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> Quake III Rules - 1v1 Duel
SirSquidness
post Jan 21 2010, 03:14 PM
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The Quake III tournament will be 1v1 duels, run in single elimination rounds.

Each round will consist of a single 10 minute match, except for the last two rounds which will be best of three format.

We will be using vanilla Quake III in tournament mode with the following maplist:
pro-q3dm6, pro-q3tourney2 (optional), q3dm13, pro-q3tourney4,hubaeroq3, cpm3a(optional), ztntourney3

Maps marked optional will only be played if both players agree to them.

Registration for the competition will close 10 minutes before the competition is scheduled to start. It is recommended to use our Respawn LAN System Tray Notifier and Annoyer Tool for up to date notifications.

Should a player take more than 10 minutes to make themsevles known to competition organisers when requested or more than 10 minutes to join their designated server without approval from competition organisers, it will be considered a forfeit.

Players should all record a personal demo. In the event of cheat accusations, player demos from both people will be used. If the accuser has a demo showing cheating, and the accused cannot provide a demo to counter the claims, guilt will be assumed and forfeit given.

Demo recording is done by typing the following in to the console:
/record demo_name_here

Please ask if you need any clarifications.
See you at the LAN
-The Respawn Competitions Team


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GIARUS
post Jan 21 2010, 10:18 PM
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What are the last round three formats


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SirSquidness
post Jan 21 2010, 11:27 PM
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As said in the post, "Best of three". You play three matches. First person to two wins is the winner.


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GIARUS
post Jan 21 2010, 11:38 PM
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QUOTE (SirSquidness @ Jan 22 2010, 12:27 AM) *
As said in the post, "Best of three". You play three matches. First person to two wins is the winner.

Ahh ok what type of match's r there gonna be?


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SirSquidness
post Jan 23 2010, 01:04 AM
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Fixed.

See above.


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GIARUS
post Jan 25 2010, 05:49 PM
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This had to be an awsome comp wish it was abit more organized tho
considering no none put the patdch on the website SIR SQUIDNESS was lazy and never got around 2 it


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Lawn
post Jan 26 2010, 02:59 PM
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QUOTE (GIARUS @ Jan 25 2010, 06:49 PM) *
This had to be an awsome comp wish it was abit more organized tho
considering no none put the patdch on the website SIR SQUIDNESS was lazy and never got around 2 it


The general idea is to have your games patched and up to date prior to the LAN, as has always been the case smile.gif
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Sando
post Jan 26 2010, 08:18 PM
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QUOTE (GIARUS @ Jan 25 2010, 05:49 PM) *
This had to be an awsome comp wish it was abit more organized tho
considering no none put the patdch on the website SIR SQUIDNESS was lazy and never got around 2 it

Seriously, lazy? That's a bit rude. If you saw how many servers and competitions he had to manage, you would realise that he is very far from being lazy. As always, keeping your game installation fully patched and up to date is the responsibility of the player; we only host them when possible as a convenience for the players.
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GIARUS
post Feb 9 2010, 10:41 AM
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QUOTE (Sando @ Jan 26 2010, 09:18 PM) *
QUOTE (GIARUS @ Jan 25 2010, 05:49 PM) *
This had to be an awsome comp wish it was abit more organized tho
considering no none put the patdch on the website SIR SQUIDNESS was lazy and never got around 2 it

Seriously, lazy? That's a bit rude. If you saw how many servers and competitions he had to manage, you would realise that he is very far from being lazy. As always, keeping your game installation fully patched and up to date is the responsibility of the player; we only host them when possible as a convenience for the players.

then how come the patch was never hosted he could have asked another admin to place it on the intranet.
Considering it was a major comp not a fun comp


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SirSquidness
post Feb 9 2010, 11:06 AM
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QUOTE (GIARUS @ Feb 9 2010, 11:41 AM) *
then how come the patch was never hosted he could have asked another admin to place it on the intranet.
Considering it was a major comp not a fun comp


It is not our responsibility to provide copies of patches for you. They are all freely available on the internet for you to download before you come.

If you are unorganised enough to come to the LAN without having your game updated, it's your own fault. The update mirror is there as a convenience, not as your right and our responsibility.

As I said to you at the event, the patch will have been on the network somewhere. I even pointed you to someone who would know where it was, as I was incredibly pre-occupied at the time.

In future, I would avoid coming on here and calling us LAZY.


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Tree_
post Feb 10 2010, 02:15 AM
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Not to be a hater, but if this runs at v16 (And I pray it does) i'd change these rules quite a lot for next time as there pretty far from the norm. (y)

I'd say how but maybe when it's not 3:15 in the morning. Will post again tomorrow.
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SirSquidness
post Feb 10 2010, 12:02 PM
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QUOTE (Tree_ @ Feb 10 2010, 03:15 AM) *
I'd say how but maybe when it's not 3:15 in the morning. Will post again tomorrow.


Please do. Constructive feedback is appreciated.


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Tree_
post Feb 10 2010, 07:49 PM
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This is pretty much the ruleset that was used at all major Quake competitions (ESWC, Quakecon, CPL) (And current ones such as the Asus LAN) before they switched over to using QuakeLive. In short this is/was considered the "competitive standard" for Quake 3 in a single elimination comp:
--------------------------------------------------------------
Client setup
Challenge Promode Arena (CPMA) 1.47 will be installed on all computers along with two different executable:

Game settings
QUAKE 3 1.32
CPMA 1.47
Default VQ3 gameplay settings using CPMA mod
Timelimit: 15 minutes
Overtime: 2 minutes
Single Elimination bracket
Best of 3

Maps
The maplist contains the following maps:
* pro-q3dm6
* pro-q3tourney4
* ztn3tourney1
* hub3aeroq3
* pro-nodm9

Matches are played in best of three maps. The player who reaches two maps won will be declared winner of the match.

