9v9 Season 20 Rules
1. Highlander Season 20
1.1. Tier System
All teams will be split into different tiers according to their skill level, past season results and stability. In the highest tiers (Premiership, Division 1 and Division 2), teams will play everyone in a Round Robin format. In the remaining tiers, every team will play five fixtures against similarly skilled opponents over two maps in a Swiss-Style System.
Three points will be awarded for each map won. No points are given for a loss. In case of a draw a decider round (commonly referred to as “Golden Cap”) will be played, where two points will be awarded for a win and one point for a loss. League points are awarded purely by winning maps, the number of captures has no effect on league points themselves. Captures only determine which team wins a map.
1.2. Playoffs and tiebreakers
Maps will be chosen by the teams using the Map Elimination system, see General Rules 8.3.
Teams tied for the #1-3 spots in Premiership or the playoff spots in their respective tier will be split using the following methods.
- Head-to-Head record (if applicable)
- Sonneborn Berger Score
- Rounds scored
If the first method does not split the teams, the second method will be used. If the second method does not split the teams, the third method will be used.
1.3. One mercenary (“merc”) allowed by default in Mid and Open only and up to three mercs if the opponent agrees
“Mercs” or “ringers” are players that are not on the roster of your team. One merc is allowed by default in Mid and Open tiers only. Up to three mercs are allowed if the opposing team agrees.
In order for your merc to be allowed by default, they cannot be more experienced than the tier the match is being played in. Experience in other leagues is included. Opponents can allow exceptions. To use more than one merc, you will need specific approval from the opponent for each merc and each class.
To avoid any confusion: If a player is accepted on a specific class they must play this class and are not allowed to switch to another class unless the opponent approved beforehand. If no restrictions are proposed, the player can play any class.
Switching a merc to a different class without permission will result in a punishment.
A player counts as “experienced” in the tier if, during the current season or in the prior three seasons, they played three or more officials in that tier.
- For example, for Season 20 experience, we will look at matches played during season 19, 18, and 17. If a player is on a roster of a team in a higher tier than the match in question, they cannot be claimed as a default merc.
- 6v6 experience is considered equal to Highlander experience, for Season 20 we will look at 6v6 seasons 32 – 34. Other leagues are included in experience.
Use the match page to present mercs and ask for allowance. Even the default merc has to be presented, so that your opponents can make sure they are not too experienced. If you wish to contest the default status of a merc, please contact an admin (on ETF2L Discord), so that they may decide whether or not the merc is too experienced.
All mercs have to be registered on ETF2L. Teams caught using an unregistered or unapproved merc will be punished with a default loss and a warning.
1.3.1. Perma-mercs are not allowed
A player can only be used as a merc two times for one and the same team per season (regardless of the player being an approved or default-merc). If a player has been used as a merc twice for a team already, they are not allowed to join the team in question. After the third match as a merc for the same team, the player is considered a perma-merc.
If a player is caught or reported perma-mercing, we will review the case and decisions made will be at the full discretion of the admin team and all circumstances will be taken into account.
Note: In accordance with General Rule 2.3., only two team changes per competition are tolerated.
1.3.2. A team can use up to a maximum of two mercs in Grand Final matches
A team can use up to a maximum of two mercs in a Grand Final match of any tier, even if the opponent would allow the use of more than two mercs.
1.4. Teams with two Default Losses will be expelled from the season
If a team receives a Default Loss twice, they will be expelled from the league for the running season.
2. 9v9 Highlander Rules
The Highlander gamemode is played 9v9 with a general classlimit of one.
In the 9v9 format, 5CP maps (such as cp_gullywash), A/D and Payload maps (such as cp_steel or pl_upward) and KOTH maps (such as koth_product) are played.
The time limit is set to 30 minutes (mp_timelimit 30) and the win difference to five (mp_windifference 5). Which means the first team to reach a five point lead will win, otherwise the map is played until the timer runs out. If the score is tied after the timelimit has been reached, a decider round (Golden Cap) will have to be played.
- Golden Cap in 5CP
The Golden Cap’s time limit is set to 15 minutes (mp_timelimit 15) and the win limit is set to 1 (mp_winlimit 1). If neither of the teams manage to get a round in this time, they must play a second Golden Cap round. Whoever captures the middle point first is then declared the winner.
The winner of a map that ended with a Golden Cap round is awarded two points, the loser one point.
- KOTH (King Of The Hill)
There is no time limit. However a win limit of three (mp_winlimit 3) is set. Which means the first team to reach three points will win.
When the results of any KOTH map in 9v9 are 3-2 this will count as a Golden Cap win/loss. This change is an effort to divide points fairer as in the current system there is no difference from a 3-2 loss and a 3-0 loss on KOTH maps. Please remember to check the Golden Cap box if your match had a scoreline of 3-2 when submitting results.
- A/D and Payload
There is no time limit. The map is played as a best of three rounds. The team that wins two rounds wins the map.
If you played two rounds and the match was won 2-0, enter the result as ’2-0′ for each map.
If you played three rounds and the match was won 2-1, submit ‘2-1′ as the score for each map and tick the golden cap box for both maps.
- ABBA Format
A/D and Payload maps have to be played for two to three. In the first two rounds the ABBA format will be used. Which means teams will attack/defend in the first round, then defend/attack in the second round.
In the case of both teams taking one round (1:1), there will be a decider round.
To determine what team should pick attack or defense, you must proceed as follows:
The team that capped the most points will decide whether they want to attack or defend. If both teams captured all points, the team that was the quickest to capture all points will decide whether they want to attack or defend.
Example: Team A attacks and sets a time of 4:56. Team B then attacks and caps the last point faster than Team A did, setting the score 1:0. Next team B attacks first and sets a time of 5:28, team A then attacks and caps faster. The score is then 1:1 and a decider round will need to be played. Since Team A’s attack time of 4:56 was faster than team B’s 5:28, they can choose who attacks first.
2.3. Rosters must contain a minimum of nine players
The roster must consist of a minimum of nine players to be eligible to sign up to competitions.
2.4. Minimum of eight players needed to play a match
Teams need at least eight players to play a scheduled 9v9 match. A team can ask their opponent to allow a merc (maximum: three during the regular season and playoffs; two in Grand Final matches) to play for their team. If you are not able to field nine players, you can choose to play 8v9.
If you are not able to field eight players, a default win will be given to the opposing team.