jumper, it should discourage them from doing so, since it wouldn't be as effective. I'm not sure on the exact map design for this, but something that uses slopes and angles comes to mind. The goal is to simulate a real battle between two soldiers, rather than a straight up MGE you'd find on most servers.

For Scout, it's about building a level with multiple platforms and obstacles to jump to and from. Things that promote constant movement, so it's not a pure and simple case of viaduct dm.

And Demoman... not quite sure on that one just yet. I want to somehow lower the risk of constant sticky spam, as to hopefully promote and encourage trapping and pipe aim. As for how we'll do not? Not sure. I'm open to suggestions though.


The MGE thing is honestly still in the planning stages, and won't go live for quite some time, if at all. Obviously finding the right kind of balance and fairness is important, but there's also the format itself. Simply put, it's a bitch to run a large scale MGE tournament. Like, tech wise, no problem. But when it comes to managing servers and enforcing the rules? Well, then you run into some problems, and so far, I've been unable to come up with any solutions.

I'm not going to half-ass an MGE tournament just because I can. If I were to ever truly implement it, it'll be done right, and with fairness in mind.
65
#65
6 Frags +
SidularAnd Demoman... not quite sure on that one just yet. I want to somehow lower the risk of constant sticky spam, as to hopefully promote and encourage trapping and pipe aim. As for how we'll do not? Not sure. I'm open to suggestions though.

"Sticky spam" is how you play demoman. Pipes are unreliable and traps... in mge...????? Just no.

Then again, demoman v demoman is a stupid matchup anyway.

[quote=Sidular]And Demoman... not quite sure on that one just yet. I want to somehow lower the risk of constant sticky spam, as to hopefully promote and encourage trapping and pipe aim. As for how we'll do not? Not sure. I'm open to suggestions though.[/quote]
"Sticky spam" is how you play demoman. Pipes are unreliable and traps... in mge...????? Just no.

Then again, demoman v demoman is a stupid matchup anyway.
66
#66
TFCL
12 Frags +

I'm super excited to announce that TFCL will provide full medal support for all of our leagues and tournaments. How medals are going to be distributed is still undecided, though we're thinking about offering participation medals for everyone.
So yeah, medals are happening. :D

As for the current alpha test, everyone that participates will receive an alpha test medal. It's our way of thanking you guys for being so freaking awesome, and helping us to shape TFCL in your vision, to further enhance and improve this fine community of competitive gamers.
So if you're currently competing in our Ultiduo test, or if you're going to be competing in our upcoming 6v6 test, you will receive a participation medal.

Not sure on when these are going to be distributed. We don't even have them designed yet, so it could take a fair while. But rest assured, it's happening.

We're still sorting out some of the details, and will provide updates when we can.

I'm super excited to announce that TFCL will provide full medal support for all of our leagues and tournaments. How medals are going to be distributed is still undecided, though we're thinking about offering participation medals for everyone.
So yeah, medals are happening. :D

As for the current alpha test, everyone that participates will receive an alpha test medal. It's our way of thanking you guys for being so freaking awesome, and helping us to shape TFCL in your vision, to further enhance and improve this fine community of competitive gamers.
So if you're currently competing in our Ultiduo test, or if you're going to be competing in our upcoming 6v6 test, you will receive a participation medal.

Not sure on when these are going to be distributed. We don't even have them designed yet, so it could take a fair while. But rest assured, it's happening.

We're still sorting out some of the details, and will provide updates when we can.
67
#67
TFCL
3 Frags +

Week 2 schedule has been posted.
http://steamcommunity.com/groups/eTFCL#announcements/detail/585861478923381248

Best of luck to everyone that entered.

Week 2 schedule has been posted.
http://steamcommunity.com/groups/eTFCL#announcements/detail/585861478923381248

Best of luck to everyone that entered.
68
#68
TFCL
14 Frags +

Here's a recent Steam announcement I posted. Sorry for not posting it here straight away too.

Ultiduo/MGE Mixes
Moving forward, we will be turning Ultiduo and MGE into a weekend mix tournament, rather than the previously announced seasonal structure. The technology behind this new tournament type, which we've codenamed KOTH, is exclusive to TFCL. It's sort of like a mix between a lobby and a pug. This tech will also be used to power our upcoming Heavy Boxing tournaments. We'll have more information for you guys as we get closer to launch. This does not affect our current alpha tests.

6v6 Alpha
This test is a full 8 week season, for a total of 16 matches. There will be two matches per week, with bye-weeks enabled for the test. Details below.

