Published on September 14, 2018 3:23 PM Eastern Time
Introduction updated: Sat, 9/1/18
UGC Overwatch Season 8
LEAGUE QUICK FACTS:
Current Season: 8
Roster limit: 12
Season starts: Sunday September 16th
Duration: 6 weeks of regular season play followed by 4 weeks of playoffs (1 match per week)
Match nights: Sundays for for all divisions
Cost: Free to play
Signups close: Wednesday September 19th
Skill level: All skill levels welcome!
This season's admins will be:
Snowblind#1570 (Head Admin)
DiegoRed#1558 (Division Admin)
Players can feel free to engage us directly on Battle Net, Discord or on Twitter.
Below are the rules based on the current state of the game. The rules will be edited as needed should any gameplay or structure changes occur throughout the season. All teams registering and participating in the UGC League will be assumed to have carefully read these rules before commencing gameplay.
Best of luck!
General Rules updated: Sat, 8/18/18
(1.1) Season Format
- Regular Season: The season will start with 6 weeks of Regular Season matches. Teams are provided 3 maps to pick from each week. Home Team picks the first map and whether to attack or defend first (when applicable). Away Team picks the second map (alternate attack/defend when applicable). If either map ends in a draw, a single overtime round on Lijang Tower will be played to decide who won the map. If the scores are tied 1-1 after the first 2 maps, then proceed to the remaining map from the weekly pool for a tie breaker to the match. Each map won = 1 match point. Possible scores are: 2-0 or 2-1.
- Playoffs: Immediately following the regular season, there will be a single-elimination playoff period.
- Fixtures: Teams will be scheduled by W/L ranking + SR consideration.
- Default match nights: Sundays for all divisions.
- Default match time:
- North America: 9:30pm EST
- Europe: 8:00pm (20:00) CEST/CEDT/CET
- South America: 10:00pm (22:00) (GMT-3)
- Asia: 9:00pm Seoul time
- AUS/NZ: 8:00pm Sydney time
- Match Deadline: Wednesdays 11:59pm EST for all divisions. Failure to report the match on time may result in both teams receiving a loss.
(1.2) Division placement
- Placement of teams in will be determined on a case-by-case basis, based on the following team factors:
- Performance in previous UGC seasons
- Performance in other tournaments and leagues
- Admin discretion
- Skill rating
- NA Premier - Top division, teams/players should have established records in other tournaments/leagues, most players should be 3500+ SR.
- NA Intermediate - New or established teams/players, should have prior experience in UGC. Team average SR must be 3500 or below*. Teams are permitted no more than 2 Grand Masters at any time.
- NA Beginner** - Brand new teams/players with no tournament/league experience, individual player SR must be 2999 or below*. Teams that qualify for Beginner may also elect to play in the Intermediate division. If too few teams signup, Beginner teams will be given the option to play in the Intermediate division.
- EU, SA, ASIA & AUS Open - Due to low team count, only a single division per region and no SR restrictions.
*SR limitation for Intermediate & Beginner divisions is based on the SR of the player at the time of roster join. Players that improve their SR after rostering will not be kicked off the roster.
**Beginner Division only: Players that do not have established SR at the time of rostering will be subject to further review. Prior season SR may be used to determine their eligibility to play in the Beginner division.
- Good sportsmanship is an important part of this league and all players/teams should be treated with respect. UGC has a ZERO tolerance policy for toxicity and Admins have full discretion when handling complaints of such behavior. Infractions will result in your team being removed from the competition for the remainder of the season.
- Examples of bad sportsmanship include, but not limited to:
- a.) Remarks that attack one’s ethnicity, sexual orientation, gender, or religion.
- b.) Negative or inflammatory remarks about a player/team's skill level or performance.
- c.) Purposefully ignoring the objective of the map to spawn camp, excessively tea bag or otherwise troll your opponent in some way.
- Teams are welcome to play their matches on non match days but this must be agreed to in writing in the Match Communications panel by leaders on both teams.
- Admins will never force a team to reschedule a match. If teams cannot agree on a reschedule date/time then the default date/time MUST be used.
- Regular Season Matches must be played and reported by Wednesday 11:59pm EST each week
Match Rules updated: Wed, 9/5/18
(2.1) Lobby Leader
- By default, the Lobby Leader is the Home Team's Leader.
- The Lobby Leader is responsible for setting up the Custom Game in accordance with rule 2.2.
- The Lobby Leader is required to take a screenshot of the opposing team agreeing to start the map.
- Failure to submit these images (when requested by an admin for a dispute) may result in a loss for the Lobby Leader's team.
(2.2) Match Configuration
- Matches must be played as a Custom Game with the following settings. Any settings not called out below must be left defaulted. Lobby settings can be viewed by all lobby members and must be verified through in-game by both teams before the map is started!
- Preset: Competitive
- Disable Kill Cam (From settings menu: Modes > All > Kill Cam)
- Control maps set to 2 wins (From settings menu: Modes > Control > Score to Win = 2).