Map picking procedure:
A coin toss will decide who is player A and player B
Player A picks one of the 5 remaining maps.
Player B picks one of the 4 remaining maps.
Player A removes one of the 3 remaining maps.
Player B removes one of the 2 remaining maps.
In the event of a tie, the last map remaining will be used as a tie-breaker.
The same map can’t be removed or picked twice.
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GIARUS
post Feb 15 2010, 11:21 AM
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QUOTE (Tree_ @ Feb 10 2010, 08:49 PM) *
This is pretty much the ruleset that was used at all major Quake competitions (ESWC, Quakecon, CPL) (And current ones such as the Asus LAN) before they switched over to using QuakeLive. In short this is/was considered the "competitive standard" for Quake 3 in a single elimination comp:
--------------------------------------------------------------
Client setup
Challenge Promode Arena (CPMA) 1.47 will be installed on all computers along with two different executable:

Game settings
QUAKE 3 1.32
CPMA 1.47
Default VQ3 gameplay settings using CPMA mod
Timelimit: 15 minutes
Overtime: 2 minutes
Single Elimination bracket
Best of 3

Maps
The maplist contains the following maps:
* pro-q3dm6
* pro-q3tourney4
* ztn3tourney1
* hub3aeroq3
* pro-nodm9

Matches are played in best of three maps. The player who reaches two maps won will be declared winner of the match.

Map picking procedure:
A coin toss will decide who is player A and player B
Player A picks one of the 5 remaining maps.
Player B picks one of the 4 remaining maps.
Player A removes one of the 3 remaining maps.
Player B removes one of the 2 remaining maps.
In the event of a tie, the last map remaining will be used as a tie-breaker.
The same map can’t be removed or picked twice.


I like this set up its very afficient and easy to do so


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Nyarlathotep
post Feb 22 2010, 04:54 PM
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Seconded. Thx to Tree_ for the idea of using the CPMA mod w/ vq3 physics to allow brightskins, etc etc.

I approve.
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Nyarlathotep
post Dec 10 2010, 03:52 AM
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Assuming you have all the maps from the point release as well as the ones found here, Quake 3 1.32 Point release and CPMA mod installed in the base folder and are using the CNQ3 executable, here are all files required to run a dedicated server (not tested thoroughly).

Batch file script to run Dedicated server from CNQ3.exe (an alternative q3 exe):

CODE
cnq3.exe +set dedicated 1 +exec cfg\respawnserver.cfg


Config File. Goes in ..\Quake 3\cpma\cfg, executed by dedicated server console by exec cfg\respawnserver.cfg

CODE
// almost everything is set to sensible defaults in CPMA
// the only exceptions are cvars that are "poisoned" by baseq3

set sv_hostname "Respawn 1v1 Comp Server"

// change these  :)
set ref_password abc
set rconpassword xyz

// server autoactions bitmask: demo 1, screenshot 2, timestamp 8
set server_record 11

// on LAN, this is unnecessary provided sv_LANforcrerate is left at 1, but...
set sv_LANforcerate 1
set sv_maxrate 50000
set server_ratemin 50000
set server_maxpacketsmin 125
set server_maxpacketsmax 125
set sv_floodprotect 0

set server_optimiseBW 0

set sv_fps 60
set sv_pure 1
set sv_allowdownload 1

set g_log ""
set admin_log ""
set filter_file ""

set vote_limit 2
set vote_allow_timelimit 1 // for 10/15 alternatives
set vote_allow_scorelimit 0

set sv_maxclients 2
set g_inactivity 120 // idle kick

// gameplay settings
set server_gameplay VQ3
set mode_start VQ3DM
set mode_idletime 0
set server_availmodes VQ3DM

set map_delay 0
set map_restrict 0
set map_rotate 0

set match_mutespecs 1

set g_dowarmup 1
set g_warmup 0
seta g_weaponrespawn 4

set match_readypercent 100
set match_timeoutcount 3
set match_timeoutlength 100

set g_gametype 1 // 1v1
seta timelimit 15
seta fraglimit 0

set server_motd1 "^3*** Respawn Quake 3 1v1 Comp Server ***"
set server_motd2 "^2Commands: "
set server_motd3 "    ^7/ready"
set server_motd4 "    ^7/timeout"
set server_motd5 "    ^7/callvote map mapname"
set server_motd6 ""
set server_motd7 "    ^3Allowed maps:"
set server_motd8 "pro-q3dm6 pro-q3tourney4 ztn3tourney1 hub3aeroq3 pro-nodm9"

set server_motd "/ready to Readyup"

set map_file "cfg/respawncompmaps.txt" // allows certain maps only

// map rotation
set d1 "map pro-q3dm6; set nextmap vstr d2"
set d2 "map ztn3tourney1; set nextmap vstr d3"
set d3 "map pro-nodm9; set nextmap vstr d4"
set d4 "map ztn3tourney1; set nextmap vstr d5"
set d5 "map pro-q3tourney54; set nextmap vstr d1"
vstr d1


respawncompmaps.txt - this goes in ..Quake 3\cpma\cfg

CODE
pro-q3dm6
pro-q3tourney4
ztn3tourney1
hub3aeroq3
pro-nodm9
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priorax
post Mar 5 2014, 03:33 PM
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For people coming to old school LAN, the maps that don't come with CPMA can be found at https://dl.dropboxusercontent.com/u/11350558/baseq3.7z (hosted by Nyarlathotep original link went down)
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