Rules

play Halo: MCC 4on4 HCS Cup #4 Open

Last change: 18.05.2017 23:04

These are the rules for the Halo: MCC 4on4 HCS Cup #4 Open. We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Info Page and News for additions, exceptions and modifications that may apply. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.

In addition to the game rules below, please find the Official Contest Rules here.

1. Halo Championship Series by ESL Season Rules and Format

This document outlines the official rule set for the Halo Championship Series by ESL. In addition, the global ESL rule set regarding player conduct and other topics applies.

1.1. Player Eligibility

In order to participate in the Halo Championship Series (HCS) Online Cups by ESL, you must meet the following requirements:

If you do not not meet these requirements, you will be deemed ineligible. ESL may request a copy of personal identification to verify that these requirements are met.

1.2. Teams

Team Size Eligible players may only compete in the Halo Championship Series with one team. Teams must consist of at least four (4) players. Teams are allowed (but not required) to have an additional fifth member. At no point in time can a team have more than five team members. For more details on removing and adding players to your team, see “Team Registration” and “Team Changes and Roster Locks.” The fifth player is allowed to serve as a substitute to the main roster. If a substitution is needed, it must be made before or after a series. A substitution cannot be made during a series.

Team Registration In order to earn HCS points in any Halo Championship Series league, tournament, or event, teams must register on the ESL website. Teams that compete in HCS sanctioned events that are not currently registered to the HCS Team Registration must be registered 48 hours prior to the start of the tournament in order to claim the HCS points associated with that event. Late registrations will not be accepted. Teams that compete online or at third party events with rosters that differ from their registered roster will not be eligible for points and may face additional penalties.

Unless circumstances warrant a change, ESL views the original creator of the team account as the owner of that team account.

Team and Player Names ESL reserves the right to edit Nicknames and/or URL aliases. Team or player names that are too similar to that of another team or player are subject to be changed by ESL. For more information on team and player names, please refer to the ESL Global Ruleset section 3.1.2. “Nicknames, Team Names and URL Aliases.” If a team name has been wrongly seized, please file a support ticket with proof of ownership of the name. Team and player information will not be allowed to change once a cup has begun. This includes gameaccounts and team names.

  • Step 1: Create your team under http://esl.gg/create-team. You must add a team logo to be eligible to compete in HCS Cups.
  • Step 2: Invite your team members. Designate the appropriate team roles to your members (Go to “Team Admin Center” → “Team Permissions”).
  • Step 3A: If you would like to participate in any of the pre-season or bonus cups, sign your team up for the HCS via the HCS Team Registration. Then, simply sign your team up for the respective cup.
  • Step 3B: If you would like to compete in the main season HCS cups, sign your team up for the HCS via the HCS Team Registration. Signing up under the HCS Team Registration will subject your team to the team change and roster lock restrictions. After that, sign your team up for the respective HCS cups. You can find these cups on the Halo Championship Series portal (http://esl.gg/haloesports).

Only registered team members are allowed to play for a team. Playing in any Halo Championship Series competition with a ringer is prohibited. (See “Ringing/Faking” in the ESL Global Rules)

Players and teams must compete under their officially registered HCS team names and gamertags during all official HCS competitions. (See “Ranking Points”)

1.3. Team Changes and Roster Lock

There will be no roster change restrictions between Preseason Cup #1 and Preseason Cup #2. Teams that wish to be seeded at Iron Games HCS Atlanta based on their Preseason points will not be permitted to make any roster changes between Preseason Cup #2 and Iron Games HCS Atlanta.

Replacements At no time, can a team have more than 5 members total. Once a member appears on the team’s roster on the ESL website, he/she is eligible to play for that team (unless deterred by penalty points or bans).

Teams Without Points Teams that do not currently hold HCS points are allowed to make any changes at any time up until the start of a cup (see Roster Lock).

Teams With Points Teams that do currently hold HCS points are subject to the Roster Lock and Transfer Rules. Breaking the Roster Lock or Transfer Rules at any time will result in a forfeiture of all current HCS points.

