Europe 2on2 Quake World Leader. Season 1

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  •   Groups (3 → 2) then Double Elimination
  •   Quake
  •   November 1, 2016 at 10:00 PM UTC
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Europe 2on2 Quake World Leader. Season 1

Rules is modified in: EQL (
Maps and match procedure

Map pool

  • dm2
  • dm4
  • dm6
  • aerowalk
  • ztndm3
  • bravado

Maps to win

  • Base groups:  Round Robin / EQL style :) (Best of three)
  • Playoffs: Double elimination / Duealmania style :)  (Best of three)

Match procedure

  • First map is decided by coin toss (/cmd rnd Team1 Team2)
  • The winner of the coin toss decides who picks first
  • If a decider map is needed the team that picked last, toss first
  • Match duration should be no longer than 2 hours

No map can be played more than once.

Match Reporting

  • In order for a match to be valid you'll need to have screenshots from each played map
  • If possible please provide log files from the match

Scores and ranking

Points in Group Stage

  • Each map win gives 1 point
  • Each played match gives 1 point (activity point)


  • Walkovers are 3 pts (2 map points + 1 for trying to play the game).
  • The team giving out a WO might be further punished with points deduction if they did not try (or refused) to play their opponent.

To make it as fair as possible in these kind of situations, admins will look into which solution is best in every case.

Clients and modifications

Allowed clients
Open source clients (with source code publicly availible on Internet) that have equivalent checks/restrictions of ezQuake's:

  • Ruleset smackdown
  • Client has to answer to f_modified and do the same checks and restrictions as ezQuake's f_modified
  • Movement script prevention
  • Client has to answer f_version with proper information of client name/version/os

Allowed modifications

  • Required ruleset: smackdown (ezQuake), nqr (FTE), eql (Fodquake). How? ruleset smackdown (in console) / disconnect / reconnect , allow_scripts 0 works without reconnecting.
  • For routing, Qizmo 2.91 is allowed, prefered method is however the new QWfwd proxy

Players are required to do f_ruleset checks before gamestart.
Using disallowed clients/proxies might lead to points deduction or even a WO.

Scripting and cheats


  • cl_fakeshaft (only mentioned here as it used to be forbidden)

NOT allowed

  • movementscripts (ezquake: cl_idrive must be OFF)
  • kfjump
  • custom rocketjump scripts
  • Any other kind of movement scripts
  • Teamoverlay
  • Automated teamsays
  • Different enemy skins
  • Radar
  • Skin changing depending on health/armour/weapon
  • Custom models not allowed by f_modified
  • Any kind of cheat (wallhack, aimbot, timers etc.)
  • Hacked clients (that disobeys one or more of the this tour rules)
  • Coaching, (timing quad and other items, relaying enemy positions and giving teamplay suggestions)

Failure to follow these restrictions can result in the player or team receiving harsh penalties such as a timed or permanent ban from this tour.

Warnings and disqualification

  • 2 warnings will result in disqualification

To retain order in the league and prevent teams from cheating effectively we may issue warnings to teams if they misbehave in some way.

Servers and settings

Server Settings

  • Timelimit: 10 minutes
  • Overtime: 5 minutes if match is a draw
  • Deathmatch mode: 3
  • Teamplay mode: 2
  • Spawn mode: Either KTX/KTX2 Respawns or KTPro Spawn is to be selected
  • Powerups: ON
  • Discharge: ON
  • FPS: A max of 77 fps is allowed.
  • KFjump: Toggled OFF (command = tkfjump)
  • Airstep: OFF
  • Jawnmode: OFF
  • Antilag (or equivalent): ON (unless both teams agree to play without it.)
  • Fallbunny: ON (if server allows)

These should be the basic 2on2 settings on all modern servers, but make sure to check.


  • Choice of server should be suitable for both teams
  • The team A with highest average ping can require the other team B to ping up to the level of team A's lowest pinging player. Only the best possible ping is accounted for. Using delay packet or rerouting to raise the ping of the lowest pinging player in order to force the other team to ping up more is NOT allowed and will be punished.
  • The maximum minping that can be required is 38ms (51ms vs an american team playing on a european server).
  • In cases of American clans meeting Europeans the games should be played on servers where Americans ping the best in Europe. Which are usually UK and NL servers.

If the team with lower ping wants, they can reroute via proxy to raise their ping.


  • If a team requests nospecs-mode, the other team are obliged to comply.

Server problems

  • The current map should be played to the end, no mather the servers condition
  • Admins will decide if a map should be replayed on another server

If a server gives 2 or more spikes that result in 100% packetloss for all players for more that 10seconds, the map should be replayed on another server if the teams does not agree to the score/situation.


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