Signups: December 7th - December 31st
Tournament Start: January 1st
Tournament End: February 25th
Default Times: To Be Determined (vote here - http://www.strawpoll.me/11755495 )
Playoff Start: March 5th
Playoff Bracket: Single Elimination
Playoff Teams: 8 Teams
Divisions: Single Division
Prizes: To Be Determined
Rules: Coming Soon
Whitelist: Universal Whitelist

4v4 Map Test
We will be hosting a single day event designed to test koth_avalanche for eligibility within TFCL's 4v4 rotation.
This event will take place on Saturday. Team registration is open now.
To sign up, go to http://dev1.sidular.com/ and register a new 4v4 team. Get 4 players onto your roster, and then ready your team up. You'll be scheduled automatically on Friday, and must play your match on Saturday at the same time as everybody else. This is a set schedule and cannot be changed or altered, so be ready. :)

Date: December 3rd, 2016
Time: 8:00 PM Eastern
Map: koth_avalanche (TFCL version)
The map will be available to download tomorrow. We'll post an announcement when it's ready. (note, this map is different from the public version of avalanche)

Payload & Sixes
We are developing our own payload map designed specifically for 6v6 play. The map will be far smaller than your typical payload map, and should provide a fair and balanced competitive structure that's good for all levels of play.

We'll have a public test in the near future. So stay tuned for that.

Whitelist
We plan to use our own custom whitelist for both Highlander and Fours, and will use the Universal Whitelist for Sixes.

LAN Tournaments
This has been a constant request. We hear ya, so shut up about it already. :p
TFCL will host or otherwise sponsor LAN tournaments hosted throughout North America and Europe beginning early 2018.

Speaking of Europe...
We hear you loud and clear on this too. For now though, we cannot expand TFCL beyond North America, as quite simply, we don't have the capabilities to do so. However, launching into other parts of the world is definitely something we're interested in doing. Just hold on, alright? We're not even out of alpha yet, so give us time to further flesh out our league before we consider going international. :p

Prizes
Unlike ESEA, TFCL will prioritize physical products and digital goods or services, instead of straight up cash prizes. We will be working with some well known brands, though can't announce anything specific just yet. We will ultimately end up experimenting with different prize types based on player feedback, so if you want to see cash prizes, let us know. It's typically easier to get product sponsorships though, so do keep that in mind. We can't please everyone, but should be able to at the very least offer something of value, for every competition and tournament that we host.

Spring Beta
After we're done with the two alpha tests, we will launch a large scale beta test in the spring. This is essentially a soft launch of TFCL, and will include all of our leagues and divisions. The beta will also be hosted on our official tfcleague.com website, and the current development site will be wiped.

Alpha Medals
We'll begin distributing alpha medals at the start of our spring beta, or after our alpha test has fully finished. In the mean time, we ask that you remain patient.

UlarHost & TFCL
We're going to be launching our own internally operated TF2 server hosting network, which will act as both a source of funding for TFCL, as well as a way to ensure that we'll have a network of servers to use without having to rely on third parties. We'll still be working with third parties, and UlarHost will in no way be a major sponsor of TFCL. It's just an extra service that we feel could add value to TF2 clans and communities looking for a low cost hosting solution.

TFCL Casting
Casting will play a very big part in our league, but I feel as though we haven't been very clear on our intentions here. So here's the general gameplan TFCL will be using as far as TF2 casting goes.

- We will be using our TFCLeague Twitch channel to cast high level matches and events within TFCL. https://www.twitch.tv/tfcleague
- A fair amount of marketing will go towards our Twitch channel, both as a way of advertising TFCL, and promoting TF2 as a serious eSport game. We strongly believe TF2 has the potential to become something truly amazing, if marketed properly. Valve's not doing, so we decided to do it ourselves.

Server Pool
TFCL is working on acquiring several servers throughout North America to add to our pool. This will allow for anyone to select and reserve a server for their matches or scrims. Everything is going to be more or less automated, and it's being set up in a very similar way to ESEA. However, if you don't want to use one of our servers, or if none of our servers are available for reserve, you're also entirely welcome to use your own server instead. You've got the freedom to play how you want, when you want.

Automatic Scrimming
This service may not be available in time for our spring beta, but it will be available in time for our summer launch. Not much information can be provided at this time, as we're still figuring out the best way to implement an automated service.

Here's a recent Steam announcement I posted. Sorry for not posting it here straight away too.

[b]Ultiduo/MGE Mixes[/b]
Moving forward, we will be turning Ultiduo and MGE into a weekend mix tournament, rather than the previously announced seasonal structure. The technology behind this new tournament type, which we've codenamed KOTH, is exclusive to TFCL. It's sort of like a mix between a lobby and a pug. This tech will also be used to power our upcoming Heavy Boxing tournaments. We'll have more information for you guys as we get closer to launch. [b]This does not affect our current alpha tests.[/b]


[b]6v6 Alpha[/b]
This test is a full 8 week season, for a total of 16 matches. There will be two matches per week, with bye-weeks enabled for the test. Details below.