Teams with points are allowed to make roster changes and keep their points so long as they comply with the Roster Transfer Periods and the “Majority Rule.” The “Majority Rule” states that teams must maintain three players of their current roster in order to retain their points. Teams with points may lose a player for any reason and at any time and retain their points so long as three of the current members of the roster remain intact. "Current roster" is defined as the roster at the start of a transfer period.

Teams with points may not add a player outside of a roster transfer period.

Season 2 Has Three Transfer Periods

  • Transfer Period 1: starts after IG Atlanta (4/20/2015) and ends before Cup #1 (5/9/2015) at 12:00 PM Eastern
  • Transfer Period 2: starts after Cup #2 (5/17/2015) and ends before Cup #3 (5/23/2015) at 12:00 PM Eastern
  • Transfer Period 3: starts after Cup #5 (6/7/2015) and ends before Cup #6 (6/13/2015) at 12:00 PM Eastern

Teams that currently hold HCS points and wish to make changes must submit a team change request to an ESL Admin in order to have their team unlocked for team changes via a support ticket. Admins will then unlock the team and the teams can make the changes. This request must be submitted 24 hours before the end of a transfer period. All team changes must be finalized at 12:00PM EDT when the transfer period ends, at which point teams will be locked again.

Exception: Top 8 teams must complete their team changes when they confirm their participation for Legendary Bracket. Legendary Bracket teams must confirm their participation by Friday, 8:00PM EDT.

Teams with points that wish to make roster changes outside of transfer periods can do so, but may forfeit their current HCS points. These team changes must be completed 2 hours prior to the start of the current cup.

Roster Lock Once your team has earned HCS points, your roster will become “locked” and will be subject to the replacement rules above. Additionally, teams that do not currently have points will be locked immediately following the start of a cup to prevent roster changes during the competition.

The roster lock for HCS Cup #8 will also initiate a “Season Finals Roster Lock” and the lock will stay in effect for the remainder of the season. Teams will still be allowed to remove players, but no additional players may be added to a roster beyond this point if the team wishes to maintain points.

1.4. Ranking Points

All Halo Championship Series ranking points (also known as “HCS points” or simply “points”) are associated with team IDs, and not with individual team members. All points earned through HCS competitions are attributed to the team. A team must adhere to the team changes and roster lock rules in order to retain its points. If a team breaks the aforementioned rules, it will lose all of its HCS points. Teams may change names at any time without forfeiting points. All name changes must be submitted in a support ticket and processed by an ESL Admin.

Players and teams who do not compete under their officially registered HCS team names and gamertags or with rosters that differ from the registered one risk not being awarded the points from the respective tournament and additional penalties.

Teams must win at least one match to be eligible to earn points for during a cup. Please refer to the table below for the point structure.

Halo Championship Series Points

1.5. Season Structure

Season 1 of the Halo Championship Series will be split into three parts: a “preseason”, the regular season, and the “Bonus Cups.” All dates and events are subject to change.

The preseason will include two online tournaments, neither of which award prize money or HCS points. Preseason cups award points that are used to determine seeds for Iron Games HCS Atlanta. The preseason schedule is outlined below:

  • April 5, 2015 Preseason Cup #1
  • April 12, 2015 Preseason Cup #2

The official HCS Cup schedule is outlined below:

  • May 9, 2015 2:00PM EDT HCS Cup #1 Open Bracket
  • May 10, 2015 4:00PM EDT HCS Cup #1 Legendary Bracket
  • May 16, 2015 2:00PM EDT HCS Cup #2 Open Bracket
  • May 17, 2015 4:00PM EDT HCS Cup #2 Legendary Bracket
  • May 23, 2015 2:00PM EDT HCS Cup #3 Open Bracket
  • May 24, 2015 4:00PM EDT HCS Cup #3 Legendary Bracket
  • May 30, 2015 2:00PM EDT HCS Cup #4 Open Bracket
  • May 31, 2015 4:00PM EDT HCS Cup #4 Legendary Bracket
  • June 6, 2015 2:00PM EDT HCS Cup #5 Open Bracket
  • June 7, 2015 4:00PM EDT HCS Cup #5 Legendary Bracket
  • June 13, 2015 2:00PM EDT HCS Cup #6 Open Bracket
  • June 14, 2015 4:00PM EDT HCS Cup #6 Legendary Bracket
  • June 20, 2015 2:00PM EDT HCS Cup #7 Open Bracket
  • June 21, 2015 4:00PM EDT HCS Cup #7 Legendary Bracket

