NOTE

The administration team reserve the right to overrule any pre-stated tournament rules at any given point if deemed necessary.

General Tournament

By signing up to this tournament all participants agree that they have read and accept the Terms of Service (ToS) and the Privacy Policy.

Player Eligibility

This tournament is open to players of any age and any nationality from SEA region.

Tournament Schedule

The tournament round start times are as follows:

Check-In16:00 SGT
Round One (Sunday)17:00 SGT
Round Two (Sunday)18:00 SGT
Finals (Sunday)19:00 SGT

Rosters

Minimum & Maximum Players 
When registering for a tournament, team captains must select the minimum number of players required to compete in that tournament, indicated on the tournament sign up module. Team captains will not be able to select more than the maximum number of players indicated on the tournament sign up module.

Player Eligibility 
Only players listed on the Match Fixture page are eligible to play in tournament matches. It is both team's responsibility to verify the eligibility of all players playing in the match prior to starting a match. By allowing the match to start, both teams agree that the players in the lobby when the match is started are allowed to participate in the whole match series, even if some of the players in the lobby are not listed on the Match Fixture page.

If the opposing team has an ineligible player present, you must tell the opposing team to replace that player with an eligible player. You must have given the team the required fifteen (15) minutes from match start time to substitute their ineligible player(s). If the ineligible player shows up between maps/rounds, you must give the team the required ten (10) minutes to replace their ineligible player. If the team does not substitute their ineligible player, do not start the match or allow the match to be started.

Pickups 
Teams are not permitted to use a pickup at any point in a match. A pickup is defined as someone who is not listed on the Match Fixture page.

Game IDs 
All Game IDs on a team’s roster must be valid. Spelling, spaces and characters must be exact, but do not need to be case sensitive.

Roster Lock 
User game ID's are stored when tournament brackets are generated, meaning that any changes made to a user's game ID after a tournament has started will not be reflected for that specific tournament.

Game Types

Dorado
Gibraltar
King's Row
Hanamura
Hollywood
Ilios
Lijiang Tower
Nepal
Numbani
Route 66
Temple of Anubis
Volskaya
Watchpoint

Match Settings

Map Options

Map RotationSingle Map
Map OrderSingle Map
Return to LobbyAfter a Mirror Match*

*Except on Control Maps (Nepal & Lijiang Tower), where it should be set to 'After a Game'.


Maps

Disable all maps except for the one that is to be played.


Gameplay Options

Skirmish OnlyOff
Health Modifier100%
Damage Modifier100%
Healing Modifier100%
Ultimate Charge Rate Modifier100%
Respawn Time Modifier100%
Ability Cooldown Modifier100%
Disable SkinsOff
Disable Health BarsOff
Disable Kill CamOn
Disable Kill FeedOff
Headhosts OnlyOff
High BandwidthOn/Off

Restrictions

1 hero limit

Matches

Match Formats 
Teams will play matches in the following formats, depending upon the tournament round:

Round OneBest of 1 (First team to win 1 game wins the match.)
Round TwoBest of 1 (First team to win 1 games wins the match.)
Semi FinalsBest of 3 (First team to win 2 games wins the match.)
FinalBest of 5 (First team to win 3 games wins the match.)

Map Vetos 
We'd recommend using OWDraft to determine which map is to be played. 

In a Bo1 series the higher seeded team will iniate the veto process by banning the first map. Teams will then take it in turns to ban further maps until only one map remains. 

In a Bo3 series the higher seeded team will pick the first map, the lower seeded team will pick the second map and a veto process will be used to determine the final map. The higher seeded team will iniate the veto process by banning the first map. Teams will then take it in turns to ban further maps until only one map remains. Maps are to be played in the order they were picked. 

In a Bo5 series the higher seeded team will pick the first and third maps, the lower seeded team will pick the second and fourth maps and a veto process will be used to determine the final map. The higher seeded team will iniate the veto process by banning the first map. Teams will then take it in turns to ban further maps until only one map remains. Maps are to be played in the order they were picked.

Tied Match 
If the match ends in a draw (both defending sides win and are stuck on the same objective or checkpoint), Control will be played on the map Ilios. The team to capture the first objective wins the match. 

If both attacking sides win, the victory will be award to the team that completed the map in the fastest time.

Match Delay 
Matches must be played in their entirety unless both teams agree to delay the match. The match must still be completed before the start time & date of the next tournament round, as listed under the Tournament Schedule.

Failure to complete a match before the start time & date of the next tournament round may result in one or both teams forfeiting the match and removed from the tournament.

Teams may not delay the match for more than ten (10) minutes between each map. If a team delays the start for longer than ten (10) minutes between maps, they will forfeit that map.

Teams that delay a match for more than twenty (20) minutes will forfeit the whole match.

The team that did not delay must provide video proof showing that this ten (10) or twenty (20) minute delay did occur.

Incorrect Match Settings 
It is the hosting team’s responsibility to ensure that the match settings are as outlined above in the Match Settings. If you notice that the host has the incorrect match settings, please record video proof of what is wrong, ensuring that the scores, time, incorrect rules and the players in the lobby are clearly visible and then immediately leave the game.

