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Old 09-06-2012, 10:18 AM   #1
KOACHK
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football C4 FOOTBALL LIVE EVENT RULES AND REGULATIONS

C4 FOOTBALL LIVE EVENT RULES AND REGULATIONS



*CONTESTANTS AND SPECTATORS AT THE LIVE EVENT MUST BE AGED 18 AND ABOVE.



*THERE WILL BE A 128 PLAYER MAXIMUM LIMIT.
ONLINE REGISTRATION ENDS THE NIGHT BEFORE THE EVENT AT 11:59PM ET,
OR WHEN ALL 128 SPOTS ARE FILLED UP. WHICHEVER COMES FIRST.
FIRST COME, FIRST SERVE.
PLAYERS WILL CHECK IN TO CONFIRM ID AND TOURNAMENT PLAY WILL BEGIN ONCE THE BRACKET IS SET.




*CODE OF CONDUCT:

Abusive behavior, including harassment and threats is prohibited.

Gambling, including betting on the outcome of games, is prohibited.

Collusion is defined as any agreement among two or more Players to disadvantage other Players in the competition. Collusion between Players is strictly prohibited.

Examples of collusion include, but are not limited to:
1: Any form of match-fixing.
2: Agreeing to split prize money.



*FOOTBALL GAMEPLAY RULES:

TOURNAMENT STRUCTURE:
4 Player Qualifier Round-Robins, with Single Elimination Playoffs (Every Player Guaranteed at Least 3 Games)


PRIZES

TOTAL CASH PRIZE POOL: $5,000 Guaranteed
1st Place = $3,000 Guaranteed
2nd Place = $1,000 Guaranteed
3rd Place = $750 Guaranteed
4th Place = $250 Guaranteed

MCS POINTS FOR THE MADDEN CHAMPIONSHIP EVENT:


DIGITAL PRIZING:
1st: 50 MUT Pro Packs
2nd: 30 MUT Pro Packs
3rd/4th: 25 MUT Pro Packs
5th~8th: 20 MUT Pro Packs
9th~16th: 15 MUT Pro Packs
Round of 32: 10 MUT Packs
Round of 64 / 3rd in Group (64): 7 MUT Packs
4th in Group (64) / 3rd in Group (128): 5 MUT Packs
4th in Group (128): 3 MUT Packs


EVENT TIME AND PLAYER CHECK IN/REGISTRATION:
PLAYERS MUST BE LINED UP FOR CHECK-IN AT THE POSTED/ADVERTISED TIME FOR THE EVENT.

TOURNAMENT BRACKET REVEAL WILL TAKE PLACE IMMEDIATELY AFTER ON-SITE CHECK-IN HAS ENDED.


PLAYERS NAMES WILL BE CALLED OUT A MAXIMUM OF 3 TIMES TO REPORT TO THEIR DESIGNATED STATIONS FOR TOURNAMENT GAMES.
PLAYERS THAT DON'T SHOW UP AFTER NAME HAS BEEN CALLED OUT 3 TIMES WILL RECEIVE FORFEIT LOSSES AND ALL AFFECTED OPPONENTS WILL BE ADVANCED ACCORDINGLY.


CONSOLE:
Xbox One


PLAYERS ARE PROHIBITED FROM USING FLASH DRIVES, MEMORY CARDS, AND ANY OTHER TYPE OF REMOVABLE STORAGE THROUGHOUT THE ENTIRE DURATION OF THE EVENT.


CONTROLLERS:
Players are expected to bring their own controllers.


THE HIGHER SEEDED PLAYER WILL ALWAYS BE THE HOME TEAM.


PLAYOFF OVERTIME RULES WILL APPLY TO ALL TOURNAMENT GAMES THAT ARE TIED AT THE END OF REGULATION TIME.


TEAM SELECTION:
Players will be allowed to use any of the standard teams in the game. No all-star, legends, mascot, or any similar kinds of teams are to be used.


GAME SETTINGS:

NOTE: No tournament games are to start until a tournament official has verified that Quarter Length and other game settings are correct.

ROSTERS: The latest updated rosters required for online play will be used.

