Rules

1. Rocket League Rules and Format

 

1.1. Player Eligibility

All players participating in Rocket League competitions must enter their Rocket League Nickname (America). The gameaccount is needed to invite players into a custom match and to check if the correct player is playing. In order to participate in tournaments by ESL, you must meet the following requirements:

If you do not not meet these requirements, you will be deemed ineligible.

 

1.2. Team and Player Names

ESL reserves the right to edit Nicknames and/or URL aliases. Team or player names that are too similar to that of another team or player are subject to be changed by ESL. For more information on team and player names, please refer to the ESL Global Ruleset section 3.1.2. “Nicknames, Team Names and URL Aliases.” If a team name has been wrongly seized, please file a support ticket with proof of ownership of the name. Team and player information will not be allowed to change once a cup has begun. This includes gameaccounts and team names.

Only registered team members are allowed to play for a team. Playing in any matches with a ringer is prohibited. (See “Ringing/Faking” in the ESL Global Rules) Players and teams must compete under their officially registered Rocket League team names and Nicknames during all official matches.

 

1.3. Roster

Team rosters must consist of exactly 3 players to participate in a cup. Teams are only allowed to play with players on their roster with a registered gameaccount. All roster changes must be made prior to the start of a cup. Playing with different players and/or illegal ringers will result in punishment. A team may have up to 5 players on their roster. The 5 players that will be on the roster will need to be determined by 5:00 pm Pacific Time on October 13th, 2018.

Teams are not allowed to sell spots in their team or switch accounts in order to obtain ESL Titles in-game. Any title-trading will result in an indefinite ban on ESL Play on grounds of breaking the TOS and will be subject to losing their titles.

 

1.4. Game version

All players must install the newest version of the game in order to participate in ESL tournaments. Updates must be installed before the tournament starts, so delays will be at a minimum.

 

1.5. Technical Issues

Teams are responsible for their own technical issues (hardware/internet). Matches will not be rescheduled because of technical issues and matches will be played nevertheless. If the maximum pause time is exceeded, the game goes on, even if the issue is not solved yet.

 

1.6. Disqualification

To keep tournaments as efficient as possible, ESL reserves the right to disqualify teams. This will only be done in cases where a team purposefully stalls or attempts to block another team. In some scenarios both teams may be affected. Any team found to be using a known exploit will forfeit their game upon the first occurrence of the exploit. If the team is found to use another known exploit for a second time and it is determined to have been done on purpose they will be removed from the event and barred from any future events. Betting during any ESL event (by a player, team, or on behalf of anyone associated with the team) is off limits. Those partaking will be disqualified from the event in question and will receive a minimum of 6 months ban.

 

2. Go4RocketLeague Cup Rules

 

2.1. Go4RocketLeague Tournament Format

 

2.1.1. Match Settings

  • Tournament Format:

  • Best of  5

  • Game Mode: Private match

  • Team Size: 3v3

  • Match Time: 5 Minutes

  • Default Arena: DFH Stadium (Teams can mutually agree on a different arena)

  • Server: North America (US-East)

 

2.2. Schools

Only teams representing one of the eligible Big East schools can compete in this tournament.

  • Butler University

  • DePaul University

  • Marquette University

  • Providence College

  • St. John’s University

  • Seton Hall University

  • Xavier University

 

2.3. Game preparations

Please resolve any problems that might occur before a match starts. Connection or hardware problems during a match could lead to a disqualification by ESL admins. Agreements between the teams/players have to be posted as match comments. The match must be played with the right settings. Make sure all players are eligible to play. In team games, all players must be registered for their corresponding team.

 

2.4. Roster Changes

To change to change your roster, the admin team must be notified of the change at least 72 hours before your next match is scheduled to start and it must be approved by an admin. Emergency subs may be permitted at any time so long as it has been approved by an admin.

 

2.5. No show

If a participant is not ready to play 15 minutes after both teams are matched, please submit a protest ticket. This is the fastest way to get your match checked to move on to the next round.

 

2.6. Disconnects

In the case that a player(s) disconnects, the team is allowed to continue to play the match at a disadvantage. Additionally, if the disconnect occurs before the first kickoff of a game, that game will be remade.