Halo Championship Series Season 2 ends on June 21, 2015. One Bonus cup will follow after Season 2 ends. It will award prize money, but no ranking points:

  • July 12, 2015 2:00PM EDT Bonus Cup
Halo Championship Series Timeline

1.6. Events

Events are defined as officially sanctioned Halo Championship Series online or offline competitions. Events may have individual rulesets and eligibility restrictions. Participants should make themselves familiar with the rules of each event they enter.

In order to be awarded HCS points, teams participating in ESL or third party events must register their team for the HCS on the ESL website. Teams must be registered to the HCS 48 hours prior to the start of a third party event if they wish to earn points. Late registrations will not be accepted.

Tournament organizers will ensure that teams compete under their registered HCS names and with their registered HCS rosters. Tournament organizers will report tournament results and placements to ESL so that earned HCS points can be incorporated into the HCS rankings.

Teams can register coaches for offline events with the tournament organizer. Coaches cannot be players from another HCS team even if that team does not compete at the respective event. Coaches may not change during an event. Coaches cannot act as stand-ins for players at events.

ESL is not responsible for enforcing HCS rules, rosters or seedings or for tournament operations during third party events. ESL is not responsible for prize money payouts or any other elements of third party events.

1.7. Prize Money

Every HCS Cup and the Bonus Cup will award $1,500 to the First Place team, $1,000 for the Second Place team, $600 for the Third place team, and $300 for the team that places Fourth. The preseason cups do not award any prize money.

Prize money will be paid out within thirty (30) days from when the correct prize money paperwork has been received.

The game admin will contact the winning team to provide the needed information for the pay out.

1.8. Admins and Referees

All participants in the Halo Championship Series must adhere to the decisions and rules of the tournament organizers, admins, and referees. All decisions are final, except in cases where the option to appeal is clearly stated.

Conversations, either verbal or written, between organizers, admins, or referees, and HCS participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless permission is obtained.

2. Halo Championship Series by ESL Cup Rules and Format

2.1. Tournament and Match Format and Seeding

This season will feature competitions that include both an Open Bracket that has open sign-ups and a Legendary Bracket that will require certain criteria to be met in order to qualify. Preseason and Bonus Cups have just one bracket.

2.2. Preseason and Bonus Cups

There will be two preseason cups with open sign-ups based on eligibility (See section 1.1) and a provided map rotation. The cups are open for all teams to sign up and will feature a best of three, single elimination bracket. Seeding for Preseason Cup #1 will be completely randomized. Seeding for Preseason Cup #2 will be based on Preseason points obtained in Preseason Cup #1.

Preseason points will be awarded in order to seed for Iron Games HCS Atlanta. Teams that wish to be seeded at Iron Games HCS Atlanta will not be permitted to make any roster changes between Preseason Cup #2 and Iron Games HCS Atlanta. If two teams have the same amount of points, they will receive a randomized seed with other teams of equal points. Preseason points will be nullified with the beginning of Iron Games HCS Atlanta.

No prizes will be given for the preseason cups.

Preseason cups will start on Sundays at 2:00PM EDT.

2.3. Regular Season: Open Bracket

The Open Bracket will have open sign-ups for teams that are eligible (See section 1.1) and are not ranked in the top 8 based on current HCS standings. The Open Bracket will feature a best of three, single elimination bracket with a provided map rotation. When only 8 teams remain in the Open Bracket, they will advance to the “Legendary Bracket.”

Seeding for the Open Bracket will be based on HCS points. If two teams have the same amount of points, they will receive a randomized seed with other teams of equal points. If a team has no points, then the team will be seeded randomly below teams with points.

The open bracket will start on Saturdays at 2:00PM EDT.

