1.1. The Electronic Sports Masters™ | A-Series Conference League is an international competition 6vs6 in the “Capture the Flag” (CTF) modality. These rules are the same for all the competitions of ESM™ in said modality.
1.2. The teams will have to pay a 4€ registration fee, which will be reimbursed at the end of the competition if the team has not been disqualified or leaves before the end of the league.
1.3. A minimum of 8 teams must be enrolled in order for the championship to begin.
- There will be no default start date.
- Each conference (league) will start two weeks after the 8 first teams got registered.
- After this, a new threshold of two additional weeks will be available to allow potential other teams to join the competition. After that, the organization staff will have a few days to set up the games calendar, among other things.
1.4. Should there be a draw in the ranking, it will be taken into account, from most to least important:
- Captured flags
- Flag touches
1.5. The teams may register in any conference they want as long as they meet the ping criteria. To know on which conference you will have to play each team must access the official servers and check their pings. If the ping does not exceed 150ms that will be the conference. The ESM™ provides the teams with a server in each conference to let them perform all the required tests before the competition starts.
1.6. Enrolment in the league means the understanding and acceptance of all the rules, being each one responsible for their acts and possible consequences.
1.7. The main language in the forums will be English.
1.8. The Organization expects a fair play on behalf of all the teams and players do not forget that this is just a game.
2.1.MANAGERS, PLAYERS AND TEAMS
2.1.1. Every enrolled team will must provide the name of an registered Manager and team Captain. The minimum number of enrolled players will be 6, with no maximum amount.
- Manager: They will be the responsible/representative people in the team (they may or may not be players). Managers will be in charge of managing and enrolling their team though the forums, providing the ID and nickname of the players. (See inscription form in the forums).
- Captain: They will perform the duties of the Manager in their absence, and they need to be a player of the team.
2.1.1. Only players with a unique and valid ID will be allowed. Should two players be detected with an identical ID, they will be banned from the league, and they will lose all their personal records.
2.1.2. Any team that wish to enrol needs to have access to a private server game with the required official configuration (see rule 2.7.2) in which to play the games. Each group can enrol more than one team.
2.1.3. Players must be enrolled in only one team in the league.
2.1.4. Players can be enrolled once the league has begun.
2.1.5. Should a team play with a player that is not officially enrolled, or with a different ID to the one given to the organization, the team will be punished with a severe infraction, and the match will be regarded as a loss.
2.1.6. Should a player receive more than 2 severe infractions, the player will be banned from the league.
2.1.7. The Organization reserves the right to refuse admission of any team or player.
2.2.1. The Home team will have to publish its complete match proposal one week before the match (deadline on Sunday at 23:59 CET/GMT+1). Once the deadline is reached, it will no longer be possible to change the map proposed. After that, the Visitor team will have a 48 hours period (deadline Tuesday at 23:59 CET/GMT+1) to confirm and accept the proposal or to send a new proposal (only about day and time as the map is already chosen). If the Visitor team does not respond, the proposal of the Home team will be considered as accepted (Initial day and time, 1st option). If necessary and if both teams communicated (Home team and Visitor team), they have until Thursday at 23:59 CET/GMT+1 to find an agreement. If the Thursday 23:59 CET/GMT+1 deadline is reached without agreement, an additional day is granted (deadline Friday at 23:59 CET/GMT+1) to discuss whether the match will be played on Saturday at 20:00 CET/GMT+1 or Sunday at 20:00 CET/GMT+1. If on Friday at 23:59 CET/GMT+1, both teams have not reached an agreement, the match will be played on Sunday at 20:00 CET/GMT+1.
A. The week before the match during which both teams may discuss to try to reach an agreement. It is highly recommended to publish the complete message with match details. If the Home team does not want to reveal the selected map until last minute, it is allowed. It has to be taken into account that if the message with the match details is not updated before the deadline (Sunday at 23:59 CET/GMT+1), the opportunity to choose the map goes to the Visitor team along with the proposal of the day and time.
B. If the Home team has posted correctly all the details of the match correctly, the Visitor team has 2 days (until Tuesday at 23:59 CET/GMT+1) to respond a first time by confirming or offering an alternative. If the Visitor team does not send any response, the first proposal of the Home will be applied.
C. If both teams have posted correctly and in time, the discussions to reach an agreement may last until Thursday at 23:59 CET/GMT+1.
D. Once the Thursday deadline is passed, the teams will have to discuss whether the match is played on Saturday (D1) or Sunday (D2) at 20:00 CET/GMT+1 (time chosen by the event organization staff).
E. If no agreement is reached before Friday at 23:59 CET/GMT+1, the match will be played on Sunday at 20:00 CET/GMT+1 with the players available on both teams at this time. It has to be remembered that if one team does not show up, the match will be automatically lost.
