Danny
Inkling
- Joined
- May 9, 2015
- Messages
- 12
- NNID
- Simple
Hi. I think there have been many of these but I'm just here to toss my proposal into the ring. Also I don't post here often but I posted this here so I can get some feedback on the proposal since this is most likely what I will be using in my own tournaments. Most of the people I talked to this about have told me that the rules are fine so I would like to have more opinions. I take all constructive criticism very seriously.
First a little intro. I'm part of the Hypest team which dealt with online competitive tournaments for Smash related games so I have a lot of experience TOing online tournaments. However, Splatoon is not Smash. Splatoon is a Third Person Shooter and it needs to have different rules to accommodate this. I play some competitive first person shooters and I read a lot of rules on other competitive shooters. The number of competitive third person shooters is slightly low so I couldn't find many rules for TPSes. This rule was made with the effort
Second, I want to enumerate the issues I had with creating this ruleset. The first issue were the number of stages, currently set at 10 which is an even number. This was the biggest issue by far because it disallowed the naive and intuitive straight full-list-stage-strike system. After all, in this early meta we have to assume that all stages are perfectly fine. The problem with stage selection is also that the game will update with more maps down the line and will fluctuate the number of stages from even to odd periodically. A proper stage selection has to make up for this.
There also had to be a way to disregard Smash's stage selection due to the incompatible (and somewhat annoying) way that they do it. Splatoon should not separate stages into Neutral/Starter and Counterpick. This complicates the stage selection process immensely. There isn't a single tournament I've done without having to explain how the process itself works. The process also isn't fair and opens another can of worms regarding stage debate such as: "Is this stage neutral or is it counterpick material?". These types of arguments do not belong in the current fresh meta and hopefully not belong at all.
The other main issue with the ruleset that I had to address was the concept of modes. Most games offer a single mode and then consider that mode to be its competitive mode. This happens over time and people adapt to it. However, in Splatoon we do not have this luxury and we might not have it at all. For our current early meta we need to have a diverse number of modes that allows us to reach out to everyone. I do not want to impose what I believe to be the one true competitive mode onto others. Players should determine this. It could even end up that the mode switching ruleset I end up proposing will be heavily favoured. Only time will tell but we need to be as open as possible in the beginning and then refine it to suit the meta.
This ruleset was made with the collaborative effort of many of my friends from Hypest, personal friends, and Imperious. Without them, this proposal would have suffered immensely so thanks in advance.
You can see the markdown version of the rules here. I'll be reproducing them down here though. Considering how annoying it was to convert Markdown to BBCode I'm not sure I wanna convert it again. Some things are specific to the format, e.g. double elimination, top 8, best of 5, etc. These aren't really something I need criticism on since it's just how I plan to run the format on.
Definitions
Global Map Pool
All maps are part of the global map pool. For brevity, they are as follows:
Mode Pool
These modes are allowed to be played on:
Rules
Set Order
A set shall be played in the following order.
Preparing the Map Pool
These 5 maps shall encompass the map pool for the rest of the set and are redone every set.
Playing the Set
First a little intro. I'm part of the Hypest team which dealt with online competitive tournaments for Smash related games so I have a lot of experience TOing online tournaments. However, Splatoon is not Smash. Splatoon is a Third Person Shooter and it needs to have different rules to accommodate this. I play some competitive first person shooters and I read a lot of rules on other competitive shooters. The number of competitive third person shooters is slightly low so I couldn't find many rules for TPSes. This rule was made with the effort
Second, I want to enumerate the issues I had with creating this ruleset. The first issue were the number of stages, currently set at 10 which is an even number. This was the biggest issue by far because it disallowed the naive and intuitive straight full-list-stage-strike system. After all, in this early meta we have to assume that all stages are perfectly fine. The problem with stage selection is also that the game will update with more maps down the line and will fluctuate the number of stages from even to odd periodically. A proper stage selection has to make up for this.
There also had to be a way to disregard Smash's stage selection due to the incompatible (and somewhat annoying) way that they do it. Splatoon should not separate stages into Neutral/Starter and Counterpick. This complicates the stage selection process immensely. There isn't a single tournament I've done without having to explain how the process itself works. The process also isn't fair and opens another can of worms regarding stage debate such as: "Is this stage neutral or is it counterpick material?". These types of arguments do not belong in the current fresh meta and hopefully not belong at all.
The other main issue with the ruleset that I had to address was the concept of modes. Most games offer a single mode and then consider that mode to be its competitive mode. This happens over time and people adapt to it. However, in Splatoon we do not have this luxury and we might not have it at all. For our current early meta we need to have a diverse number of modes that allows us to reach out to everyone. I do not want to impose what I believe to be the one true competitive mode onto others. Players should determine this. It could even end up that the mode switching ruleset I end up proposing will be heavily favoured. Only time will tell but we need to be as open as possible in the beginning and then refine it to suit the meta.