2.4. Advancing into Legendary Bracket

Once the Round of 16 of Open Bracket concludes, HCS Admins will confirm attendance from the top 8 teams from the Open Bracket for play on Sunday in the Legendary Bracket. Teams entering the Legendary bracket through Open Bracket without any points, will receive randomized seed below those teams with points.

Teams that confirm that they will play in the Legendary Bracket and then fail to show up for the Legendary bracket will receive 4 penalty points/1 week ban for a no-show. If a qualified team from open bracket cannot play on Sunday, the 9th seed from HCS standings will qualify for the Legendary Bracket.

2.5. Legendary Bracket

The Legendary bracket is a 16 team, single elimination, best-of-five bracket with a predetermined map rotation. The bracket is not open for sign-ups. Instead, the top 8 based on current HCS points are pre-qualified for Legendary bracket every week. The other 8 teams will be composed of the winners of the round of 16 from open bracket on Saturday.

The top 8 teams based on HCS points will be automatically placed in Sunday’s Legendary Bracket. If a team cannot participate, they must notify ESL via an email to halo@eslgaming.com by Friday at 8:00PM EDT. The timestamp on the email will be used to determine the time of notification. If a team does not show up, the team will receive 4 penalty points and thus will be banned from the next cup.

If a top 8 team will not compete in the Legendary bracket on a given weekend, the 9th placed team from standings will get pulled into the Legendary Bracket. If the 9th placed team cannot compete either, the next lower placed team will be offered the spot and so on.

Seeding within the Legendary bracket is based on HCS points. If teams have the same number of HCS points, the seeds in question will be randomized among those teams. Teams entering the Legendary bracket through Open Bracket without any points, will receive randomized seed below those teams with points.

In the event of more than 8 teams sharing the top 8 spots in the standings based on HCS points, the following procedure is applied to resolve ties. This procedure also applies if a lower placed team gets pulled into the Legendary bracket and more than 1 team shares that placing.

  • 1. Average eligible season placing divided by number of eligible tournament participations; lower factor “wins”
  • 5-6 in Legendary is calculated as placing 5th
  • 7-8 in Legendary is calculated as placing 7th
  • 9-16 in Legendary, is calculated as placing “9”
  • 9-16 in Open, is calculated as placing “17” (because 16 teams placed ahead in the Legendary bracket)
  • 17-32 in Open is calculated as “25” (because 24 teams placed ahead in the Open + Legendary bracket)
  • 33-64 in Open is calculated as “41” (because 40 teams placed ahead in the Open + Legendary bracket)
  • etc.
  • 2. Placing in the most recent HCS tournament (not the most recent tournament a team participated in)
  • 3. Difference between cumulative maps won and maps lost in most recent HCS tournament.
  • E.g. Team A with map score of 10 maps won/0 maps lost (+10) gets the spot over Team B with map score of 10 maps won/5 maps lost (+5)
  • 4. If available, result of most recent HCS match against each other
  • 5. Lottery drawing

The Legendary Bracket will start on Sunday at 4:00 PM EDT. Next to the participation confirmation, teams will not have to sign up on the ESL website, but will be placed into the Legendary bracket by admins.

2.6. Cup and Match Process

The cup and match process for HCS cups is as follows:

  • 1. Sign your team up for the respective cup on esl.gg/haloesports.
  • 2. When “check-in” opens for the cup, check your team in.
  • 3. Wait for the tournament bracket to update online, then check your open matches.
  • 4. The higher seeded team will host the first game in the series. The lower seeded team will host the second game in the series. The host will continue to alternate until the series is finished.
  • Each team must be able to offer a playable host. If the team not currently hosting cannot connect, they will forfeit the map unless both teams agree to change hosts. All players on the hosting team must attempt to host before a map can be forfeited. In case of connection or hosting issues, contact support.
  • 5. Add the gamertags of your opponents to your Xbox Live friends list and invite them to a private lobby.
  • 6. The higher seeded team will always be Red. The lower seeded team will always be Blue.
  • 7. Before the match, always ensure that the opposing team’s gamertags in the lobby match their gamertags (not ESL account names) on the ESL website. This can also be verified by checking the team profile on the ESL Xbox app. If the gamertags do not match, please contact an admin. Reports of this nature made after the game will be invalid.
  • 8. Set up all match settings according to the rules. The team not hosting must verify that the settings are in accordance with the rules. If the host does not set up the correct settings, the game should be ended and restarted with the correct ones. If problems with settings persist, an admin should be notified before further games are played.
  • 9. After the match has ended, report the score through the Xbox App or on the website. If your opponent entered the result first, please confirm it within 15 minutes. The admins will close matches after this time frame if the opponent does not. If your opponent entered an incorrect result, please open a protest ticket including valid proof.
  • 10. Wait for your next opponent and repeat the procedure. Do not start your next match until it is assigned for you. Advancing yourself through the bracket before a match is assigned may result in a disqualification.
  • 11. A player can be replaced by another player at any time between matches so long as the player is already registered to the team as a fifth player. Players may not be replaced between maps once the series has begun.
Note: Failure to start matches in a timely manner may result in forfeiture of both teams.

2.7. Map Rotation

The map rotation per tournament round will be provided by ESL and 343 from week to week. A direct link to the map rotation will be provided in the “Quick Rules” section of each cup.

2.8. Game Modes

Be sure to download all gametypes and map variants from the "Official HCS" file share by adding the account to your friends list. Before a game begins, verify that all of the settings are correct. If a game is hosted with incorrect settings, it will need to be ended and restarted with correct ones. 343 and ESL reserve the right to introduce new maps and game types throughout the season. In order for a map or game type to be added, 343 and ESL must allow for one online cup to pass before the additions can be introduced.

Team Slayer

  • Shrine
  • Lockdown
  • Warlord

King of the Hill

  • Lockdown
  • Warlord

Neutral Bomb Assault

  • Shrine
  • Warlord

3 Flag CTF

  • Shrine

5 Flag CTF

  • Warlord

Oddball

  • Lockdown
  • Warlord

2.9. Game Settings

Global gametype settings:

Primary Weapon: Battle Rifle

Secondary Weapon: None

Motion sensor: Off

Death Cam: Off

Map Loadouts: Off

Weapons on Map: Default

Suicide Penalty: None

Betrayal Penalty: None

Team King of the Hill:

Score to win: 200 seconds

Time limit: 12 minutes

Hill movement: Progressive

Hill duration: 1 minute

Team Slayer:

Time limit: 15 minutes

Score to win: 50

Neutral Bomb Assault:

Score to win: 3 (Shrine), 5 (Warlord)

Time limit: 30 minutes

Bomb arm time: 5 seconds

Bomb diffuse: 3 seconds

Bomb reset: 30

Oddball:

Score to win: 200

Time limit: 12 minutes

Respawn Time: 10 seconds

Ball Spawning: Static

Initial Ball Physics: Free

For 30 minute gametypes (CTF, Assault) the first 15 minutes of game time is the regulation period. Once the in-game clock reaches 15:00, the game will need to be manually ended by the host. In CTF, the game continues in the event of a tie or if the winning team’s flag is not at home. In Assault, the game will only continue into overtime if the score is tied at the 15:00 mark, with this being reflected on the in-game scoreboard. After overtime is engaged, the team that scores next will win the game. If a game is wrongly ended, the host’s team will forfeit that map. Remember to always contact an admin via the ticket system if assistance is needed to settle a dispute. Keep in mind that some disputes will require video evidence to support a case. Upload a clip to xboxclips.com and include a direct link in your support ticket.

2.10. Communication

There is no restriction on the method of communication between players during a match. Players may use in-game Xbox Live chat or an external application such as Skype or Teamspeak.

2.11. Disconnects

Team Slayer If a player disconnects from the game within the first 30 seconds of the game and no point has been scored, the game must be restarted. After 30 seconds or the first kill, the team that had a player disconnect forfeits the map. Teams can agree to replay the map if a disconnect happens after 30 seconds or the first kill, but there is no obligation to do so.

