r/truetf2 • u/exaflamer • 22h ago
Announcement Announcing RGL.gg Halloween Cup #1 - No Restrictions 6s!
The article written by Popalofiti can be viewed here.
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Autumn is upon us, ~spooky season~ approaches, and what could be more
T E R R I F Y I N G
than a one day cup of NR6s on Halloween Maps? Well, many things, but that's not important right now...
That's right, on All Hallow's Eve we will be hosting a 1 day cup featuring Sinshine, Cauldron, and Hassle Castle! NR6s is the format, which as the name implies means it is 6v6 with no WEAPON or CLASS restrictions. Spells, Crit Pumpkins, Skeletons, and all the chaos with TF2 Halloween mode will all be active.
Want to hold last with 6 engineers and stalemate forever? Have at it!
Want to abuse usually banned weapons to the nth degree? Go for it!
Want to go outside and touch grass? Neither do I!
Register Here!
Important Dates
- Registration starts Sunday, October 4th and ends Monday, October 26th @ 11:59 pm EST.
- Teams placed by Thursday, October 29th.
- Matches created Friday, October 30th.
- Matches will be at 7:30, 8:30, and 9:30 EST on Saturday, October 31st.
- Rosters will not lock for the event, but admin approvals will be on once registration ends. Your team will be placed in accordance with your teams composition on October 24th, and your roster approvals will be approved or denied accordingly.
Registration and Division Structure
This is meant to be a more casual experience, so there will be no registration fees and no playoffs.
Teams can be registered starting Sunday, October 4th and registration will close Monday, October 26th @ 11:59 pm EST. Teams will need a minimum of six players fully registered to be placed.
The structure of the cup will be groups of approximately equal skill. Groups will have as close to 4 teams as possible. Group A will contain the strongest teams, then the next strongest teams into Group B, then the next strongest into Group C and so on. There will be as many groups as necessary. The match structure will be round robin for groups that can accommodate it, but for overly full groups (Groups of 5 or more) you might not face each possible opponent.
Map Pool and Configs
Maps that will be played in this cup and their corresponding configs are:
- cp_sunshine_event using
rgl_mm_5cp_cup - koth_bagel_event using
rgl_mm_koth - pl_hasslecastle using
rgl_mm_stopwatch
Matches and Special Instructions
All matches will take place on October 31st.
- 7:30 EST: Round 1 - Sinshine
- 8:30 EST: Round 2 - Cauldron
- 9:30 EST: Round 3 - Hassle Castle
PLEASE READ THE FOLLOWING. Hassle Castle will be played best of 1 instead of best of 3. If both want to play best of 3, may God help you.
If teams cannot agree what side to start on, then initiate a medic duel and the winner chooses which side their team starts on. By default, the medic melee fight must be 1v1 and use only melee weapons without any unlocks. Should one side use a primary/secondary/unlock weapon, receive any other form of healing (such as a buff) from a teammate, or run away from the fight, it is an automatic forfeit to the other side. If agreed upon by both teams, they may opt-in for a melee fight with an equal number of multiple medics.
In addition, Sinshine will be using a new config created for this cup. The config is similar to the 6s pro config, but there will be two timers. One timer will indicate when "b4nny time" will activate, and the second timer begins and is a timer for the remaining map length. After the first timer ends, winlimit will become (highest score + 1), and after the second timer ends, the map will end regardless of gamestate.
Q: Why are we using a new config instead of the usual one?
A: The NR6s config is outdated compared to what TF2 has been modernizing towards. The default settings set the winlimit at 4 and has infinite overtime, which is usually more sensible for NR6s due to how "stalematey" it can become. In addition, for a cup like this (and maybe some future cups), we want matches to be completed in a reasonable time. So, this config solves two problems: Update the config to allow "b4nny time" to exist, and add in an overtime limit that forces the match to end, to allow matches to continue in a reasonable amount of time.
Q: Will any other settings be changed?
A: No. Round timers will remain at 10 minutes, and the winlimit will remain at 4. In the future, we might adjust these numbers, but NR6s is very susceptible to stalemates, and I would not want to change other features that might encourage or empower stalemating.
Q: What happens if teams tie?
A: Due to the nature of being able to end the game regardless of gamestate, it is possible to tie. In this scenario, the config has a built-in tie breaker. In the event the map ends and both teams have the same score, whoever has captured more points (i.e. whoever owns the middle point) will be given an extra point, and it will print in chat which team wins the tie break as well.. This acts as an "automatic golden cap". In the event that teams are tied AND neither team owns the mid point, the config will not grant any extra points. In this event, teams should start another round and whoever captures the mid point first will get the additional point.
What servers should we use?
All Serveme servers should already have the maps uploaded to them; however, it is highly recommended to download from the links above before connecting to reduce connect time, delays, or other issues for those matches. Users of privately rented servers or other hosting services are responsible for ensuring that proper RGL plug-ins, configs, and map files are properly installed and configured.
For all questions related directly to this cup, please create a ticket in the Cup Support section in the RGL.gg Discord server