*STANDARD PLAY SETTINGS*

EVEN TEAMS: Off

QUARTER LENGTH: 4 Minutes

EVENT TYPE: Superbowl

SKILL LEVEL: All-Madden

WEATHER: Clear

INJURIES: Off

FATIGUE: On

PLAY CLOCK: On

ACCELERATED CLOCK: Off

OFFENSE AND DEFENSE CAMERA SETTINGS: Standard

GAME SPEED: Normal

AUTO STRAFE: Optional

HEAT SEEKER: Optional

BALL HAWK: Optional

SWITCH ASSIST: Optional

OFFENSIVE HOLDING PENALTY SLIDER: Off (0%) (default setting same as online gameplay)

DEFENSIVE HOLDING PENALTY SLIDER: Off (0%) (default setting same as online gameplay)

OFFENSIVE PASS INTERFERENCE: Off (default setting same as online gameplay)

DEFENSIVE PASS INTERFERENCE: Off (default setting same as online gameplay)

REMAINING GAMEPLAY SLIDERS: Online Head-To-Head Gameplay Settings (Until Further Notice)

PLAYBOOKS: Players may choose to play with any standard team-specific, or generic, offensive and defensive playbooks. PLAYERS MAY ONLY SET OFFENSIVE AND DEFENSIVE AUDIBLES WHILE IN-GAME.

UNIFORMS: The Player playing as the home team must choose their uniform combination first, and have their team wear a uniform combination that is darker or contrasting in color scheme in comparison to the away team’s uniform combination. The player playing as the away team must choose their uniform combination after the player playing as the home team, and have their team wear a uniform combination that is lighter or contrasting in color scheme in comparison to the home team’s uniform combination.

SETTING AUDIBLES AND DEPTH CHARTS: Before kickoff (and before 1st snap of 1st possession for each player, if game limitations deem necessary), opponents will each be given 2 minutes of privacy to set their audibles and depth charts. Both players will also be able to adjust their audibles and depth charts during the game by taking a time out, and during halftime too.


SUBSTITUTION/DEPTH CHARTS:

If a Player chooses to edit their WR, TE, DE, ROLB, MLB, LOLB, CB, SS, or FS Depth Chart, they must adhere to the restrictions listed in the table below. For example, only players whose primary position is WR or TE may be added to a Player’s WR Depth Chart. Players will not be required to edit their team’s Default Depth Chart in order to comply with these restrictions.

Depth Chart = Primary Position

WR = WR or TE only

TE = TE, FB, RT, or LT only

DE = DE, DT, ROLB, MLB, or LOLB only

ROLB, MLB, LOLB = ROLB, MLB, LOLB, or DE only

CB, SS, FS = CB, SS, or FS only

If a Player chooses to substitute players, only position for position substitutions will be allowed with a few exceptions listed in the table below. For example, only players whose primary position is WR or TE may be substituted for a WR. Despite these substitution limitations, Players will be allowed to use all packages available to them in the Package feature and there are no limitations on Special Teams substitutions.

Substituted Position = Primary Position

WR = WR or TE only

TE = TE, FB, RT, or LT only

RT, RG, C, LG, LT = RT, RG, C, LG, or LT only

RE, LE = RE, DT, LE, ROLB, MLB, or LOLB only

DT = RE, DT, or LE only

ROLB, MLB, LOLB = RE, LE, ROLB, MLB, or LOLB only

CB, SS, FS = CB, SS, or FS only

Players will be allowed to use all packages available to them in the Package feature and there are no limitations on Special Teams substitutions.


COACHING PLAYERS DURING GAMEPLAY IS PROHIBITED. NO ONE AT THE EVENT IS PERMITTED TO DO THIS. IF ANYONE IS FOUND TO BE DOING THIS, THEY WILL BE EJECTED FROM THE EVENT.

Tournament games will not be interrupted/delayed by cell phone calls, texts, etc.

Cheat sheets, playbooks, and guides will be permitted at the event, but they cannot be referenced during tournament gameplay unless the player in question calls a timeout.

Digital/video and any other kind of cameras are permitted at the event, but entire tournament games cannot be recorded by players and/or spectators.

CHEW CLOCK: The use of the Chew Clock feature is optional for competitors; just as any other in-game clock management/tempo feature available in the playcall screen.

MERCY RULES:
If the following conditions are met during group play, the tournament operator will award a game victory to the Competitor with the score advantage in the interest of continuing the tournament in a timely manner. During a single elimination stage, mercy rules will be enforced at the discretion of the tournament administration team with the same conditional considerations.
1: A Competitor has a 32 or greater point lead at the end of the first half.
2: A Competitor has a 25 or greater point lead AND the disadvantaged Competitor has had at least one opportunity to possess the ball in the second half.
3: A Competitor has a 24-point lead with possession of the ball AND the disadvantaged Competitor has had at least one opportunity to possess the ball in the second half.