Sample message in the forums (example):
Template for the forum messages with the needed information:
2.2.2. To play a match every team must show up with at least half (50%) of the agreed players for that specific match. Otherwise, the team who does not fulfil the rule will forfeit the match by 10 - 0 (5 points per round). The team will be also declared "not presented" and the proper sanction and possible exclusion of the competition (see rule 2.2.5.) applied. A team will forfeit the match if the minimal number of players is not reached after 5 minutes from the agreed time.
2.2.3. Should neither team be present, the match will be regarded as loss 10-0 to both teams. None of the teams will be awarded any points.
2.2.4. Should a team forfeit from the league, they will be deleted along with all their results, and teams who have play against them will have one match less. In case they forfeit during the first round of the league it will be allowed to include the next team that is not participating.
2.2.5. Should a team not show up in two matches they will be eliminated from the tournament, along with all their scores, with application of rule 2.2.4.
2.2.6. After agreeing to a timetable to play a match, only a delay of 5 minutes per round will be allowed, unless both teams have agreed otherwise to delay it as much as they see fit.
2.2.7. Both rounds must take place the same day, not allowing to postpone any of them after making the agreement in the forum. Only due to server downtimes will it be possible, according to rule 2.2.13.
2.2.8. Teams (either one or both) are allowed to play with less and more than 6 players (min. 3 players), but more than 8 players are not allowed. (Mandatory are 6 if no agreement on the number)
2.2.9. Matches will consist of two rounds in the same map and day, being each round of 30 minutes with a limit of 10 flags per round. Rounds will end in the regulation time or when a team captures 10 flags.
2.2.10. The local team will decide both the map (it must be one of the official maps of the league) and the side in which they want to play the first round (blue or green team). After playing the first round the teams must switch sides, allowing a 5 minute break. After this time the second round will begin.
2.2.11. Teams must take a screenshot of the results and player scores (both winners and losers) after each round. The winning team must upload the screenshots to the event thread (JoomSports Zone and "Scheduling" forum) of the match within 48 hours, and the loser team must confirm the results within 48 hours. If the winning team does not have the screenshots, the loser team must provide them. In case none of them can provide screenshots, the match will be regarded as loss 0-10 to both teams.
2.2.12. The scoring of the matches is:
- Win: 3 point
- Draw: 1 point
- Loss: 0 point
2.2.13. In case of a first server downtime, the match will be restarted from scratch, unless there are only 5 minutes left to the regulation time and can be proved with screenshots. If there is a second server downtime, the match will take place on the away team server. Should there be another downtime, the match will take place on the day, time and place (server) that the Organization decides.
2.3.FORUM USE AND RESPECT
2.3.1. Everything with reference to both the league, match arrangements, result publication, member enrolment, and any other topic related to the management and/or organization of the competition has to be dealt through the official ESM™ forums. Any of these arrangements made out of the forum will not be valid.
2.3.2. Lack of respect, insults, or treating any topic not referent to the league are prohibited unless a forum is enable for off topic.
2.3.3. Any incident will be assessed by authorised people and in the "Complaint" forum set up for the matter and the representatives of the teams involved.
2.4.GAME VERSION, ADDONS, CHEATS AND LAG TEST
2.4.1. Every player must have the last official version (not DEV version) of the game. Should a new patch of more than 500 MB be released, teams may postpone their matches a week so every team can update their game clients and servers.
2.4.2. Mods, addons and custom faces are not allowed during the ESM™.
2.4.3. Cheats are completely off-limits. The inability to fulfil this rule will mean the permanent ban of the player and the expulsion of the team from the league.
2.4.4. What is a “lag test” and how can we make it?
- We recommend that before the different matches a “lag test” should be performed unless decided otherwise by both teams.
- The round will begin announcing that a lag test is going to be carried out, leaving the mission running for a couple of minutes. Those minutes should be used to see if any player has desync.
- Every player will go to the centre of the map. After they meet, the responsible person of a team will kill, one by one, all the rival players to see whether they die correctly. After that, the responsible player of the second team will do the same.
These are the maximum allowances stated by the ESM™:
- MAX DESYNC ALLOWED = 0
- MAX PING ALLOWED = 150ms
- MAX PING DEVIATION AVERAGE between teams ALLOWED = 100ms
Maximum ping deviation average is calculated as follows:
- Sum up all player pings from Team A and divide by the number of players. The result is Team A’s average. Do the same with Team B to get Team B’s average.
- Calculate the highest ping average minus the lowest one, and the result will be the “PING DEVIATION AVERAGE”, which cannot be more than 100ms.
Example: 150ms (Team A) – 100ms (Team B) = 50ms (PING DEVIATION AVERAGE)
- A “lag test” allows a team to change a player after checking that they have connection problems. The player has to abandon the server immediately to allow the new player to join, or the match will begin with one player less in no more than 5 minutes. In this situation it will not be allowed that another player joins in progress (JIP).
A team can request that a “lag test” should be repeated if:
- A player present during the “lag test” disconnects and then connects again.
- At the beginning of each round. (5 minutes after start)
2.4.5. What happens when the server on which we are going to play does not have the official configuration of the ESM™?
- The scores obtained on the rounds played on it will be valid.