In the instance that the hosting team have the correct match settings and you leave the game before it is completed, the team that did not leave will receive the win for that map.

In the instance that the hosting team have the incorrect match settings and you do not leave the game before it is completed, the result of that map will stand.

The hosting team will not forfeit the map if the non hosting team does not leave the match and the map is completed.

Disconnections 
Player Disconnections 
If a player disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.

If a player disconnects after the game has started, the match is to be continued and is not to be ended at any point.

If both teams disagree over when the player disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Host Disconnection 
If the host disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.

If the host disconnects after 30 seconds or after a kill has been made, the hosting team will forfeit that map.

If both teams disagree over when the host disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Match Interruptions 
If random player(s) enter the room you must tell them to leave immediately. If the player(s) leave immediately without disrupting the match, the match should continue. If the player(s) disrupt the match, the match is to be ended and resumed from the score at which the player(s) entered and played for the time remaining when the match was ended.

If both teams disagree over when the interruption took place, video proof must be provided that shows the scores and time at which the interruption took place, as well as the players in the lobby.

Forfeits 
In order for a team to forfeit, the opposing team must leave or end the match immediately after they have captured proof of their accusation. Teams will not be forfeited if the opposing team do not leave the game and the map is completed.

Teams will forfeit a map for the following reasons:

  • Leaving or ending a match prior to it's completion and then failing to provide valid proof of the accusation against the opposing team.

  • Hosting a match with the incorrect Match Settings shown above.

  • The host disconnecting after the first 30 seconds or after a kill has been made.

  • Delaying a match by more than ten (10) minutes in between maps.

Hosting

The host of the match must be a resident of SEA region countries.

If one team at match time does not contain at least one player who can host, the opposing team will host all the maps. If both teams cannot agree on a suitable host to play on, a member of staff must be contacted immediately.

Hosting Order 
A team's seed is incidcated by the number next to their team name on the tournament bracket. The highest seed is defined as the team with the seed closest to 0.

The hosting team is as follows:

Map 1Map 2Map 3Map 4Map 5
Highest SeedLowest SeedHighest SeedLowest SeedHighest Seed

The team that is not hosting will choose which spawn (side) they wish to start on.

Lag Test 
When requested by the opposing team, a lag test must be completed prior to starting the match. This is a test round that does not count towards the match result, and uses the standard game settings that will be used during the match on a different map.

If the opposing team is not happy with the host after having performed a lag test, the hosting team must switch hosts.

Match Lag 
If the host begins to lag in the middle of a match, you must ensure that you capture valid proof and then complete the remainder of the match. If you wish to make a complaint about the host once the match has been completed, please dispute the result of a match and contact a member of staff immediately.

Reporting

Match Result 
Both teams are responsible for reporting the result of a match. This can be done by clicking on the match fixture link found on the Match Fixture page.

Tournament brackets will be updated automatically once both teams have reported the match.

In the instance that only one team reports the match result, the result will automatically be confirmed after fifteen (15) minutes.

Disputed Result 
In the instance that both teams report conflicting results, the match will be placed into dispute and will be handled by a member of staff.

Evidence 
In the event of a dispute, both teams will be asked to provide evidence of their match victory. Please see theEvidence Policy section below to find out what evidence is required.

If neither team is able to provide evidence of their match victory, both teams will be removed from the tournament.

No Shows

A team has fifteen (15) minutes to show-up and be ready to start the match. Failure to do so will result in a forfeit.

To report a no show, please click on the 'Opponent No Show' button on the Match Fixture page.

No Show Proof 
If you have a no show issue, you must provide video evidence that you have invited all members of the opposing team to play prior to the fifteen (15) minute no show deadline.

Cheating

We have a zero tolerance policy for cheating. Players caught cheating, glitching or abusing in-game mechanics in any way will be permanently banned from the EGL site and all future competitions.

Evidence Policy

We strongly recommend that you obtain photo evidence showing the outcome of every match.

Evidence Requirements 
When asked to provide evidence for the outcome of a match, all video and photographic evidence must clearly show the match score, time, players in the lobby and, if necessary, evidence of the rule violation of the opposing player.

Evidence that does not meet the above criteria will not be considered.

Uploading Evidence 
All video evidence should be uploaded to an external website such as YouTube. Photographic evidence should be uploaded to an external website such as Photobucket or Imageshack. The URL link to the individual evidence must be sent to an admin, along with a brief description of what the evidence shows.

User Conversations 
All conversations between users are not considered evidence. This includes, but is not limited to:

  • AIMs

  • Emails

  • Private Messages

  • PSN Messages

  • XBL Messages

  • Skype Messages

  • Tweets

  • Direct Messages

Evidence that has been faked or tampered with in any way will not be accepted as valid. Anyone found to be providing fake proof will be permanently banned from competing on the website.

Support

Support 
If you have a problem with your match, please click on the 'Submit Ticket' button found on the Match Fixturepage. You can view and respond to all of your support tickets here.

Abusive Behaviour 
Abusive behaviour towards staff members that are called into a match dispute will not be tolerated. The individual user and/or team violating this rule will be subject to a site wide ban.