MAXIMUM POINT DIFFERENTIAL:
The maximum point differential that is allowed to be reported as a score in a group stage between two Competitors is 24 points (example: 24-0; 31-7; 66-42).

QUITTING GAMES IS NOT PERMITTED. ALL GAMES ARE TO BE PLAYED TO COMPLETION unless mercy rules are involved.

POINT DIFFERENTIAL FOR GAMES ENDED BY AN ILLEGAL QUIT IN THE ROUND-ROBIN/GROUP PLAY/QUALIFIER STAGE WILL BE THE OVERALL AVERAGE POINT DIFFERENTIAL CALCULATED FROM ALL OTHER LEGALLY COMPLETED GAMES, NOT INVOLVING MERCY RULES, IN THE ROUND-ROBIN/GROUP PLAY/QUALIFIER STAGE.

Any action done by players or attendees that can result in damaging competitive integrity will result in said persons being disqualified and/or ejected from the venue. All guilty players involved will be disqualified immediately, and will not be eligible for any prizes. ALL INDIVIDUAL PLAYERS WILL HAVE THE ABSOLUTE SAME CHANCE AT WINNING.

QUITTING OR INTENTIONALLY TURNING OFF THE CONSOLE YOU ARE COMPETING ON TO PREVENT THE SCORE OF A GAME TO BE PROPERLY RECORDED IS PROHIBITED.

KICK ARC: The use of the Kick Arc feature is optional for competitors.

Onside kicks are not allowed in the first half. A Competitor may not attempt onside kicks unless they are trailing in the 2nd half.
SQUIB KICKS CANNOT BE RECOVERED BY THE KICKING TEAM UNLESS THE RECEIVING TEAM FUMBLES THE BALL. A SQUIB KICKED BALL BOUNCING OFF A RECEIVING TEAM PLAYER DOESN'T COUNT AS A FUMBLE. THE RECEIVING TEAM MUST TRY TO FIELD THE BALL; ANY ATTEMPT BY THE RECEIVING TEAM TO MANIPULATE A RECOVERY FOR THE KICKING TEAM WILL NULLIFY ANY PENALTIES THE KICKING TEAM MAY HAVE HAD ENFORCED ON THEM IN THAT INSTANCE.
First time violators of these rules that recover the ball will have to punt/kick the ball back to their opponent immediately after that and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

MANUAL PUNT/FG/XP BLOCKING CAN ONLY BE DONE USING THE IN-GAME PUNT/FG/XP BLOCKING FEATURE WHILE CONTROLLING ONE OF THE PLAYERS, INDICATED BY ICONS, THAT ARE DESIGNATED TO BLOCK THE PUNT/FG/XP:
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

INTENTIONAL SCREEN MOVEMENT/SHAKING/TOGGLING/PAUSING: This is prohibited during offensive, defensive and special teams plays. If you believe your opponent has violated this rule, DO NOT SNAP THE BALL, pause the game immediately, and call an official over immediately. IF YOU SNAP THE BALL INSTEAD, THE PLAY AND IT'S OUTCOME WILL STAND AS IS. First time violators of this rule will have to use a time-out in order to allow their opponent to start the play over, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

PAUSING THE GAME DURING A FIELD GOAL, EXTRA POINT ATTEMPT, OR PUNT IS PROHIBITED.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

ANY ACTION BY A PLAYER ON OFFENSE TO GET OUT OF A FIELD GOAL/EXTRA POINT ICE/FREEZE THE KICKER OR HIGH PRESSURE SITUATION KICK CAMERA VIEW/IN GAME MECHANIC MUST BE FOLLOWED IMMEDIATELY WITH RUNNING A CONVENTIONAL OFFENSIVE PLAY, OR ANY OTHER OFFENSIVE SPECIAL TEAMS PLAY, EXCLUDING FIELD GOALS/EXTRA POINTS OR FAKE FIELD GOALS/EXTRA POINTS.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss. Freezing a kicker through conventional means, is permitted though.

