Monday, October 27, 2008

Rules For "Power Of One"

To all teams competing in the "Power Of One" DotA competition,

Here are the rules for the competition:

Coin Toss

- Winner: Selects Sentinel / Scourge OR First hero during draft
- Loser: Selects the first hero during hero taking out

Heroes Draft

- Both teams are allowed to take out up to 4 heroes each from the pool of heroes before the drafting starts. This will work on a 1-1-1-1-1-1 basis. Teams can choose to stop taking out heroes before the maximum 4 heroes limit and their turn to take out heroes will be void.

- Drafting will be done in 1-2-2-2-2-1 format:

1) Team one will pick 1 hero
2) Team two will pick 2 heroes
3) Team one will pick 2 heroies
4) Team two will pick 2 heroes
5) Team one will pick 2 heroes
6) Team two will pick 1 hero

- Teams are given 45 seconds per hero to make a choice from the pool of heroes for both drafting and taking out. Marshals will keep the timing. Any team that fails to choose a hero within the 45 seconds will be given 1 warning. Accumulation of 3 warnings per match (inclusive of those outlined in PART B of the rules) will result in team disqualification

Important Rules

- Team that plays the sentinel will host the game

- Team members are not allowed to change seats once the DOTA map has started to load

- At the end of the match competitors must maintain the final screenshots and receive the confirmation from the marshal.

- At the end of the game the replay has to be saved and named as “POWER_DOTA_TEAM1vsTEAM2 by the winning team. Failure to do so will cause the match to be void and no winner will be declared for that match.

Backdooring

- Backdooring is allowed.

- Some of such actions have since been restricted in the recent versions of the DOTA to support this rule

Sharing of Items:

- Sharing of items is allowed as long as the game permits

Item Pooling:

- Item pooling of any sort is not allowed. This means that items bought with a competitor’s own money cannot at any time be carried by any of this teammates.

- Items bought with the competitor’s own money can only be carried or sold by him

- This rule applies to competitors on the same team. Competitors can pick up items dropped by their opponents

Control Sharing

- Control Sharing is allowed

Abuse & Exploitation

- Trees Trapping: intentionally trapping enemies in trees is not allowed

- Pause Abuse: From the point after hero selection process is completed, pausing without any valid reason is disallowed.

- Creep Blocking: Creep blocking (such as using Chen’s creeps to block the entrance to the base disallowing creeps from moving down the lane completely) is not allowed. Creep slowing is allowed (such as moving in front of the creeps in zigzag manner to slow their progress or using fissure) is allowed.

- Bug Exploitation: Exploitation of any known or newly discovered bug during the match will result in an immediate disqualification of the team. Excuses will not be entertained. Not knowing the bug is not an excuse, competitors are expected to know the current bugs

Definition of Bugs

- Anything abnormal which will give a competitor / team an unfair advantage

- Anything which will cause interruption / fatal error to the game

Penalties

- Warning: After a warning was given the game goes on. If there warnings are accumulated by the team during the match the team will be disqualified from the tournament

- Game Loss: Game loss given to a team means that the team will automatically lose the game irrelevantly of the actual match result if such took place

- Disqualifications: A team disqualification will lead to the team being ejected from the tournament. They will not be allowed to take part in the current event

Game Saves

- First save will be at either:

1) 15 minutes into the game

2) First blood

- Second save onwards will be every 15 minutes of the game

- Marshal / Chief Marshal has the right to request for additional game save at any moment during the tournament

Save Game Validity

- A saved game is outdated if since the save game the following has occurred:

1) A tower / barrack has been destroyed

2) A total of 12 or more kills occurred (Aegis charges lost count as kills)

3) The net total kills changed by 4 or more (Aegis charges lost count as kills)
§ The net total is the difference in kill score between both teams

- Examples:

1) An 11-4 score at the save leave a net total difference of 7. A 11-8 score at the drop leaves a net total of 3. The net total changed from 7 to 3, the save game is outdated

2) A 20-16 score at the save leaves a net total of 4, a 26-22 score at the drop leaves a net total of 4, however, 12 kills have occurred since the save, as such the save is outdated

3) A 5-3 score at the save leaves a net total of 2. A 12-7 score at the drop leaves a net total of 5. No towers / barracks have been destroyed. The net total went from 2 to 4, 11 kills occurred, as such the save is valid

Intentional Disconnections

- Any competitor found to have intentionally disconnected from the game will give that competitor’s team a loss for that match

Unintentional Disconnections / System Crashes

- If any competitors are disconnected within 15 minutes after the game start the game will be restarted

- If any competitors are disconnected 15 minutes after the game start:

§ If there is a valid save, the game will be reloaded
§ If the last save is outdated the game will continue

Fatal Error / Game Crash (all / multiple competitors)

- Any game crash before the 80 minute mark will be reloaded

- Any game crash after the 80 minute mark will not continue and a decision will be made by the Marshal / Chief Marshal based on the replay of that match.

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