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OVERVIEW

ENTERING

WHO CAN PLAY

PRIZES

OFFICIALS

CONDUCT AND ETIQUETTE

TOURNAMENT STRUCTURE

QUALIFYING ROUND

DOUBLE ELIMINATION

GRAND FINAL

MATCH SCHEDULING

SUBMITTING RESULTS

PROBLEMS

FAQ

GENERAL SCORING

2-TEAM SCORING

ALLIED SCORING

MAPS

GAMES FOR EACH ROUND

THE CRUCIBLE

This page is a brief summary of the rules and procedures to be used in the Myth World Cup '99 (MWC99). THESE ARE NOT THE FULL RULES! In case of discrepancies between this document and the Rules proper, the Rules will take precedence. The Rules are divided into a number of sections; you can browse through the sections using the navigation links on the left-hand side of the page.

We realise that there are a lot of rules. However, it's important that AT LEAST ONE PERSON FROM EVERY TEAM SHOULD READ ALL OF THE RULES. That way if a dispute arises, someone will hopefully remember what to do. Note that we mean all the rules, not just this overview here.

OVERVIEW OF RULES

MWC99 is a Myth II team tournament that includes a Qualifying Round and a Double Elimination ladder. In the Qualifying Round teams will play against other teams in their pool, round-robin style. The top teams from each pool will advance to the Double Elimination ladder. Double Elimination means that a team which loses two matches is eliminated from the tournament. Teams that lose their first match move to a separate bracket to play other teams with one defeat. At the end of the Double Elimination process, two teams will compete in the Grand Final for the 1999 Myth World Cup.

We have a wide assortment of prizes that will be awarded to the top teams in the MWC99 tournament.

The MWC99 is intended to provide wholesome, clean carnage. Play nice and have fun. Teams that do not play nice, whether by being offensive or cheating will be severely punished.

This website is the primary source of information for MWC99. Please check the news page on a regular basis for information that concerns your team. You will be expected to know about anything that has been posted on the news page.

Each match between two teams will consist of between 3 and 7 games of Myth II. All MWC99 games are scored using a point system (see the other sections for more details). Qualifying Round matches are won by the team that wins more games during the match. Double Elimination matches are won by the team that scores more total points in the match.

Every round of matches will be assigned by the MWC99 organizers and must be completed in a set time period. Teams will be responsible for playing one or two matches per week and must provide contact persons who are responsible for match scheduling. Teams should independently schedule and play their matches before the end of the set period if at all possible. However, if the teams cannot agree on a time to play their match during this period, they must field a team at the specified fallback time (usually during a weekend) on bungie.net or else forfeit the match.

In general, teams must provide their own hosts for matches. If teams cannot agree on a host, they will alternate hosting games during the match. Teams are allowed one "free" game restart during a match, which may be used if a player is dropped before the end of planning time. Otherwise, games will continue despite players being disconnected. If an entire team is dropped from a game while all of their opponents remain in the game, the dropped team forfeits the game. If an entire team is dropped from a game and at least one of their opponents has also been disconnected, the game must be replayed. In the event that a host crashes or is disconnected, the game will be replayed (with the teams switching hosting duties) and the team that hosted the first attempt will be penalized 50% of the points earned during the replay. A second host disconnection during the replay will forfeit the game to the team that did NOT host the replay.

Questions about MWC99 rules and procedures can be directed to the MWC99 judges. You can also refer to the MWC99 Discussion Forum or the MWC99 FAQ.

SCORING SUMMARY

Once again, THESE ARE NOT THE FULL SCORING RULES! In case of discrepancies between this document and the Rules proper, the Rules will take precedence. You can access the full rules from the left-hand navbar by clicking 2-Team Scoring or Allied Scoring.

2-TEAM GAMES
Game # Targets Scoring Max Pts
Body Count   1/10% enemy destroyed, 1/10% friendly force surviving, 5 for win 25
Last Man On The Hill   1/10% friendly force surviving, 6 for win 16
Steal the Bacon   1/10% friendly force surviving, 6 for win 16
Territories 6 2/flag, 3 for having more flags 15
Territories 7 2/flag, 3 for having more flags 17
Territories 8 2/flag, 3 for having more flags 19
Territories 12 1/flag, 5 for having more flags 17
Territories 15 1/flag, 6 for having more flags 21
Territories 25 2/3 flags, 5 for having more flags 21
Captures 6 2/ball, 3 for having more balls 15
Captures 8 2/ball, 3 for having more balls 17
Captures 9 2/ball, 3 for having more balls 19
Captures 11 1/ball, 5 for having more balls 16
Captures 12 1/ball, 5 for having more balls 17
Captures 13 3/2 balls, 5 for having more balls 23
Flag Rally 6 4/flag, 5 for victory 29
Flag Rally 8 3/flag, 5 for victory 29
Flag Rally 9 3/flag, 5 for victory 22
Scavenger Hunt 4 4/ball, 5 for victory 21
Scavenger Hunt 5 3/ball, 5 for victory 20
Assassin 1 1/10% friendly force surviving, 2/5/10 for hit/red health/kill enemy target 20
Assassin 3 3/enemy target killed, 3/friendly target surviving, 4 for win 22
Assassin 10 1/enemy target killed, 1/friendly target surviving, 4 for win 24
Stampede   3/20% animals exited, 5 for victory 20
Capture the Flag   1/10% friendly force surviving, 2/5/8/10/15 for contesting with < 50%/50%/75%/100%/capture 25
Balls on Parade   1/10% friendly force surviving, 2/5/8/10/15 for contesting with < 50%/50%/75%/100%/capture 25

ALLIED GAMES
Game # Targets Scoring Max Pts
Flag Rally (Gimble) 6 1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame 26
Territories 9 2/flag, 3/1 for finishing 1st/2nd in postgame 22
Territories 13 1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame 21
Captures 9 2/ball, 3/1 for finishing 1st/2nd in postgame 22
Captures 13 1/ball, 5/3/1 for finishing 1st/2nd/3rd in postgame 21
Flag Rally (Venice/Untamed) 8 1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame 24
Assassin   2/5/10 for hit/red health/kill each enemy target 20
Capture the Flag   1/3/5/10 for contesting with < 50%/50%/100%/capture each enemy flag 24
Balls on Parade   1/3/5/10 for contesting with < 50%/50%/100%/capture each enemy ball 20

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Last Update: Aug 23 04:09:19
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