This ruleset was made with the collaborative effort of many of my friends from Hypest, personal friends, and Imperious. Without them, this proposal would have suffered immensely so thanks in advance.
You can see the markdown version of the rules here. I'll be reproducing them down here though. Considering how annoying it was to convert Markdown to BBCode I'm not sure I wanna convert it again. Some things are specific to the format, e.g. double elimination, top 8, best of 5, etc. These aren't really something I need criticism on since it's just how I plan to run the format on.
Definitions
- TO: Short for Tournament Organiser. The people who are organising the event.
- Team: A group of players that play together.
- Game: A single period of play in a round. For example, in a Bo3 round the round can be composed of at most 3 games.
- Set: The games that make up a round. For example, in a Bo3 round all 3 games are part of the set.
- Map: The stage that the game is being played on.
- Global Map Pool: The maps allowed to be played in this tournament. These maps can be part of the regular map pool.
- Map Pool: The maps allowed to be played in the current set. This changes every round.
- Mode Pool: The modes allowed to be played on in this tournament.
- Set winning condition: The first one to reach majority wins in a Best of 3 or Best of 5. e.g. 2 wins in Bo3 and 3 wins in Bo5.
- Strike: To temporarily remove a map from the map pool. This is basically you saying "I don't want to play in this map for the first game".
Global Map Pool
All maps are part of the global map pool. For brevity, they are as follows:
- Bluefin Depot
- Walleye Warehouse
- Moray Towers
- Blackbelly Skatepark
- Kelp Dome
- Saltspray Rig
- Camp Triggerfish
- Port Mackerel
- Urchin Underpass
- Arowana Mall
Mode Pool
These modes are allowed to be played on:
- Tower Control
- Splat Zones
- Turf War
Rules
- Gentleman's Clause is in effect.
- If two teams agree to play on a specific map, then that map shall be played.
- If two teams agree to play a specific mode, then that mode shall be played.
- This rule overrides every other rule.
- If two teams agree to play on a specific map, then that map shall be played.
- All teams must be composed of a minimum of 3 players and a maximum of 8 players.
- Note that only 4 players can participate in a game. The extra members are there for substituion purposes only.
- Note that this means that 3v4 games will be possible, despite the chance of being at a disadvantage.
- Note that a player may only be in one team only.
- Note that only 4 players can participate in a game. The extra members are there for substituion purposes only.
- The tournament format is double elimination.
- Games are done on a Best of 3 basis.
- The top 8 teams remaining shall play on a Best of 5 basis.
- This includes the loser's bracket as well.
- This includes the loser's bracket as well.
- A map can only be played on once in a set.
- If a player disconnects, the game is allowed to be replayed once.
- Subsequent disconnections require TO's discretion and must be notified to the TO.
- Subsequent disconnections require TO's discretion and must be notified to the TO.
- Any rule not listed here falls under the TO's discretion on the condition that it does not impede the tournament.
Set Order
A set shall be played in the following order.
Preparing the Map Pool
- The TO shall select one map randomly. This map shall be added to all player's map pool.
- The TO reserves the right to change the last map in the map pool for any or all players if needed.
- The TO reserves the right to change the last map in the map pool for any or all players if needed.
- A team shall be decided to be Team A or Team B through mutual agreement.
- Team A shall select two maps from the currently allowed pool of maps.
- Team B shall select two maps from the same pool. These maps must differ from Team A's.
These 5 maps shall encompass the map pool for the rest of the set and are redone every set.
Playing the Set
- Team A shall strike 1 map from the map pool.
- Team B shall strike 2 maps from the map pool.
- Team A shall strike 1 map from the map pool. The remaining map shall be the one played on.
- Team A shall strike 1 mode from the mode pool.
- Team B shall strike 1 mode from the mode pool. The remaining mode shall be the one played on.
- Both Teams are allowed to change weapons and/or gear if they please to.
- The weapon and/or gear change does not need to be told to the opposing team.
- Note: The game tells you upon starting the game which weapons are used.
- The weapon and/or gear change does not need to be told to the opposing team.
- The first game will start with the selected mode and map.
- The losing team shall select the map to play on.
- The previous map is removed from the map pool and cannot be chosen.
- You may only choose a map that is in the map pool.
- The previous map is removed from the map pool and cannot be chosen.
- The losing team shall select the mode to play on.
- Both teams are allowed to change weapons and/or gear at this point.
- If someone wants to be substituted, they can be substituted by another player in the team at this point.
- You only get one substitution per set.
- You only get one substitution per set.
- Play the game with the chosen map and mode.
- Repeat steps 8 to 12 until the set winning condition is met.
Last edited: