@SpaceCadet and GentlemanJon
for the sake of simplicity I'd just like to stick with a double-elimination bracket. standard is standard for a reason, in that case.
SpaceCadetIMO the "class picking" design you have laid out is flawed. It has been attempted many times in the past and has always failed.
can you give me some examples?
1v1's in a tournament setting must start each round with a level playing field for both players. The nature of 1v1 is proving which player is stronger or more skilled. Giving an advantage like picking a class that counters another class is unbalancing the 1v1 before it even begins.
The only class-picking options are picking a ditto (ie, both players play the same class for the duration of the round: Soldier) or allowing free-choice (players can switch at any time over the duration of the round). The one who chooses class isn't going to do something like assign Shotgun Engie to their enemy and Scout to themselves, it doesn't work like that.
In the case of a ditto being selected, the winner will obviously be the one who's better at the class, and (likely but not guaranteed) the one who selected the ditto. The loser will be allowed to choose a ditto of their own in the next round to counter, and them the last round will be a tiebreaker where both players will have to adapt as necessary to whatever the other chooses to play, since it's free-choice.
I would personally limit class picking to Scout or Soldier for the initial tournament. Based on results, you can expand class picking and rules for future tournaments but keep the first one simple.
That wouldn't be very entertaining to watch. I could get the same thing out of spectating an MGE server.
The whole point of the class and map-picking system is to encourage flexibility and adaption. I don't want to see a first-to-20 Scout 1v1 on the same map every game.
Round 1 gives the advantage of class-picking to the winner of the coinflip, and the advantage of map-picking to the loser of the coinflip.
Round 2 gives the advantage of class-picking to the loser of the previous (meaning they can opt for a ditto they believe would give them a better chance or enable free-choice to counter anything the other throws out) and the advantage of map-picking to the winner of the previous (so if the other person chooses, say, Pyro, he can make sure the engagement is an open space where the other guy can't cheese him as hard).
Allowing players to "pick a map" can work but you need to have a specific list of maps that weed out bad MGE maps
That is what this thread is for. What maps in MGE do you feel are problematic for a tournament setting? Obviously Ammomod and BBall shouldn't be allowed, but what others come to mind? .
Each round is listed as "first to 10 kills" wins. That will make for an extremely short MGE match since you can get 10 kills on mostly any map in like 2 minutes? maybe 3?
That's the point. I want it to be quick. Following rounds give enough opportunity for a comeback, but imo you can usually see where an MGE is going by the halfway point. Forcing a map and possibly a class change each round keeps things interesting to watch, without it falling into the dull, repetitive gameplay loop that MGE usually becomes after a few rounds.
MGE is a practice mode, not a spectator esport. Changes need to be made to add variety and intrigue to the experience for it to work in a setting like this.
Having reserved servers is not a necessity. Both players could play their match on any available server as long as the match is complete before a certain period of time so it does not hold-up the rest of the tournament. All that should be required is a recorded demo from both players to submit if there is a dispute.
I would want to reserve at least one or two over the duration of the tournament to ensure that players can play on the maps they want to play on and, if properly scheduled, there won't be any trouble with other players on the server.
Requiring demo recording is a no-brainer, but thank you for adding it.
aim-can we just have a 6s tourney lol
FaceIt's tourney is a thing, my man. I don't have money for a prize-pool like that, and MGE with a twist is what I'm interested in running. You're welcome to sponsor your own tourney or donate to a prize-pool of one you agree with if an MGE tourney isn't something you're interested in.
Honestly, why did you even click this thread if you knew there wasn't anything here for you?
-leeto start, I would only give some like kevinispwn 5$ to play in something like this, not someone with 23 posts
I mean, a tourney is a tourney regardless of who's running it.
And you're not giving me anything- at best, I'll break even for the money spent with enough signups, with all of the rest going toward casting/production/the prize pool. I have no desire to profit from this.
Troopocan the coinflip just let the person decide map, and not class. It's pretty dumb to not be able to play your best class. Also that prevents matchups like scout v soldier which are always fun.
I prefer the current coinflip system so people can get a fighting chance. Your typical first-to-20 MGE is 5-10 minutes on the same map, on the same class, with very little variety involved. It's usually a foregone conclusion halfway through, too.
Nobody in this tourney would be granted an unfair advantage. Class-picking is mitigated by the other person map-picking, and even then class-picking isn't a guaranteed advantage.
For instance, let's say you're terrible at Soldier and Demoman but excellent with Scout and Pyro. Your opponent excels at the explosive classes, and he gets to pick class on the first coinflip.
Round 1, you lose the Soldier matchup.
Round 2, you get to pick class. You get to choose to do a Scout matchup. The other person gets to choose a map that ensures you won't cheese him too hard. You are still not guaranteed victory, because he may well have better aim and movement than you, but you are given a fighting chance. Assuming you win this round, it goes on to the tiebreaker.
Round 3, no restrictions, random map. Neither of you are at any advantage or disadvantage. At this point, it's about who can best counterplay the other: it's to see who is actually better at the game. You could pull out Pyro at this point to shut down his projectiles, for instance, or he could counter that strategy with a Scout pick. etc etc.
There are more classes in this game than just Scout and Soldier. Skill also involves counterpicking and adapting to what your opponent is doing, which I believe the rules of this tournament would encourage.