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Home > Regular Season Event #1 - Charlotte
Regular Season Event #1 - Charlotte
By Dyslexia | Published: February 6, 2007 10:31pm EST
< Previous Page1234567Next Page >
>> Page 1: Registration Info    >> Page 2: Halo 2 Tournament Schedule     >> Page 3: Halo 2 Rules / Settings     >> Page 4: Halo 2 Gametypes     >> Page 5: R6V Tournament Schedule     >> Page 6: R6V Rules / Settings     >> Page 7: Season Points

Halo 2 Rules / Settings



General Rules


1. No grenade jumping.
2. No getting on top of any ledges on Warlock.
3. No super bouncing.
4. No communication between players during FFA games. Taunting is permitted.
5. No hiding the flag in walls or other structures.
6. No leaving the normal boundaries of a map.
7. No Action Replay.
8. No placing the ball or bomb out of reach.
9. No use of the "guardian glitch."
10. No portal jumping on top of bases.
11. No looking at an opposing team�s TV or projected screens by players or coaches.
12. No quitting out of a team slayer game.
13. No use of the Covenant Elite character.
14. The higher seeded team must play as the Red Team and the lower as the Blue Team.
15. Quitting from a non-team slayer game, before it has ended, without referee�s permission will leave your team shorthanded or result in a forfeit if all 4 players quit.
16. Players caught giving kills to other players during a FFA game will be warned. Players receiving two warnings during the same game will be disqualified. These warnings will not be carried over from game to game.
17. Incorrectly ending a game without referee�s permission will result in a forfeit.
18. Players must use their registered MLG Login Name during all games.
19. No warm-up games may be played outside of scheduled warm-up periods.
20. During scheduled warm-up periods the winners can stay, but the losers must get up. Teams still active in the competition have priority over open stations during this time.
21. When players are given the option of using a full screen, teams can use 1-4 TVs.
22. Players may not raise the volume above 30 for Samsung and 50 for Phillips TVs. This rule doesn�t apply to Station 1 or players using headphones.
23. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning unless a team was winning Team Ball by more than the time remaining in the game.
24. Games started without the approval of a referee will be restarted.
25. If a player/team fails to report to their station within 5 minutes of the announcement, they will forfeit the game. 10 minutes after the announcement, a team will forfeit their Best of 3 Game Match or the 2nd game of their Best of 5 Game Match. 15 minutes after the announcement, a team will forfeit their Best of 5 Game Match.


Disqualification


1. Breaking rule #1-4 will result in a foul. Fouls stay with a player/team throughout the competition. Two fouls during one game will result in a forfeit. Once a player/team reaches two fouls, each subsequent foul will result in a forfeit.
2. Players found breaking rule #5 will be asked to remove the flag from its hiding spot immediately. If the flag is not removed immediately the team forfeits the game.
3. Breaking rule #6-15 will result in a forfeit of the game.
4. Any sign of cheating may result in a forfeit of the game and possible ejection.


Illegal Controllers


1. Any controller with Turbo or Wireless capabilities.
2. Keyboard & Mouse.


Open Free For All


1. All players not qualified for the Championship FFA may participate.
2. Up to 128 players, determined by 2006 Pro Circuit FFA Rank Points will be seeded and given host over unseeded players. Ties will be broken randomly. In games with more than 1 seeded player, the highest seeded player will host.
3. Unseeded players will be distributed randomly throughout the bracket.
4. A player can give up their hosting privileges for a game as long as there are other seeded players in the game. In this case, the next highest seeded player would be given host.
5. Players may use a full screen starting with Round 4.
6. Rounds 1-7 will have 8 players with those finishing 1st-4th advancing. Players who finish 1st-4th in Winners Round 7 will earn a spot in the Championship FFA.
7. Losers Round 7 will contain all players that finish 5th-8th in Round 6. Losers Round 8 will contain all players that finish 5th-8th in Winners Round 7 as well as 1st-4th in Losers Round 7. Players who finish 1st-4th in Losers Round 8 will earn a spot in the Championship FFA.
8. Tiebreakers in order: Points, Kills, Deaths, Assists, Shots Hit, Hit %, Player v Player.