 

2.7. Forfeit

Participants can choose to forfeit a match if they wish. Forfeiting will result in loss of the match.

 

2.8. Protests

If a match was incorrectly reported by your opponents, your team has 10 minutes to protest the match. Match protests must include media evidence clearly showing the results of the match/series. Teams are responsible for providing proof of match results in case of disputes.

 

3. Match rules

 

3.1. Arenas

“DFH Stadium” will be the default arena for every round. Teams can choose to play a different arena as long as both teams mutually agree. Results will not be overturned because of map selection after a match has already been played, unless map has a known bug.

 

3.2. Private Match Create/Join Procedure

  • The higher seeded team (the team on the left of the match-up on the “Results” tab) will host the first private match. The hosting team will alternate between each game.

  • Host selects “Play Online” ⇒ select “Create Private Match”.

  • Make sure “Joinable By” option is set to “Name/Password”.

  • Host creates a Name & Password (keep it simple) for players to enter.

  • Host’s teammates and opposing team select “Play Online” ⇒ select “Join Private Match”.

  • Players enter the Name & Password communicated by the host through ESL match chat.

  • All players must be in the private match lobby before selecting teams.

  • Team on the left of the Match Info Page will choose Orange Team, team on the right of Match Info Page will choose Blue Team.

  • The match will then begin.

Still having trouble? Check out this detailed tutorial! - Private Match Create/Join Procedure Article

 

3.3. Re-host

A rehost can only be played with prior admin approval. Please contact an admin via support ticket to receive approval. In a re-hosted game each participant must choose the same vehicle as they picked at the start of the the original match. Disconnects and lag issues will only qualify for a re-host if the issue occurs the within the first 30 seconds of the game, and no goals have been scored. Matches will not be re-hosted because of map or team color selection after it has already been played, less map has a known bug.

 

3.4. Observers

Observers are allowed only if both teams agree. Exceptions to this rule are, ESL admins and people that are given permission by an admin (e.g. shoutcasters or streamer). Under no conditions are teams allowed to play with referees other than ESL referees.

 

4. Results

Both participants are responsible to enter the correct result. Results must be submitted after all games have been played. If anything is unclear, participants should have screenshots and the required replay files available to verify the result and file a protest.

 

5. Communication & Support

Please use matchchat, located on the bottom right hand side of your screen or submit a support ticket for any assistance during the cup. ESL Wire is the main communication tool for admins to communicate to players through matchchat during a cup.

 

5.1. Admins

All participants must adhere to the decisions and rules of the tournament organizers, admins, and referees. All decisions are final, except in cases where the option to appeal is clearly stated. Conversations, either verbal or written, between organizers, admins, or referees, and participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden unless permission is obtained.

 

6. Match Media

All match media (screenshots, demos, etc) must be kept for at least 14 days. In general, you should upload the match media from a match to the match info page as soon as possible. Faking or manipulating match media is forbidden and will result in severe penalties. Match media should be named clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in their work because of bad match media names then it can be punished.

 

7. Casting and Streaming

Casting an ESL match is only allowed with an ESL admin agreement. To get an agreement please contact the admin team either by Discord or Support ticket. If your match is being casted by ESL, please follow instructions given by an admin in Cup Chat prior to match start. These will include:

  • Your lobby name and password, that will also be shared with the casters

  • Team colors, which will remain the same for all games in the match

  • Allowing replays to play out instead of being skipped, for casting purposes

 

8. Ties

In a situation where more than two teams are tied the deciding order is as follows:

  1. Match W/L record among the tied teams against only the tied teams (cumulatively).

  2. Game W/L record among the tied teams against only the tied teams (cumulatively).

  3. If more than two teams still remain tied, then another round of the round robin will be played between the remaining tied teams.

  4. In the event that the tie remains, this process will restart.

In a situation where only two teams are tied the deciding order is as follows:

  1. Match W/L among the two teams against only the two teams (cumulatively).

  2. Game W/L among the two teams against only the two teams (cumulatively).

  3. A deciding best of five match will be played.