[b]Signups:[/b] December 7th - December 31st
[b]Tournament Start:[/b] January 1st
[b]Tournament End:[/b] February 25th
[b]Default Times:[/b] To Be Determined (vote here - http://www.strawpoll.me/11755495 )
[b]Playoff Start:[/b] March 5th
[b]Playoff Bracket:[/b] Single Elimination
[b]Playoff Teams:[/b] 8 Teams
[b]Divisions:[/b] Single Division
[b]Prizes:[/b] To Be Determined
[b]Rules:[/b] Coming Soon
[b]Whitelist:[/b] Universal Whitelist


[b]4v4 Map Test[/b]
We will be hosting a single day event designed to test koth_avalanche for eligibility within TFCL's 4v4 rotation.
This event will take place on Saturday. Team registration is open now.
To sign up, go to http://dev1.sidular.com/ and register a new 4v4 team. Get 4 players onto your roster, and then ready your team up. You'll be scheduled automatically on Friday, and must play your match on Saturday at the same time as everybody else. This is a set schedule and cannot be changed or altered, so be ready. :)

Date: December 3rd, 2016
Time: 8:00 PM Eastern
Map: koth_avalanche (TFCL version)
The map will be available to download tomorrow. We'll post an announcement when it's ready. (note, this map is different from the public version of avalanche)


[b]Payload & Sixes[/b]
We are developing our own payload map designed specifically for 6v6 play. The map will be far smaller than your typical payload map, and should provide a fair and balanced competitive structure that's good for all levels of play.

We'll have a public test in the near future. So stay tuned for that.


[b]Whitelist[/b]
We plan to use our own custom whitelist for both Highlander and Fours, and will use the Universal Whitelist for Sixes.


[b]LAN Tournaments[/b]
This has been a constant request. We hear ya, so shut up about it already. :p
TFCL will host or otherwise sponsor LAN tournaments hosted throughout North America and Europe beginning early 2018.


[b]Speaking of Europe...[/b]
We hear you loud and clear on this too. For now though, we cannot expand TFCL beyond North America, as quite simply, we don't have the capabilities to do so. However, launching into other parts of the world is definitely something we're interested in doing. Just hold on, alright? We're not even out of alpha yet, so give us time to further flesh out our league before we consider going international. :p


[b]Prizes[/b]
Unlike ESEA, TFCL will prioritize physical products and digital goods or services, instead of straight up cash prizes. We will be working with some well known brands, though can't announce anything specific just yet. We will ultimately end up experimenting with different prize types based on player feedback, so if you want to see cash prizes, let us know. It's typically easier to get product sponsorships though, so do keep that in mind. We can't please everyone, but should be able to at the very least offer something of value, for every competition and tournament that we host.


[b]Spring Beta[/b]
After we're done with the two alpha tests, we will launch a large scale beta test in the spring. This is essentially a soft launch of TFCL, and will include all of our leagues and divisions. The beta will also be hosted on our official tfcleague.com website, and the current development site will be wiped.


[b]Alpha Medals[/b]
We'll begin distributing alpha medals at the start of our spring beta, or after our alpha test has fully finished. In the mean time, we ask that you remain patient.


[b]UlarHost & TFCL[/b]
We're going to be launching our own internally operated TF2 server hosting network, which will act as both a source of funding for TFCL, as well as a way to ensure that we'll have a network of servers to use without having to rely on third parties. We'll still be working with third parties, and UlarHost will in no way be a major sponsor of TFCL. It's just an extra service that we feel could add value to TF2 clans and communities looking for a low cost hosting solution.


[b]TFCL Casting[/b]
Casting will play a very big part in our league, but I feel as though we haven't been very clear on our intentions here. So here's the general gameplan TFCL will be using as far as TF2 casting goes.

- We will be using our TFCLeague Twitch channel to cast high level matches and events within TFCL. https://www.twitch.tv/tfcleague
- A fair amount of marketing will go towards our Twitch channel, both as a way of advertising TFCL, and promoting TF2 as a serious eSport game. We strongly believe TF2 has the potential to become something truly amazing, if marketed properly. Valve's not doing, so we decided to do it ourselves.


[b]Server Pool[/b]
TFCL is working on acquiring several servers throughout North America to add to our pool. This will allow for anyone to select and reserve a server for their matches or scrims. Everything is going to be more or less automated, and it's being set up in a very similar way to ESEA. However, if you don't want to use one of our servers, or if none of our servers are available for reserve, you're also entirely welcome to use your own server instead. You've got the freedom to play how you want, when you want.


[b]Automatic Scrimming[/b]
This service may not be available in time for our spring beta, but it will be available in time for our summer launch. Not much information can be provided at this time, as we're still figuring out the best way to implement an automated service.
69
#69
TFCL
9 Frags +

The next alpha test, which is for 6v6, is now open for signup.

http://steamcommunity.com/groups/eTFCL#announcements/detail/585862749595793477

There's a base prize of $30, with the potential of more being added mid-season via community donations. More or less testing this community donation thing, and will figure out if we should keep that as an option moving forward, to further increase the prize pool. If no one likes this idea, then we'll just rely on sponsors and advertisers, as well as out of wallet stuff. (currently everything is out of wallet due to the alpha stage not really being all that impressive for potential sponsors)

Also know that this alpha test will be critical to us being able to acquire high value sponsors moving forward. We'll more or less use the numbers and stats from this test as a way to attract sponsors, and already have two potential sponsors on board. They're all just waiting on the numbers. So, help us out, will ya? Sign up, play the season, and get your friends to do the same. The more teams and players we get during this test, the more sponsors we'll have by launch.

