HALO
2 "4v4" PRO
@
GAME
JUNKIE
Singles FFA Seeding &
Double Elimination Championship
questions, comments, or
suggestions? please contact us!
phone: (513) 777-5740
e-mail: stephenc@gamejunkie.com
or
pixel@gamejunkie.com
| Where: GAME
JUNKIE 7132 Cin-Day Rd. West Chester, OH 45069 Get Directions! When:
Saturday, November 4th @
10:30 AM
REGISTRATIONS WILL CLOSE
(PLEASE NOTE: SIGNUPS WILL |
|
| $1,000
minimum TOTAL CASH and PRIZES!! (WE GAVE AWAY $1,300 AT OUR LAST EVENT, SIGN UP AND HELP US SURPASS IT!) |
|
***IMPORTANT!!!***
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***IMPORTANT!!!***
SIGN UP ONLINE!
4-Man Team Signup |
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***IMPORTANT!!!***
LOCAL HOTEL INFORMATION
Coming from out of town for this big event? Check out these hotel options, all within just minutes of Game Junkie!
| *Full Double Elimination: WINNERS and LOSERS brackets. The winners of the LOSERS bracket goes on to challenge the winners of the WINNERS bracket. In order for the winners of the LOSERS bracket to win the tournament(s), they have to defeat the winners of the WINNERS bracket for the duration of 2 FULL MATCHES. |
| What that means: for the
winners of the LOSERS bracket to win the tournament, they will have to
defeat the winners of the WINNERS bracket 2 out of 3 and then 2 out of
3 again. Whereas the winners of the WINNERS bracket
will only have to defeat the challengers from the LOSERS bracket 2 out
of 3. |
| FREE FOR ALL TOURNAMENT | 4v4 CHAMPIONSHIP TOURNAMENT | |
| (single elimination) |
(double elimination) | |
| Settings
& Rules 1. All Settings listed below are those that are not default for Slayer. 2. 50 Kills to Win 3. 20 Minute Round Time Limit 4. 10 Second Suicide Penalty 5. Battle Rifle Starting Weapon 6. Double Respawn Time for Weapons 7. No Secondary Weapon 8. Use of the sword is prohibited for the FFA and will result in disqualification. *The sword can be used in all team games. Guidelines 1. The event will start with a single elimination free for all tournament in which all players participate. 2. Rounds will have 8 players, the Top 4 players will move on to the next round. Should a round of less then 8 be needed to even the bracket, then the top half of the group (or more if needed), rounded up, will move on. For example, 4 would move on out of a game of 7. 3. If needed to form even brackets, the player whom has the most kills of non-advancing players may be allowed to move on in a "wildcard" type format. This will be announced if needed and is only needed in rare circumstances (a 17-team FFA for example) 4. 4v4 teams will be ranked and seeded based on combined team performance. The rankings are determined first by the round eliminated, and then the score in that round. The finals will be a two-round cumulative score match using two of the available maps below. 5. Hosting privileges will be determined randomly until the finals. In the finals, each player whom won a semi-final match will get to host one game. If there is an uneven number of players on TV's (4 on one, 3 on another for example), the TV with more players on it will host. 6. In the case of a score tie, the game's built-in tiebreaker will determine placing, so in the case of a tie in score for 4th and 5th (for example), whomever the screen shows to be 4th place will be awarded that position. NO COMMUNICATION BETWEEN PLAYERS DURING FREE-FOR-ALL GAMES. Free-For-All will be played on Midship | RULES
FOR 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 7. Weapon Respawn Time = 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 3. Weapons On Map = No Sniping Team Oddball 1. Score To Win Round = 5 Minutes 2. Round Time Limit = 15 Minutes 3. Weapons on Map = No Duals CTF Classic Beaver Creek 1. Round Time Limit = 30 Minutes 2. Flag Reset Time = 15 Seconds 3. Flag Indicator = Always On 4. Weapons On Map = No Duals 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 CTF Classic Sanctuary 1. Round Time Limit = 30 Minutes 2. Flag Touch Return = Off 3. Flat at Home to Score = Off 4. Flag Reset Time = 10 Seconds 5. Flag Indicator = Off Settings & Rules All teams will be ranked and then compete against each other in a double elimination bracket. Teams will play each other in a best of 3 series. The sequence of what maps will be played and at what time will be announced on the day of the tournament. This way, all teams will have to prepare for all possible gametypes. The gametypes will consist of only those listed below, which are the gametypes MLG will be using for their championships in November. Initial rounds will be 2 out of 3 games, Winners' and Losers' bracket finals and the Grand Finals will be 3 out of 5. Should a team play a team for a second time during the course of the tournament, the results from the first set of matches will not carry over to the new round ... each round is a fresh start if you advance. In the case of a tie teams will play a Team Slayer on Midship to decide the winner. If that level has been played in the current round, Lockout will be used. If that level has been played, then Beaver Creek will be used. The higher seed, based on free-for-all play, will get host of the tiebreaker match. Guidelines 1. All 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, a 15 minute sudden death period will ensue where the first team to score wins. If the sudden death period ends without a flag capture the game ends in a tie. 2. 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. 4. If a Team Slayer game should tie, the game must be replayed. If a CTF game should tie, the game must be replayed with the first capture winning the game. If an Oddball game should tie, the game must be replayed with the first team to reach 2 minutes winning. |
|
General Rules 1. No grenade jumping
Television
Setup Alternate
Player Rule | ||
| ||
| GAMETYPE | AVAILABLE MAPS |
| Team Slayer | Lockout Warlock Midship Beaver Creek Sanctuary (See Rules Above) |
| Team Oddball | Lockout Midship |
| CTF Classic | Midship Warlock Beaver Creek Sanctuary |
| (See the above guidelines for specific rules for each gametype and map) | |
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** Tournament subject to later start depending on the duration of the previous tournament.
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