- Draw breaker control maps should be set to Score to Win = 1.
(2.3) Starting each map
- The lobby leader (Home Team's Leader) is not permitted to start a map until the leader of the opposing team indicates that their team is ready through in-game chat.
- Be respectful of everyone's time and do not add unnecessary delay to the start of each map.
- Each map won = 1 Match Point. If a map ends in a draw, proceed to Lijang Tower and play 1 round to determine a winner for the map. Possible Match Scores are 2-0 or 2-1.
(2.4) Reporting scores
- The winning team must report the final match score within 24 hours of match completion.
- Scores are reported through the Match Comm panel.
- For a walkthrough of how to report scores please visit the #reporting-scores guide room in our Discord server.
(2.5) Game Version
- Every match must be played in the official version of Overwatch. Teams may not, under any circumstances, play their match in the Public Test Region (PTR) version of the game.
- Teams must play the maps listed on the fixture page for each given week. Teams are not permitted to change the maps for any reason.
Player Disconnects & Pausing updated: Mon, 2/26/18
(3.1) Player Disconnects
- In the event that a player disconnects from the game, that player is permitted to rejoin the game at any time. This applies to disconnects that occur both before and after the round setup time. In the event that the original player is unable to reconnect, a substitute player from the roster is permitted to join the game at any time.
- A team may only request a pause in the event of a player disconnect. This pause can only be used once per map and must not be for longer than five minutes.
- To start/end a Pause use the following key strokes Ctrl Shift +
Match Documentation updated: Wed, 9/5/18
(4.1) Match Comms
- Match Comms are a chat dialogue that you use to communicate back and forth with the leader of the other team in your matchup. We ask that you use Match Comms so admins can track the status of matches. This helps stay on top of matches that are having difficulty rescheduling and also helps us decide which matches to cast! If you end up coordinating with other leaders via Discord or BNet we ask that someone post a copy of the chat in Match Comms.
- Team Leaders are REQUIRED to use the Match Comms every week! You should use them to coordinate the date/time to play the match and any possible unrostered players needed for the match. Forfeit match results will not be accepted if Match Comms were not used.
- Failure to use Match Comms may also result in an unfavorable outcome for your team in the event that a dispute arises from your match!
- Team Leaders can access the Match Comms from 2 locations:
- While logged in as a Team Leader: by clicking on Match List > View Match Details from your Team Leader Homepage.
- While logged in as a Player: by clicking on the yellow "Match Details" button on your Player Homepage.
- For more information, please see the #using-match-comms guide room in our Discord server.
(4.2) Recording of Matches
- At least one player per team is required to record the match at a minimum of 480p resolution.
- The recording can be done locally or can be a saved stream.
- These recordings will be used in the event that there is a match dispute.
- This rule will be in effect until Blizzard finishes and implements their own in-game recording system akin to demo recording in Source Engine games.
Rosters and Player Eligibility updated: Fri, 9/14/18
(5.1) Roster limit
- Maximum of 12 players per roster.
(5.2) Player Eligibility
- All players on a team must be listed on their team roster at least 18 hours prior to the agreed upon match date and time in order to be eligible to play.
- Teams may only have 1 player from an outside region on their roster at a time.
(5.3) Roster Changes
- Preseason: Unlimited roster changes
- During Regular Season:
- Players may join 1 team per 5 day period. An 18 hour roster cooldown applies to roster joins.
- Teams may accept no more than 3 players to their roster in an 5 day period. A player that left your roster and wants to rejoin will still count against this quota.
- Playoffs: No roster changes allowed from Friday October 19th through the end of playoffs.
- New Teams: Teams sitting in one of the New* divisions are afforded unlimited roster changes.
(5.4) Subbing in players during a match
- During a live round: You may substitute in a rostered player only if one of your players suddenly drops and is unable to reconnect quickly.
- Between maps: You may swap in/out any of your rostered players.
(5.5) Unrostered Players (Ringers/Mercs/Unrostered Subs)
- If you need to use an unrostered player, written permission from the other team leader is required in Match Comms.
- Once a specific unrostered player has been approved, in writing in the Match Communications, that player may participate in the entire match.
- Teams do not have to allow any unrostered players in the match if they do not want.
- Admins will never force a team to allow an unrostered player in a match.
- It is the responsibility of each team leader to check all players in the lobby from the other team prior to agreeing to start the match. Once the match has been started, you are giving tacit approval that every aspect of the match (including all players in the lobby) is good to proceed.
- If an unrostered player is brought in during a live round, the team bringing in the unrostered player will be forced to lose the match if that unrostered player did not have prior approval from the other team leader.
(5.6) Account sharing
- Account sharing is strictly prohibited in official UGC matches.
- Players caught account sharing will be banned from the league for 3 months.
- Team Leaders who were aware of, or sanctioned, account sharing will be subject to the same ban period.