Objective-Based Game Modes If a player disconnects within the first 30 seconds, the match must be restarted regardless of the score. After 30 seconds, the team that had a player disconnect will continue to play the map unless they decide to forfeit. Teams can agree to replay the map if a disconnect happens after 30 seconds, but there is no obligation to do so.

Note: Currently, Halo: The Master Chief Collection does not support rejoining a game after it has started.

2.12. Ties

If a Slayer or King of the Hill game results in a tie, the game must be replayed with the same game mode, map, and host, but with a five (5) minute time limit. Any further ties on the same map shall be replayed with the same procedure.

2.13. Delays and Forfeits

Teams must be online and ready to play at the designated match start time. “Ready to play” means that all four players of each team must be present and ready to begin the game within 10 minutes after the official match start time.

If a team is not fully ready to play and the 10 minutes has passed, the team will forfeit the first map. If the team is still not ready to play within an additional 5 minutes, they will also forfeit the second game and the match (in a Best of Three). In a Best of Five series, allow an additional five minutes for the 3rd and final map to be forfeited.

If your team is unable to join a lobby due to technical difficulties with the game, please notify the opposing team immediately and inform them that you are attempting to connect. If problems arise, please notify the admin team via support ticket.

2.14. Match Reporting

Results must be reported by both teams within 15 minutes after the match. This can be done through the Xbox App or the website by the team captains. If one team does not confirm the result within ten minutes after completion of the match, please open a support ticket and it will be manually closed by an admin. If a team reports the wrong result, please open a protest ticket including valid proof so that the admin team can correct it.

2.15. Match Disputes

If a match was incorrectly reported by your opponents, your team has 30 minutes to protest (under play.eslgaming.com/protest/add) the report. Match protests must include media evidence clearly showing the results of the match/series.

Teams are responsible for providing proof of match results in case of disputes. The easiest way to do this is via your Xbox share function or through a photograph of the scoreboard. Upload a clip to http://xboxclips.com/ and include a direct link in your support ticket. In order to dispute an entire series’ result, you will need to provide proof for each game of the series.

2.16. Match Media

The following match media are acceptable forms of proof during match reporting and protests:

  • Xbox One Game DVR clips (uploaded to a video platform with clear naming of the teams, date, tournament round and map)
  • Twitch livestream VODs (with clear naming of the teams, date, tournament round and map)
  • Screenshots (or photographs) showing both teams and the result/issue

2.17. Streaming and Recording

Live streaming or recording of official HCS matches is allowed and there is no restriction on the personal use of self-recorded match videos. Under certain circumstances, such as events live streamed on the official Halo channel (twitch.tv/halo), players must obtain written permission for use of the material.

Please keep in mind that streaming without a delay may allow your opponents to gain an advantage. Watching a live stream of your opponent is bad sportsmanship, but it is not cheating, so disputes of this nature will be disregarded.

2.18. Player Conduct

All players are asked to behave in a humane way towards other competitors and to any member of the administration team; treat others as you would like to be treated! If a player is found guilty of misconduct by an administrator, they may receive penalty points. Also, teams risk league kicks, bans and expulsions from ESL competitions.

3. Penalty points

3.1. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

Rule violation Number of penalty points
General
No show Team: 3; Player: 2
Reject compulsory challenge Normal: 1
Intense (top 10): 2
Abort match Player / Team: 2
Use of ineligible player
Inactive barrage Player / Team: 3
Barraged Player / Team: 6
Unregistered player Player / Team: 3
Missing Premium (where required) Player / Team: 3
Missing Trusted (where required) Player / Team: 3
Ringer/Faker Player / Team: 6
Playing with wrong gameaccount Player / Team: 3
Playing without a registered gameaccount Player / Team: 3
Unsportsmanlike behaviour
Multiple/Fake accounts Warning / 1-3 penalty points
Deception Player / Team: 1 - 4
Fake result Player / Team: 4
Fake match media Player / Team: 6
Fake match Player / Team: 6
Cheating Player: 12 / Team: 6

Matches get only deleted if the team/player violating the rules won the match. In cup and league matches default wins are given instead of a match deletion and penalty points.