Name: Half Kaos popularisation cup #1 - Keep it real, keep it half
Type: Public
Game type: 1vs1
Joining required percentage: 75%
Created: June 01, 2015, 02:28 AM
Cup scheme(s):
Elite KaosClick on the book to download the scheme. Click on the scheme name to view the scheme page.
Signups time: June 08, 2015, 12:30 AM
Finished
Description:
This cup powered by professional Kaos community Kf is dedicated to the advanced kaos players who like to lift the kaos tactics to the higher level.
The difference between classic kaos is the turntime that is halved, also the worm amount to be used (important).
The average roundtime on this scheme is usually around 10 minutes - that's what the 1v1 tests returned.
Due to professional reasons:
Damage*2 is off so overpowered lucky attacks will not be possible to make use of actual skills.
Crate Shower is off to make collecting of the crates harder and to provide less explosions / chain-reactions possible.
Games are played at 3 victories in groupstage to assure that the winner is not random and as deserved as possible.
Quarterfinals will be played at 5 victories - change that in the scheme.
Semifinals will be played at 7 victories - change that in the scheme.
Finals will be played at 9 victories - change that in the scheme.
GAME SETUP GUIDELINES FOR ADVANCED GAMEPLAYPlease follow these rules to assure that every player gets the same conditions and the competition is
fair.
Format for cup games requires
4 worms.
1. Use biggest classic maps only (no user-made special maps, no user-made big maps etc.) with as much complicated terrain as possible.
2. Open map menu with right mouse button.
2a Set map complexity to 10 in map-menu right-click section to provide as much tactical hideouts as possible as well as the most obstacles.
2b Set map-bridges amount to 1, so there are no bridges that provide too easy transportation, easier kills / pilings and crate platforms.
3. Everytime use following map pattern (so both players start on each map type):
Round 1: ISLAND
Round 2: ISLAND
Round 3: CAVE
Round 4: CAVE (if still no winner)
Round 5: ISLAND (if still no winner)
Round 6: ISLAND (if any draw occurs in previous rounds and still no winner)
Round 7: CAVE (if more than 1 draw occurs in previous rounds and still no winner)
I-I-C-C-I-I-C-C-(looping until there is a winner)
3a Drawn rounds also follow the pattern - example: if there is a draw in round 4 (cave map), the next map will be island.
3b Island maps shouldn't have water in the middle or at the middle bottom or be split into 2 smaller islands, it should be a 1 solid big terrain.
3c Cave maps should be FULLY CLOSED (sides and bottom) so there is no access to any edge nor water in the beginning of a round. Use a map-menu to pick maps - always pick map types that are located in the very left window of both island and cave types in map-menu.
4. The landscape theme of the maps shouldn't repeat within a match to allow the skills to be tested in various conditions (grass etc).
In case of drops matches should be repeated, there is an official formula to make it most fair as it can be, but since players are hosting their games, it's not used.
EDIT: Since Hurz and ProtoStar dropped and they resumed from the score it dropped on (and not the match as it said initially) - respecting starting orde though, in case of future drops please follow this pattern so all games are comparable from now on.Only the matches meeting these requirements will be valid, be careful.Keep it real, keep it half!Also if you have any suggestions - feel free to post comments on what to tweak for future editions.