- Teams that are involved in account sharing will have all match wins, where account sharing took place, overturned.
- Account sharing outside of UGC matches, such as to boost a player's SR, does not fall under UGC's purview.
(5.7) Co-Leader accounts
- If you would like to designate someone on your roster as a co-leader there are 2 options for this, each with different privileges:
- Match Comms only - If you only want your co-leader to have access to post in match comms then this is the option to use.
- You will need to designate them as a leader role from your roster editor page.
- Your co-leader will be able to access Match Comms while logged in through BattleNet and make posts in the Match Comms by clicking on the yellow "Match Details" button on their Player Homepage.
- Leaders setup this way cannot report match scores nor will they have administrative rights to edit the team.
- Full administrative rights - If you want your co-leader to have full administrative control over the team including posting in match comms, reporting scores, changing team status, accepting/removing players from the roster then this is the option to use.
- First you will need to designate them as a leader role from your roster editor page.
- Next you will need to contact an admin and provide an email address for this leader. An admin will create the leader login and send instructions to that email.
- Be careful who you give this kind of access to!
Casting and Spectating updated: Tue, 6/5/18
- UGC will provide casters for select matches every week.
- Third party casters must be approved by the UGC Head Admin ahead of time.
- Matches must be casted through Twitch with a 90-sec stream delay.
- A VOD must be saved of the cast and made available to both teams after the match.
- Match casting opportunities are subject to restrictions from the official Overwatch League schedule.
- No UGC matches may be cast internally or by third parties during OWL broadcasts.
- See news post and Discord announcements for approved casting windows each week!
- Violation of this rule will result in your team being removed from UGC.
- Matches may not be spectated by any players for any reason (not even backup players on your roster waiting to sub in).
- Inviting a spectator to your game will result in your team losing the match.
- UGC Admins and approved casters are exempt from this rule.
- Players are permitted to stream their matches via Twitch with a 90-second delay.
- Streamers must be playing in the match. Spectators are not allowed at any time.
Forfeits and Byes updated: Fri, 8/17/18
(7.1) Forfeits (Defaults)
- If a team does not show up for a match within a reasonable length of time after the default or agreed upon time, teams must contact their Division Admin for permission to submit a forfeit win.
- Forfeit Wins will count as +0.5 Win and +1 Games Played on your rank. If the forfeit win is the result of the enemy team disbanding after the fixtures were published you will receive +1 Wins instead of +0.5.
- Forfeit Losses will count as +0.5 Loss and +1 Games Played on your rank. If the forfeit loss is the result of your team disbanding after the fixtures were published you will receive +1 Loss instead of +0.5.
- 1st forfeit loss = Team set to Not Ready. This will remove your team from the scheduling rotation. You will receive an email when this occurs and will have the opportunity to set your team back to Ready before the next fixtures are posted.
- 2nd forfeit loss = Team is Suspended from the league and removed from the scheduling rotation. If your team wishes to continue playing after this point you will need to discuss with your Division Manager.
(7.2) Bye weeks
- In the event that there are an uneven number of teams in a division, 1 team will receive a Bye Week which is essentially like receiving a forfeit win. Most often this will be the team that is ranked lowest and has played all prior matches. Occasionally late in the season we will give the Bye to the top ranked team if their position in the playoffs is already secured.
- Byes will count as +1.0 Win and +1.0 Games Played on your rank.
- Teams will not receive more than 1 bye per season.
Playoff Rules updated: Tue, 8/28/18
(8.1) Roster Lock
- Rosters will lock for Playoffs on Friday October 19th at 11:59 EST. This roster lock will remain in effect for the duration of the playoffs.
(8.2) Playoff format for Season 8
- Best of 5 series and will end when one team wins 3 maps total
- If a map ends in a draw, teams should play 1 round on Lijang Tower to break the draw.
(8.3) Map selection & progression for playoffs
- Map Selection must adhere to the following structure: Control / Assault / Hybrid / Escort / Control
- MAP 1: Home team - Choice of any Control map played this season.
- MAP 2: Loser from Map 1 - Choice of any Assault map played this season, Winner from Map 1 chooses starting side.
- MAP 3: Loser from Map 2 - Choice of any Hybrid map played this season, Winner from Map 2 chooses ses starting side.
- MAP 4 (if needed): Loser from Map 3 - Choice of any Escort map played this season, Winner from Map 3 chooses starting side.
- MAP 5 (if needed): Loser from Map 4 - Choice of any Control map played this season (not yet played)
- Control maps should be set to Score to Win = 2
- Do not play the same map twice in a single match.
- Home team MUST post their Map 1 selection ahead of time in Match Comms panel and once selected may not be changed. All other map selections will take place via in-game chat as the match progresses.
(8.4) Scoring for playoffs
- Each map won = 1 point
- Possible match scores are 3-0, 3-1 or 3-2
(8.5) Default Day/Time
(8.6) Match deadline