MNM #4 – koth_viaduct

Date May 3, 2010

Welcome to Monday Night Madness #4

Welcome to the fourth edition of the Monday Night Madness cups, this time featuring koth_viaduct

The cup is a one-night cup, and will start Monday 3rd May 2010 at 20:00CEST.

There are 32 teams split across 2 brackets of 16 – High/Low.

Map: koth_viaduct (valve map)
High Bracket: Click here
Low Bracket: Click here
Round1: 20CEST
Quarter Final: 20:45CEST
Semi Final: 21:30CEST
Final: 22:15CEST

Please contact your opponents in #etf2l on IRC, so ensure at least one of your team is in there at all times. If you have any problems with contacting your opponents, please talk to an Admin.

One merc is allowed per team. In the interests of fairness, please try and ensure he/she is from the same division or lower than your own.

KOTH Rules:

  • Standard 6v6 gameplay, normal config
  • Usual league rules
  • mp_windifference 3 or timelimit set to 30 minutes. (PLEASE ensure you change this before you start).

VERY IMPORTANT: As you have no doubt seen and realised if you have participated in or followed previous cups, accurate timekeeping is very important. There are a number of rules with regards to time-keeping that you should be aware of and please try your best to follow:

  • If your cup match is starting more than 10 minutes after the scheduled round start time, you must inform an Admin.
  • When your match starts more than 10 minutes late, please reduce the map time to 15-25 minutes, depending on how long you have left before the next round starts. Bear in mind that if the map finishes in a draw, there will be a golden cap period to follow.
  • If your match finishes in a draw, you must play a golden cap round to decide the winner. Please reset the config and play a 5 minute golden cap round. The first team to cap in this round, wins. If neither team caps within 5 minutes, the team that has the lowest time left on the clock wins.

Good luck to all teams! :)

13 Comments

  1. Makaka: SDCK! said:

    brackets please

  2. D2M: vertex » - derptex9 said:

    fuck off?

    They’ll be done live shortly. Like usual.

  3. torden: broder - syster said:

    smooth.

  4. Dr-Gimpfen: 9g1c said:

    NICE ONE ADMIN!!!!111

  5. Jude!: notdoggo said:

    should be fun times :D

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  7. Reload: BiG - BiG said:

    This is just great. Only problem with Viaduct is that a sniper is overpowered on it. I’d love to see this in S8 instead of Turbine

  8. Sneis said:

    fast paced, a bit sniper friendly but can be countered – still you can see very far and be very safe from some places… maybe a bit disturbing. until teams get proper tactics and experience on the map its gonna suck for the medic :P its quite easy to suicide from mid on attacking teams.

    also, you get stuck like… everywhere (fucking windows)? disturbing when making wall jumps and launching as solly.

    Overall thou i enjoyed it. was a nice change and very fast paced. Can see it in s8 rather than maps like turbine, coldfront or whatever maps are on the same list as viaduct as possible candidates.

    imo the love the americans have for this map should be enough, their experience is more worth than a one night cup. For us it was more team deathmatch :P

  9. Buffalo Bill: TDR » - T⑨ said:

    Agree with Sneis. This map is INTENSE.

  10. Sneis said:

    the more i think of it, the more i like the fast pace. and its good you dont have to spend 30 min on the map as it might be boring cuz of that it is kinda small. Low random factor btw.

    dave is gonna have a hard time keeping up with the etf2l radio on this map. so much stuff going on and so low respawntimes!

  11. kaidus: 7 - WiK? said:

    GJ to admins, though an appauling demonstration of PR let the show down for me. Enjoyed playing the cup despite the fact a very roughly considered rule sought to jeopardize this. I’d strongly reccomend reconsidering the stance on mercs in post-season cups when 6v6 rosters are locked. There’s no reason a team should be unable to compete with their regular roster regardless of whatever percievable “instability” this may incur. No ones going to use a bunch of mercs to win a map-test cup, they just do what they have to do to take part and get their teeth into the game.

    Also before any particular individual takes this personally, this is simply as objective a judgement as I can give granted my circumstance. If you don’t like my view then fine, but it’s offered constructively and in no way seeks to attack anyone or undermine their efforts.

    About the map – love it. Better than half the current pool and pisses over all the other new map propositions.

  12. honeymustard: Phase said:

    Agreed about the clipping – there’s a light that hangs over the concrete side that I saw people get stuck on about 10 times in 1 game.

  13. torden: broder - syster said:

    Highly enjoyable map. It’s like it takes the icing from the cake of a 5cp, to make an extended 1cp focused battle. But I was surprised to learn, there’s actually some depth to tactics on it. We kept getting better throughout the tourney by stealing ideas from our opponents.

    20 mins seems to be adequate, but there needs to be some tuning on how it’s set up – as a round takes an absolute minimum of 3(+something) mins to complete, with no chance of overtime.