Use of Player Lock feature to enable a CPU controlled Quarterback ("Robo-QB") is banned from all C4 competitions.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

OFFSIDES PENALTIES CAUSED BY A CPU CONTROLLED DEFENSIVE PLAYER NOT GETTING PAST THE OFFENSE AND LINE OF SCRIMMAGE BEFORE THE BALL IS SNAPPED WHEN THE OFFENSE IS USING NO-HUDDLE:
1: If the offense is using no-huddle, and the cpu controlled defense players must run past the offense in order to get past the line of scrimmage and onsides after a play, the offense must wait for the cpu controlled defense players to pass them and the line of scrimmage before snapping the ball for the next play.
2: If the offense does not comply, and causes an offsides penalty in this situation, the defense must decide on whether to accept the penalty, or the result of the free play.
3: The defense cannot intentionally slow down with user controlled defense players to cause an offsides penalty.
4: During regulation time, this rule is not applicable when the offense has no timeouts remaining after the two minute warnings in the second and fourth quarters.
5: This rule is in effect for the entirety of all overtime periods.
6: Third time violators of this rule will automatically forfeit/receive a loss.

Players may not audible out of the QB Kneel, Wildcat (or similar), Field Goal, or Punt offensive formations.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

Any run play, out of any offensive formation, that results in the defense being unresponsive to the ball carrier, being unable to assign commitments to ball carriers on option plays/designed QB runs, or over committing erroneously away from the point of attack, due to a glitch/game defect is not allowed.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

Flipping formations/plays, motioning players, and quick-hiking in order to manipulate the defense into leaving an offensive player completely uncovered is prohibited.
First time violators of this rule will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

MANUAL / ”TURBO/SPY-BLITZING” BANNED FOR ALL NORMAL DROPBACK PASSING PLAYS: Manually controlling a player to blitz in between the tackles (offensive line), and/or “Turbo/Spy Blitzing” during normal dropback passing plays (shotgun or undercenter) is prohibited.
Depending on the in-game result of breaking this rule, first time violators of this rule will have to allow a first down, or punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of this rule will automatically forfeit/receive a loss.

Defensive Linemen must always be visible on-screen before the ball is snapped.

Any glitches that are identified and banned by the Madden Challenge, major tournaments, and any other competitive venue are considered banned in C4 competitions too.
First time violators of any additional rules related to this will have to punt/kick the ball back to their opponent immediately after that, and whatever points that were scored as a result of that infraction will be considered reversed/null and void. Second time violators of any additional rules related to this will automatically forfeit/receive a loss.


CONSOLE, TV/MONITOR, POWER, OR ANY OTHER KINDS OF GAME-DISRUPTING MALFUNCTIONS: If there's an equipment malfunction during a C4 competition game, an official must be called over immediately, and you and your opponent continue the game as close as possible from the point of the disruption. If the two of you can agree to what score, quarter, time, and field position the game needs to be continued from; please continue the game from that point. IF YOU AND YOUR OPPONENT CAN NOT AGREE ON CONTINUATION TERMS, an official WILL SET THE TERMS. If the losing player is down by at least 21 points in the 3rd quarter, or 17 or more points in the 4th quarter, they have the option to concede or continue. Officials reserve the right to declare a winner in the event of a game having multiple disruptions.


A PLAYERS' TOURNAMENT SPOT/POSITION IS NON-TRANSFERABLE: If a player cannot continue on in the tournament, all affected opponents will be advanced accordingly.


EVENT OFFICIAL PAUSE:
At any time during a live match, an official may ask a competitor to pause their game for any reason. Competitors are expected to follow this guidance promptly and within reason.


REPORTING RULE VIOLATIONS/DISPUTES:
If you believe your opponent has violated a rule, pause the game immediately before the next snap, and call an official over immediately. The official(s) will review the replay and make a ruling. Officials WILL NOT make any kind of ruling without reviewing visual proof/replay footage first.
Making intentionally false or frivolous complaints will put you at risk for disqualification.
All rulings/decisions made by C4 officials are final.


EVENT MANAGEMENT AND OFFICIALS ARE NOT RESPONSIBLE FOR ANY LOST, STOLEN, OR DAMAGED PROPERTY OWNED BY TOURNAMENT PLAYERS AND/OR SPECTATORS.


NO REFUNDS WILL BE GIVEN ONCE TOURNAMENT ADMISSION FEES AND REGISTRATION HAVE BEEN RECEIVED FROM A PLAYER BY EVENT MANAGEMENT.


Rules are subject to change at any time by C4 management.
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