- If any one notice that the server is not configured as it should be before finishing one of the two rounds ten minutes will be given to solve this problem or the match will be moved to:
a. In the first place to the opponent's server.
b. If this one is on the same conditions then the match will be moved to the organization's official server.
c. If the organization's server is busy because of an official match the match will be postponed and it will have to be played during the following week as well as the one programed for that week, i.e., you will have to play the postponed match + the one corresponding to the next week.
NOTE - If a player has a ping of more than 150ms, it can be requested to move the match to one of the servers provided by the Organization. If it is still over 150 that player cannot play the match. The servers provided by the organization are the ones that will mark the maximum ping allowed to all the players.
2.5.INCIDENTS AND PENALTIES
2.5.1. Every accusation has to be made through the "Complaint" forum, and has to provide visual evidence (video, screenshot, or server logs). Without evidence, any complaint will be dismissed, and will mean the disqualification for the rest of the league to the team member that has committed this defamation.
2.5.2. Trying to cheat on the Organization with fake evidence will end in the permanent ban of the member.
2.6.LEAGUE MAPS AND BUGS
2.6.1. Only the maps provided by the Organization can be used in matches. Under no circumstances will these maps be modified. Should any modification be detected, the match will have to be retaken on a date that the Organization see fit.
2.6.2. Each match, the home team will decide the map and the side to begin the game.
2.6.3. Maps will have a “No entry area” surrounded by signposts marking the area where, in case of entering, the player will die. It is allowed to shot in or out of that area. There will be a script that will kill any enemy entering that line (“No entry area”)
2.6.4. There will be a small “respawn” area protected by both buildings and a script preventing spawn-killing. Shooting any person or vehicle in that area will no have a penalization.
2.6.5. Bug abusing is forbidden. Proving with visual evidence that a teams abusing game bugs, such as walking through walls, containers, be under a building, or doing any physically impossible activity, the team that is abusing those bugs will be regarded as loser. Should any scripting or editing problem arise, these have to be communicated immediately to the Organization so they can supervise it. If the problem is game breaking, the Organization will decide if the map should be swapped or the problem solved. If the map has to be swapped, only the complainant team and any team with a pending match will have to change the map.
2.6.6. Maps have 4 civilian slots (2 for each side: BI CAM) that can be used to supervise/stream in the following cases The streaming slots can only be used by the organization or people designated by it.:
- A team asks the Organization to supervise the match. Depending on availability of the Organization, the match will be supervised or not.
- Stream the match by an Official ESM™ broadcaster. This can only be done if a minimum of 10 minute delay is applied to the emission.
2.7.PING, SERVER CONFIGURATION AND PLAYER PROBLEMS
2.7.1. Maximum ping allowance is 150 provided that desync is 0. If a player has desync they cannot play, even if it is very low (Desync = 0). If a team member detects a player with desync that has to be communicated to the manager or Captain through in-game chat, taking a screenshot as evidence. If after 5 minutes the player still has desync ≠ 0 the player will have to leave the server immediately. Should the player not leave after a second warning, the complainant team may ask in the forum to be awarded the game as Win by a minimum score (10 - 0), only if the provide evidence through screenshots proving the pass of time, the desync and two warnings to the player.
2.7.2. Every server must have the same configuration to play a match. This configuration is: (file available on our download zone)
- Elite mode
- 3ª person disabled
- Crosshairs disabled
- verifySignatures=1; (to avoid unsigned addons creating problems in the server)
2.7.3. Should a player drop connection he can reconnect as much as needed, but only if that player was already in the game.
2.7.4. Player changes will not be allowed in a round unless done before the start of the game. If a player drops connections during a game and cannot reconnect, the affected team has to play with one player less during the round. Players cannot be replaced by other player.
2.7.5. If a team starts the round with less than 6 players, the rest of the players can join the match anytime until the agreed players number is reached.
3.ORGANIZATION OF THE ELECTRONIC SPORTS MASTERS™ | ESM™
The Organization may modify, adapt, or improve these rules as long as they see fit for the good running of the league.
“All the rules are based on the European Flashpoint League, European Combat League & 88th Co.”Walking Death” eSports Club - 88th Infantry Tournament and adapted for the Electronic Sports Masters™.”
ESM™ Official Arma 3 server details
Name: Electronic Sports Masters™ | OFFICIAL SERVER 1 [EU#FR] IP: 220.127.116.11 Port: 2316 Pass: ESM1
Name: Electronic Sports Masters™ | OFFICIAL SERVER 2 [EU#FR] IP: 18.104.22.168 Port: 2366 Pass: ESM2
Name: Electronic Sports Masters™ | OFFICIAL SERVER 3 [EU#FR] IP: 22.214.171.124 Port: 2386 Pass: ESM3
Name: Electronic Sports Masters™ | OFFICIAL SERVER 4 [US#KS] IP: 126.96.36.199 Port: 2312 Pass: ESM4
ESM™ Official TeamSpeak 3 details
Adress: 188.8.131.52:1337 Pass: no pass