The next alpha test, which is for 6v6, is now open for signup.

http://steamcommunity.com/groups/eTFCL#announcements/detail/585862749595793477

There's a base prize of $30, with the potential of more being added mid-season via community donations. More or less testing this community donation thing, and will figure out if we should keep that as an option moving forward, to further increase the prize pool. If no one likes this idea, then we'll just rely on sponsors and advertisers, as well as out of wallet stuff. (currently everything is out of wallet due to the alpha stage not really being all that impressive for potential sponsors)

Also know that this alpha test will be critical to us being able to acquire high value sponsors moving forward. We'll more or less use the numbers and stats from this test as a way to attract sponsors, and already have two potential sponsors on board. They're all just waiting on the numbers. So, help us out, will ya? Sign up, play the season, and get your friends to do the same. The more teams and players we get during this test, the more sponsors we'll have by launch.
70
#70
-3 Frags +

good work sid looks really cool, im going to see if i can get a team to play in this :D

good work sid looks really cool, im going to see if i can get a team to play in this :D
71
#71
4 Frags +

When will pl_tfcl be available for play testing?

When will pl_tfcl be available for play testing?
72
#72
0 Frags +

Looks very promising, I didn't notice anything right away about team finding, and league placement. Any ideas on what that is that can be shared? Or is it still being worked on?
As a suggestion for this would be to place a person in a league based on experience in other leagues and have the three lowest leagues be set up so that way one is for players with no experience and the other is for minimal experience(say 1 or 2 seasons), and the last one is for too much experience for the first two. The highest of the bottom three would run shorter seasons and act as a placement league for all new teams unless your team or players recently played in a tf2c season completely. This would help to distribute the newer teams to the appropriate tier more efficiently rather than an application to be a tier system, also it prevents a situation of going from bottom to the top where players who are really good but with no competitive seasons completed are in the starting leagues for a few seasons.
Also please do not let yearly holidays (such as thanksgiving) push back playoffs or schedules. Times like those should be an off week since most players will be gone, but then afterward everything is back to normal rather than things being cut short because of the holiday.
One last suggestion, make sure the last season ends early December so that way no one is conflicted between midterms and matches, same goes for may/june and finals week which over all seems to be last week of way or early june for college and high school.

Hope this works out and I can soon partake in the first full launched season, or a beta season. Also, hope that the suggestions were in some way helpful.

Looks very promising, I didn't notice anything right away about team finding, and league placement. Any ideas on what that is that can be shared? Or is it still being worked on?
As a suggestion for this would be to place a person in a league based on experience in other leagues and have the three lowest leagues be set up so that way one is for players with no experience and the other is for minimal experience(say 1 or 2 seasons), and the last one is for too much experience for the first two. The highest of the bottom three would run shorter seasons and act as a placement league for all new teams unless your team or players recently played in a tf2c season completely. This would help to distribute the newer teams to the appropriate tier more efficiently rather than an application to be a tier system, also it prevents a situation of going from bottom to the top where players who are really good but with no competitive seasons completed are in the starting leagues for a few seasons.
Also please do not let yearly holidays (such as thanksgiving) push back playoffs or schedules. Times like those should be an off week since most players will be gone, but then afterward everything is back to normal rather than things being cut short because of the holiday.
One last suggestion, make sure the last season ends early December so that way no one is conflicted between midterms and matches, same goes for may/june and finals week which over all seems to be last week of way or early june for college and high school.

Hope this works out and I can soon partake in the first full launched season, or a beta season. Also, hope that the suggestions were in some way helpful.
73
#73
9 Frags +

this is awesome sidular, always happy to see my canadian brothers always helping out the community in some way.

as for expanding to europe, have it on the back burner imo. they have a fully functional league with tournys and a decent playerbase. na tf2 is dying, we have shit leagues, shit admins, and people are quitting because the outlook for na tf2 looks bleak. keep in mind etf2l never made any strides to expand to north america after many close calls of esea dropping tf2. there was talk from one or two admins at one point but never any action.

this is awesome sidular, always happy to see my canadian brothers always helping out the community in some way.

as for expanding to europe, have it on the back burner imo. they have a fully functional league with tournys and a decent playerbase. na tf2 is dying, we have shit leagues, shit admins, and people are quitting because the outlook for na tf2 looks bleak. keep in mind etf2l never made any strides to expand to north america after many close calls of esea dropping tf2. there was talk from one or two admins at one point but never any action.
74
#74
2 Frags +

I agree, make the American system fully functional and well refined before thinking about expanding to other regions

I agree, make the American system fully functional and well refined before thinking about expanding to other regions
75
#75
2 Frags +

could it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not

could it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not
76
#76
5 Frags +
Pyxelizecould it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not

No, sonny black would sue.

[quote=Pyxelize]could it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not[/quote]
No, sonny black would sue.
77
#77
TFCL
3 Frags +
DrVinylScratchLooks very promising, I didn't notice anything right away about team finding, and league placement. Any ideas on what that is that can be shared? Or is it still being worked on?
As a suggestion for this would be to place a person in a league based on experience in other leagues and have the three lowest leagues be set up so that way one is for players with no experience and the other is for minimal experience(say 1 or 2 seasons), and the last one is for too much experience for the first two. The highest of the bottom three would run shorter seasons and act as a placement league for all new teams unless your team or players recently played in a tf2c season completely. This would help to distribute the newer teams to the appropriate tier more efficiently rather than an application to be a tier system, also it prevents a situation of going from bottom to the top where players who are really good but with no competitive seasons completed are in the starting leagues for a few seasons.
Also please do not let yearly holidays (such as thanksgiving) push back playoffs or schedules. Times like those should be an off week since most players will be gone, but then afterward everything is back to normal rather than things being cut short because of the holiday.
One last suggestion, make sure the last season ends early December so that way no one is conflicted between midterms and matches, same goes for may/june and finals week which over all seems to be last week of way or early june for college and high school.

Hope this works out and I can soon partake in the first full launched season, or a beta season. Also, hope that the suggestions were in some way helpful.

The development cycle is based on priorities. There's very limited team sorting right now, but the goal is to eventually have a fully featured search system in place.

As far as league setup goes, with things like placement and divisions? The current idea is to have something like this.
Invite and/or S Rank - Highest level of play.
Intermediate and/or A Rank - Medium level of play.
Open and/or C Rank - Entry point.
Starter and/or D Rank- Learning point.

Starter is the only division that wouldn't have any prizes, and is designed entirely as a way to ease new teams into their desired competitive format. Teams can request to be placed into either Open or Starter, and Starter teams may be moved into Open if they're found to be experienced. Lower ranked Open teams can also go down to Starter.
The general divisional setup is more in line with the way ESEA runs and manages their divisions. So, Open is like a mix between Iron - Plat, where only the top teams get moved up to Intermediate. The idea behind the Starter division is to coach and guide newer players into TF2 competitive.
Now, if a team such as Froyotech were to all join TFCL? They'd be moved up to the highest division, given their record elsewhere. But for most teams, starting in Open and having the system determine your proper ranking, is likely the best way to go about this.

As for a players past experience? We're going to take everything into consideration when figuring out placement, though most likely, they'll just go straight into Open. If they're good, they'll win Open, and climb the ranks fast. You gotta remember though, it's not just individual player skills here, but team skill as a whole. That's a lot harder to filter and determine just by looking at logs and stats from other leagues or services.

Scheduling around holidays is technically already being done. I mean, there's a reason we delayed the start of the alpha season by a couple of weeks. Wanted to avoid the risk of having fewer signups and players due to the holiday season. Plus, with the flexibility of the schedule system, where teams pick their own playtimes, it leaves everything pretty open.

Oh, and don't wait for the beta! There's a sixes alpha test launching soon, with signups open now. The prize isn't great, but there's a prize regardless. So sign up, and provide feedback when you can.

-protothis is awesome sidular, always happy to see my canadian brothers always helping out the community in some way.

as for expanding to europe, have it on the back burner imo. they have a fully functional league with tournys and a decent playerbase. na tf2 is dying, we have shit leagues, shit admins, and people are quitting because the outlook for na tf2 looks bleak. keep in mind etf2l never made any strides to expand to north america after many close calls of esea dropping tf2. there was talk from one or two admins at one point but never any action.

Yeah, expanding to Europe is definitely not a huge priority right now. I'm not completely ruling it out though, but for now, the most presence we'll have in Europe is by hosting or otherwise being a part of LANs. Maybe lending our tech so lans can properly run their tournaments without having to worry about managing or creating their own tournament structure.

Pyxelizecould it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not

Uh, I don't wanna be sued. :p

[quote=DrVinylScratch]Looks very promising, I didn't notice anything right away about team finding, and league placement. Any ideas on what that is that can be shared? Or is it still being worked on?
As a suggestion for this would be to place a person in a league based on experience in other leagues and have the three lowest leagues be set up so that way one is for players with no experience and the other is for minimal experience(say 1 or 2 seasons), and the last one is for too much experience for the first two. The highest of the bottom three would run shorter seasons and act as a placement league for all new teams unless your team or players recently played in a tf2c season completely. This would help to distribute the newer teams to the appropriate tier more efficiently rather than an application to be a tier system, also it prevents a situation of going from bottom to the top where players who are really good but with no competitive seasons completed are in the starting leagues for a few seasons.
Also please do not let yearly holidays (such as thanksgiving) push back playoffs or schedules. Times like those should be an off week since most players will be gone, but then afterward everything is back to normal rather than things being cut short because of the holiday.
One last suggestion, make sure the last season ends early December so that way no one is conflicted between midterms and matches, same goes for may/june and finals week which over all seems to be last week of way or early june for college and high school.

Hope this works out and I can soon partake in the first full launched season, or a beta season. Also, hope that the suggestions were in some way helpful.[/quote]
The development cycle is based on priorities. There's very limited team sorting right now, but the goal is to eventually have a fully featured search system in place.

As far as league setup goes, with things like placement and divisions? The current idea is to have something like this.
Invite and/or S Rank - Highest level of play.
Intermediate and/or A Rank - Medium level of play.
Open and/or C Rank - Entry point.
Starter and/or D Rank- Learning point.

Starter is the only division that wouldn't have any prizes, and is designed entirely as a way to ease new teams into their desired competitive format. Teams can request to be placed into either Open or Starter, and Starter teams may be moved into Open if they're found to be experienced. Lower ranked Open teams can also go down to Starter.
The general divisional setup is more in line with the way ESEA runs and manages their divisions. So, Open is like a mix between Iron - Plat, where only the top teams get moved up to Intermediate. The idea behind the Starter division is to coach and guide newer players into TF2 competitive.
Now, if a team such as Froyotech were to all join TFCL? They'd be moved up to the highest division, given their record elsewhere. But for most teams, starting in Open and having the system determine your proper ranking, is likely the best way to go about this.

As for a players past experience? We're going to take everything into consideration when figuring out placement, though most likely, they'll just go straight into Open. If they're good, they'll win Open, and climb the ranks fast. You gotta remember though, it's not just individual player skills here, but team skill as a whole. That's a lot harder to filter and determine just by looking at logs and stats from other leagues or services.

Scheduling around holidays is technically already being done. I mean, there's a reason we delayed the start of the alpha season by a couple of weeks. Wanted to avoid the risk of having fewer signups and players due to the holiday season. Plus, with the flexibility of the schedule system, where teams pick their own playtimes, it leaves everything pretty open.

Oh, and don't wait for the beta! There's a sixes alpha test launching soon, with signups open now. The prize isn't great, but there's a prize regardless. So sign up, and provide feedback when you can.


[quote=-proto]this is awesome sidular, always happy to see my canadian brothers always helping out the community in some way.

as for expanding to europe, have it on the back burner imo. they have a fully functional league with tournys and a decent playerbase. na tf2 is dying, we have shit leagues, shit admins, and people are quitting because the outlook for na tf2 looks bleak. keep in mind etf2l never made any strides to expand to north america after many close calls of esea dropping tf2. there was talk from one or two admins at one point but never any action.[/quote]
Yeah, expanding to Europe is definitely not a huge priority right now. I'm not completely ruling it out though, but for now, the most presence we'll have in Europe is by hosting or otherwise being a part of LANs. Maybe lending our tech so lans can properly run their tournaments without having to worry about managing or creating their own tournament structure.


[quote=Pyxelize]could it be ATF2L like ETF2L? not that it matters but I'm curious about if that would be allowed or not[/quote]

Uh, I don't wanna be sued. :p
78
#78
TFCL
1 Frags +
TsarbucksWhen will pl_tfcl be available for play testing?

Er, forgot to add this to my response above.
We'll have some internal playtesting first, and then a bigger map test tournament to get more people playing on it. So basically, once we feel like the map's ready to be tested by a wider audience. That' when it'll be available. :)

[quote=Tsarbucks]When will pl_tfcl be available for play testing?[/quote]

Er, forgot to add this to my response above.
We'll have some internal playtesting first, and then a bigger map test tournament to get more people playing on it. So basically, once we feel like the map's ready to be tested by a wider audience. That' when it'll be available. :)
79
#79
TFCL
0 Frags +

The ultiduo test is coming to a close. The two remaining teams are End Game, with Nursey and b4nny, and Komeback Kids, with Energy and Storm Warning.
More details here - http://steamcommunity.com/groups/eTFCL#announcements/detail/585863462551071995

Also, please be sure to sign up for our 6v6 alpha test. Signups close in about 15 days. Test info here - http://steamcommunity.com/groups/eTFCL#announcements/detail/585862749595793477

The ultiduo test is coming to a close. The two remaining teams are End Game, with Nursey and b4nny, and Komeback Kids, with Energy and Storm Warning.
More details here - http://steamcommunity.com/groups/eTFCL#announcements/detail/585863462551071995

Also, please be sure to sign up for our 6v6 alpha test. Signups close in about 15 days. Test info here - http://steamcommunity.com/groups/eTFCL#announcements/detail/585862749595793477
80
#80
TFCL
3 Frags +

Reposting this from the Steam group.

Hey guys. So, after gathering some early feedback, I decided it may be in the best interest of everyone to go for a one match per week schedule, instead of the previously announced two matches per week.

This will still be an 8 week season, but it's more in line with UGC's way of operating, and not so much ESEA.