Slayer Settings
1. Score to Win Round = Unlimited
2. Round Time Limit = 15 Minutes
3. Suicide Penalty = None
4. Starting Weapon = Battle Rifle
5. Weapons on Map = Human
6. Map = Midship


Open FFA Seeding Points
1st Round
1st = .08 points
2nd = .07 points
3rd = .06 points
4th = .05 points
5th = .04 points
6th = .03 points
7th = .02 points
8th = .01 points

2nd Round
1st = 8 points
2nd = 7 points
3rd = 6 points
4th = 5 points
5th = 4 points
6th = 3 points
7th = 2 points
8th = 1 point

3rd Round
1st = 9 points
2nd = 8 points
3rd = 7 points
4th = 6 points
5th = 5 points
6th = 4 points
7th = 3 points
8th = 2 points

4th Round
1st = 10 points
2nd = 9 points
3rd = 8 points
4th = 7 points
5th = 6 points
6th = 5 points
7th = 4 points
8th = 3 points


Open FFA Seeding Points
1. After Round 4, points for each place will continue to increase by 1. For example, 11 points are awarded for 1st place in Round 5 and 2nd place in Round 6.
2. Points are not awarded for placement in Losers Rounds.
3. If an Open 4v4 player is already qualified for the Championship FFA they will earn as many points for their team as the top Open FFA player earns for their Open 4v4 team plus one. If there is more than 1 Open 4v4 player already qualified for the Championship FFA, the highest ranked player among them will receive 1 more point than the 2nd highest and so on.


Open 4v4


1. The Open 4v4 is a Best of 3 Game Match, Double Elimination Bracket.
2. After losing a match, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. Teams will be pre-seeded using the following criteria in this order: 2006 Pro Circuit 4v4 Rank Points and Online Tournament Rank Points. Online Tournament Rank Points and Open FFA Seeding Points will be used in that order to break any ties.
5. The remaining teams will be seeded using Open FFA Seeding Points.
6. When 16 teams remain (8 Winners Bracket & 8 Losers Bracket), the Open 4v4 will end and each team will earn a spot in the Championship 4v4.
7. The higher seeded team will play as the Red Team for all games.
8. The lower seeded team will choose to host 1 Team Slayer game. The higher seeded team will host Game 2 and the other Team Slayer game.
9. CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
10. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team�s flag is out, the game will continue. If the flag is captured, the game will continue and the next team to score will win the game, but if the flag is returned, the game is over.
11. If teams meet for a 2nd time in the Open 4v4, their match will expand to a best of 7, include the previous match, and pick up where that match left off. For example, if Team A beat Team B 2 games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 games to 0. If Game 3 of the Winners Bracket match was not played, it will be played first with host going to the team that would�ve hosted the game in the Winners Bracket. The lower seeded team will host the CTF Classic game in the Losers Bracket. The higher seeded team will choose to host Game 4 or 6. The team that won the 1st match will host the 7th game. The 7th game will be Team Ball Midship.
12. If teams in a Best of 7 Match are scheduled to play a game type they have already played against each other in the Open 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.
13. If a game should tie, the game must be replayed.


Championship Free For All


1. Players will compete in four 8-player Round Robin games.
2. Lineups for each game will be generated based on 2007 Pro Circuit FFA Rank Points.
3. The top 8 players as determined by Total Points will advance to the Championship Game. Ties will be broken using Kills, Deaths, and Assists, if necessary.
4. Players will be seeded using the following criteria in this order: 2007 Pro Circuit FFA Rank Points, 2006 Pro Circuit FFA Rank Points, and Open FFA Seeding Points. Ties will be broken using performance at the most recent competition(s), the next available criterion, or randomly, if necessary.
5. The top 16 players will all host 1 Round Robin Game.
6. The player with the highest Total Points over the course of 4 Round Robin Games will host the Championship Game.
7. A player can give up their hosting privileges for a game. In this case, the highest seeded player from 17-32 who has not yet hosted will be given host.

Slayer Settings
1. Score to Win Round = Unlimited
2. Round Time Limit = 15 Minutes
3. Suicide Penalty = None
4. Starting Weapon = Battle Rifle
5. Weapons on Map = Human
6. Map = Midship


