R
RogueOne
Guest
With signups for season 6 of BWCSL already underway, I thought I'd better release some more definite info on rules/maps etc. These aren't 100% set in stone, but at this stage, it will take a very, very strong argument to make me change them.
First of all, the start-date will be Tuesday 9th January, 2003. I understand that this is a little later than some people wanted, but the majority voted for a post-Christmas start and I'm happy to go along with them on this. If nothing else, it lets us avoid the inevitable admin-shortage that would have hit us over Christmas.
As far as rules go, things won't be particularly different from last time around. All games are *probably* going to be MR12 (3 min rounds), although there's the chance of a CO division if enough clans want it. Settings will be as follows:
mp_c4timer 35
mp_friendlyfire 1
mp_forcechasecam 2
mp_buytime 0.25
And so on. Nothing particularly startling or unexpected. Configs will be enforced via WWCL, which will be configured to use a fairly CPL-default bunch of settings.
And now for the maps... these are *always* the most contravertial aspect of setting up a season and we're never going to please everybody. Hence I'm going to explain each of the choices.
Week 1: de_nuke - an old favorite and a safe map on which to start the season. Most people still seem to like nuke and it's used plenty in competition play. Also nice for the general emphasis on close-quarters combat.
Week 2: de_dust2 - One of the more T-dominated maps, which tends to make for fast paced games. Again, it's a popular competition map and it features combat at a good variety of ranges, with some potential for sniping without allowing snipers to dominate.
Week 3: de_train - Got to admit that I don't personally like this map, but it's always a favorite when we use it in BWCSL. One of the slower-paced, sneakier maps, and as such, a good antidote to the dust2 action from the previous week.
Week 4: de_clan2_fire - We tested this CPL-approved custom map with division 1 last season. It was a resounding success and as such, I think it's appropriate to bring it back at all stages of the competition.
Week 5: de_prodigy - There was a good bit of debate, particularly among the admins, over the merits of prodigy. However, in the end, its supported prevailed and I do have to admit that it's a decent map with more potential for tactics than many people realise.
Week 6: de_inferno - This always seems to be our most popular map by quite some distance, so I'm not going to bother justifying it any further.
Week 7: de_cbble - A nice simple map to finish the season on. After spending a while in the wilderness, cbble seems to have become one of the more popular competiton maps and nobody has really objected to its inclusion.
With 8 clans per division, we only need 7 league maps, so this ends the run of "included" maps. Now I think I'd better explain some of the omissions.
de_dust - Despite having been insanely popular back in the Dark Ages, dust is these days rightly condemned to the scrap heap by most clans, since it's atrociously shallow and very boring to play. A lot of clans complained violently about having to play this last season.
de_aztec - Possibly the most contravertial omission. This is definitely a love-it-or-hate-it map, due to its entirely sniper-dominated nature. We had as many calls for it to be dropped as we did supporting it and hence I decided to scrap it, on the basis that with a shorter season, there was less scope for including a distinctly specialist map.
de_piranesi - We had rather a mixed response to running this map last season. Although a slight majority of the feedback was positive, I decided not to use it on the basis that it tends to often drive clans who lose on it to blame "lag" or "rubber bullets" even where there were no problems with the servers.
de_vegas - Despite its grim reputation, we've had some successful usages of vegas in BWCSL in the past. However, with the move to pay-to-play, I thought it best not to challenge people's assumptions *too* much just yet
Any cs_ maps - As before, cs_ maps remain non-viable for league play due to the problem of the Ts being able to hold up and defend a single area.
First of all, the start-date will be Tuesday 9th January, 2003. I understand that this is a little later than some people wanted, but the majority voted for a post-Christmas start and I'm happy to go along with them on this. If nothing else, it lets us avoid the inevitable admin-shortage that would have hit us over Christmas.
As far as rules go, things won't be particularly different from last time around. All games are *probably* going to be MR12 (3 min rounds), although there's the chance of a CO division if enough clans want it. Settings will be as follows:
mp_c4timer 35
mp_friendlyfire 1
mp_forcechasecam 2
mp_buytime 0.25
And so on. Nothing particularly startling or unexpected. Configs will be enforced via WWCL, which will be configured to use a fairly CPL-default bunch of settings.
And now for the maps... these are *always* the most contravertial aspect of setting up a season and we're never going to please everybody. Hence I'm going to explain each of the choices.
Week 1: de_nuke - an old favorite and a safe map on which to start the season. Most people still seem to like nuke and it's used plenty in competition play. Also nice for the general emphasis on close-quarters combat.
Week 2: de_dust2 - One of the more T-dominated maps, which tends to make for fast paced games. Again, it's a popular competition map and it features combat at a good variety of ranges, with some potential for sniping without allowing snipers to dominate.
Week 3: de_train - Got to admit that I don't personally like this map, but it's always a favorite when we use it in BWCSL. One of the slower-paced, sneakier maps, and as such, a good antidote to the dust2 action from the previous week.
Week 4: de_clan2_fire - We tested this CPL-approved custom map with division 1 last season. It was a resounding success and as such, I think it's appropriate to bring it back at all stages of the competition.
Week 5: de_prodigy - There was a good bit of debate, particularly among the admins, over the merits of prodigy. However, in the end, its supported prevailed and I do have to admit that it's a decent map with more potential for tactics than many people realise.
Week 6: de_inferno - This always seems to be our most popular map by quite some distance, so I'm not going to bother justifying it any further.
Week 7: de_cbble - A nice simple map to finish the season on. After spending a while in the wilderness, cbble seems to have become one of the more popular competiton maps and nobody has really objected to its inclusion.
With 8 clans per division, we only need 7 league maps, so this ends the run of "included" maps. Now I think I'd better explain some of the omissions.
de_dust - Despite having been insanely popular back in the Dark Ages, dust is these days rightly condemned to the scrap heap by most clans, since it's atrociously shallow and very boring to play. A lot of clans complained violently about having to play this last season.
de_aztec - Possibly the most contravertial omission. This is definitely a love-it-or-hate-it map, due to its entirely sniper-dominated nature. We had as many calls for it to be dropped as we did supporting it and hence I decided to scrap it, on the basis that with a shorter season, there was less scope for including a distinctly specialist map.
de_piranesi - We had rather a mixed response to running this map last season. Although a slight majority of the feedback was positive, I decided not to use it on the basis that it tends to often drive clans who lose on it to blame "lag" or "rubber bullets" even where there were no problems with the servers.
de_vegas - Despite its grim reputation, we've had some successful usages of vegas in BWCSL in the past. However, with the move to pay-to-play, I thought it best not to challenge people's assumptions *too* much just yet
Any cs_ maps - As before, cs_ maps remain non-viable for league play due to the problem of the Ts being able to hold up and defend a single area.