The new default match time will be set to Saturday at 8:30 PM Eastern. Team leaders will have the ability to choose their own scheduling, so you're pretty much in control of when and where you'll end up playing.

Matches are assigned every Wednesday at around 9:00 PM Eastern Time, so that gives you roughly 6 days to play your match.

In other news, we ended up casting our Ultiduo finals on Friday, and while we had a fair number of viewers, the reception for this cast has been mixed. I just wanted to stress again that this was a test cast, and isn't a demonstration of our final casting format. After we get a more solid team together to handle the casting for TFCL, we'll have a more professional stream, with better production value all around. Last Friday's cast was mostly to test concurrent viewers and community interest.

A huge thanks to ArraySeven for helping us out. We didn't really know what to do during that hour long delay, and it was awesome for Array to provide some level of entertainment for the 50 or so viewers that we had watching. So thanks again Array. You did gud man, you did gud. :D

I'm rather curious to know what you guys want to see though, as far as scheduling goes. Like, should we go for an ESEA kind of deal, and have two matches per week? Or should we do what UGC's doing, and have a single match every week? Some of the feedback I got for the two per week thing, at least in the alpha stage, was that a lot of teams couldn't really commit to the schedule, and would much prefer one match, instead of two. I found that ESEA teams were especially vocal about this, with them preferring to take the alpha more as a scrim like deal, and not as a serious league. Which is fine, considering it's an alpha with a rather low prize pool. (prize pool may be increased to $120. Uncertain right now)

So yeah, what do you guys want to see us do, as far as 6v6 scheduling goes? Is two per week too much? Combined with ESEA, that's 4 matches every 7 days. Which if you throw in scrims and such too, it can really add up. So I can see why some teams would be against this.
Plus, I'm discovering that lower ranked UGC teams are very against the two per week system, as they think it's too much to commit to. Since TFCL is going to be a free league with prizes, trying to make people from all sides happy and feel welcome is one of my top goals and priorities. So I gotta really figure out this scheduling so it works for everyone of all skill levels.

Also, as a sort of bonus question, what do you guys think of sponsored items as prizes? Like, instead of straight up cash, we'd give away gaming gear, such as keyboards and mice, or a mousepad, or whatever else we can get our hands on? Getting stuff like that is usually easier than getting cash, as far as acquiring sponsors go.
Also, what about video games? Like, say I reached out to a game studio or publisher to get a few Steam keys of their games? Would that be a good prize? If so, what kind of games would you guys be okay with? Like, say we hosted an Indie Cup, and the first place team received 5 indie games? That's 5 per player, or 30 games total per team. Would that be cool? It's a little niche, but something I've been considering, at least early on.

What say you?

Reposting this from the Steam group.

[quote]Hey guys. So, after gathering some early feedback, I decided it may be in the best interest of everyone to go for a one match per week schedule, instead of the previously announced two matches per week.

This will still be an 8 week season, but it's more in line with UGC's way of operating, and not so much ESEA.

The new default match time will be set to Saturday at 8:30 PM Eastern. Team leaders will have the ability to choose their own scheduling, so you're pretty much in control of when and where you'll end up playing.

Matches are assigned every Wednesday at around 9:00 PM Eastern Time, so that gives you roughly 6 days to play your match.


In other news, we ended up casting our Ultiduo finals on Friday, and while we had a fair number of viewers, the reception for this cast has been mixed. I just wanted to stress again that this was a test cast, and isn't a demonstration of our final casting format. After we get a more solid team together to handle the casting for TFCL, we'll have a more professional stream, with better production value all around. Last Friday's cast was mostly to test concurrent viewers and community interest.

A huge thanks to ArraySeven for helping us out. We didn't really know what to do during that hour long delay, and it was awesome for Array to provide some level of entertainment for the 50 or so viewers that we had watching. So thanks again Array. You did gud man, you did gud. :D[/quote]

I'm rather curious to know what you guys want to see though, as far as scheduling goes. Like, should we go for an ESEA kind of deal, and have two matches per week? Or should we do what UGC's doing, and have a single match every week? Some of the feedback I got for the two per week thing, at least in the alpha stage, was that a lot of teams couldn't really commit to the schedule, and would much prefer one match, instead of two. I found that ESEA teams were especially vocal about this, with them preferring to take the alpha more as a scrim like deal, and not as a serious league. Which is fine, considering it's an alpha with a rather low prize pool. (prize pool may be increased to $120. Uncertain right now)

So yeah, what do you guys want to see us do, as far as 6v6 scheduling goes? Is two per week too much? Combined with ESEA, that's 4 matches every 7 days. Which if you throw in scrims and such too, it can really add up. So I can see why some teams would be against this.
Plus, I'm discovering that lower ranked UGC teams are very against the two per week system, as they think it's too much to commit to. Since TFCL is going to be a free league with prizes, trying to make people from all sides happy and feel welcome is one of my top goals and priorities. So I gotta really figure out this scheduling so it works for everyone of all skill levels.