Championship 4v4


1. The Championship 4v4 is a Best of 5 Game Match, Double Elimination Bracket.
2. Teams will be seeded using the following criteria in this order: 2006 Pro Circuit 4v4 Rank Points, Open 4v4 performance, and Open 4v4 seed. Ties will be broken using the next available criterion or randomly, if necessary. Teams earning an automatic bid into the Championship 4v4 will be ranked ahead of all Open 4v4 teams. Undefeated, Open 4v4 teams will be seeded ahead of Open 4v4 teams that lose a match.
3. After losing a match, teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the competition.
5. Teams eliminated by way of Rounds 1-6 of the Losers Bracket will play anywhere from 1 to 3 Consolation matches to determine their exact 5th-32nd placement. These Consolation matches will begin on Saturday night and conclude on Sunday.
6. The higher seeded team will play as the Red Team for all games.
7. The higher seeded team will host the Team Ball game. The higher seeded team will choose 1 game to host. The lower seeded team will then choose 2 additional games to host. The higher seeded team will host the remaining game.
8. If a Team Slayer or Team Ball game should tie, the game must be replayed.
9. CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
10. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team�s flag is out, the game will continue. If the flag is captured, the game will go into sudden death, but if the flag is returned, the game is over.
11. Neutral Bomb games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning, the game is over. Even if a bomb is planted before the 15 minute mark, the score must change before the time limit for the plant to count.
12. If teams meet for a 2nd time in the Championship 4v4, their match will expand to a best of 11, include the previous match, and pick up where that match left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 games to 0. If Games 4 and/or 5 of the Winners Bracket match were not played, they will be played first with host for each game going to the team that would�ve hosted in the Winners Bracket. The team that didn�t host the Team Ball game in the Winners Bracket will host the 2nd Team Ball game. The team that won the 1st match will choose to host 1 Team Slayer and 1 CTF Classic/Neutral Bomb game. The team that lost the 1st match will then choose to host 1 Team Slayer and 1 CTF Classic/Neutral Bomb game. The team that won the first match will host the remaining game.
13. If the teams meeting in the Championship Match have not yet faced each other and the team coming from the Losers Bracket wins a match, the Winners Bracket Finals game types will be played to break the tie since both teams would only have one match loss. Before the start of the Championship Match, the team without a match loss will choose to have higher seed hosting privileges for the Championship Match or Winners Bracket Finals. (See Rule #7 for hosting privileges).
14. If teams in a Best of 11 Match are scheduled to play a game type they have already played against each other in the Championship 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.


4v4 Game Type Settings


All Games
1. Resolve Ties = Off
2. Suicide Penalty = None
3. Motion Sensor = Off
4. Team Changing = Off
5. Respawn Time Modifier = None
6. Betrayal Penalty = None
7. Starting Weapon = Battle Rifle
8. Weapon Respawn = Double Time

Team Slayer (except Sanctuary)
1. Round Time Limit = 15 Minutes
2. Weapons on Map = No Duals

Team Slayer Sanctuary
1. Round Time Limit = 15 Minutes
2. Primary Turret = None

Team Ball
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 15 Minutes
3. Weapons on Map = No Duals

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag at Home to Score = Off
3. Flag Touch Return = Off
4. Flag Reset Time = 10 Seconds
5. Flag Indicator = Off

CTF Classic Midship & Warlock
1. Score to Win Round = 5
2. Round Time Limit = 30 Minutes
3. Flag Reset Time = 15 Seconds
4. Flag Indicator = Off
5. Weapons on Map = No Duals

Neutral Bomb
1. Number of Rounds = 1 Round
2. Score to Win Round = 3
3. Round Time Limit = 30 Minutes
4. Bomb Reset Time = 60 Seconds
5. Bomb Arm Time = 5 Seconds
6. Weapons on Map = No Duals




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Posted by: iTz SteeeeeeL
(02.07.07 4:29am)

Prolly gonna be there. Imma miss the FFA though. fucking baseball tournament. Hope my team does good in it. and hopefully we can get Roy Williams, or Rocky Calmus to sponser us. John Sullevin (Our sponser right now) The Senate for Oklahoma... is always busy.
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Posted by: JeepChick 77
(02.07.07 4:40am)

Finally - MLG in my hometown!
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Posted by: BluMill
(02.07.07 4:54am)

Oh yeah baby. It's on!
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Posted by: Apocolyptica
(02.07.07 5:09am)

awesome :)
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Posted by: xxxxxxNightmare
(02.07.07 6:56am)

so yeah we kinda need some gametypes here so that we can practice with our teams you silly noobs and maybe an entry fee or somethin
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Posted by: TGB Charm
(02.07.07 7:02am)

cant wait to see every buddy there its goin to rape!!
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Posted by: GH057ayame
(02.07.07 7:06am)

Holy poop! Embassy Suites was the nicest hotel I've been to besides the Vegas one... I cannot wait!!! -Ghost
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Posted by: Kr0ssFir3
(02.07.07 11:36am)

F**ck yeah I live in raleigh, I'll be there.
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Posted by: Bravo
(02.07.07 12:38pm)

i agree with ghost! and this is awesome i havent been this excited since... last season!
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Posted by: AoG SPIFFY
(02.07.07 4:35pm)

I'll try and be there, depends on $ price
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