Also, as a sort of bonus question, what do you guys think of sponsored items as prizes? Like, instead of straight up cash, we'd give away gaming gear, such as keyboards and mice, or a mousepad, or whatever else we can get our hands on? Getting stuff like that is usually easier than getting cash, as far as acquiring sponsors go.
Also, what about video games? Like, say I reached out to a game studio or publisher to get a few Steam keys of their games? Would that be a good prize? If so, what kind of games would you guys be okay with? Like, say we hosted an Indie Cup, and the first place team received 5 indie games? That's 5 per player, or 30 games total per team. Would that be cool? It's a little niche, but something I've been considering, at least early on.

What say you?
81
#81
TFCL
9 Frags +

I'm proud to announce that TFCL has acquired the bball.tf league, and will be bringing their awesomeness into the TFCL family of services.

We're developing a custom system that will allow for pug-like bball lobbies to be created by anyone, and we'll host our own official bball tournaments as well, with prizes, of course. More information on this system will be announced later on, though I promise ya, it'll be freaking awesome. :D

The bball.tf staff are also coming over to TFCL, so all of the familiar faces aren't going anywhere. We're simply upgrading their league by bringing them up to speed with our custom platform.

So yeah, welcome aboard, bballers!

edit;
Forgot to mention. Yes, bball.tf will continue to provide EU tournaments, even though the rest of TFCL is still restricted to NA.

I'm proud to announce that TFCL has acquired the bball.tf league, and will be bringing their awesomeness into the TFCL family of services.

We're developing a custom system that will allow for pug-like bball lobbies to be created by anyone, and we'll host our own official bball tournaments as well, with prizes, of course. More information on this system will be announced later on, though I promise ya, it'll be freaking awesome. :D

The bball.tf staff are also coming over to TFCL, so all of the familiar faces aren't going anywhere. We're simply upgrading their league by bringing them up to speed with our custom platform.

So yeah, welcome aboard, bballers!

edit;
Forgot to mention. Yes, bball.tf will continue to provide EU tournaments, even though the rest of TFCL is still restricted to NA.
82
#82
TFCL
12 Frags +

We're live on our main site now with a full highlander and 6v6 season, both with prizes for first place.
Main info here - http://tfcleague.com/2016/12/30/soft-launch-season-1a/

We're still technically in alpha, but the core league features are ready to go. So consider this our soft launch.

We're live on our main site now with a full highlander and 6v6 season, both with prizes for first place.
Main info here - http://tfcleague.com/2016/12/30/soft-launch-season-1a/

We're still technically in alpha, but the core league features are ready to go. So consider this our soft launch.
83
#83
0 Frags +
SidularWe're live on our main site now with a full highlander and 6v6 season, both with prizes for first place.
Main info here - http://tfcleague.com/2016/12/30/soft-launch-season-1a/

We're still technically in alpha, but the core league features are ready to go. So consider this our soft launch.

when is the season going to start

[quote=Sidular]We're live on our main site now with a full highlander and 6v6 season, both with prizes for first place.
Main info here - http://tfcleague.com/2016/12/30/soft-launch-season-1a/

We're still technically in alpha, but the core league features are ready to go. So consider this our soft launch.[/quote]

when is the season going to start
84
#84
7 Frags +

http://tfcleague.com/tfcl/bracket/hl-season-1a/maps/
http://tfcleague.com/tfcl/bracket/6season-a1/maps/

february 4th for sixes, february 5th for highlander

http://tfcleague.com/tfcl/bracket/hl-season-1a/maps/
http://tfcleague.com/tfcl/bracket/6season-a1/maps/

february 4th for sixes, february 5th for highlander
85
#85
6 Frags +

I'm so happy this not a tf2games type of thing :D but seriously this a very promising thing and as long as transparency exists this will work for sure props too you who ever is making this with you.
P.s just don't make your website look like shit like one that I have in mind (cough cough UGC XD)

I'm so happy this not a tf2games type of thing :D but seriously this a very promising thing and as long as transparency exists this will work for sure props too you who ever is making this with you.
P.s just don't make your website look like shit like one that I have in mind (cough cough UGC XD)
86
#86
-4 Frags +
31(cough cough UGC XD)

holy cringe

[quote=31](cough cough UGC XD)[/quote]

holy cringe
87
#87
-4 Frags +
DoctorMiggy31(cough cough UGC XD)
holy cringe

xD

[quote=DoctorMiggy][quote=31](cough cough UGC XD)[/quote]

holy cringe[/quote]
xD
88
#88
-2 Frags +
DoctorMiggy31(cough cough UGC XD)
holy cringe

Expected ;D

[quote=DoctorMiggy][quote=31](cough cough UGC XD)[/quote]

holy cringe[/quote]
Expected ;D
89
#89
1 Frags +

lft pootis

lft pootis
90
#90
1 Frags +

lft :^)

lft :^)
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