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JJnet Duel Tournament v5.0

  • 20 Players
  • Groups (5 → 4) then Double Elimination
  • Jazz Jackrabbit 2
  • September 30, 2019 at 10:00 PM EEST

JJnet Duel Tournament v5.0

Click here for map picks per player

For mappool, open the full description.


JazzJackrabbit.net and the crew are organizing the 5th edition of the JJnet Duel Tournament. The tournament starts off with the group stage, where signed up players have been drawn into different groups by random (but with balance). The top-4 players in each group will qualify for the elimination stage.

In the elimination stage, the qualified players start from the upper bracket. This is basically the main tournament here, where the players in the same matchup duel each other. Those who lose in the upper bracket, go to the lower bracket, where they get another chance to progress and make it all the way to the finals, since the grand final is held between the winner of the upper bracket, and the winner of the lower bracket. The way through the lower bracket is of course longer and harder, so losing already on the first round in upper bracket in hope for easier opponents in the future in lower bracket is not recommended.

In the grand final the winner of the upper bracket requires only one win, to win the whole tournament, while the winner of the lower bracket has to win twice, since even in the finals you can't be knocked out at once.


All Your Base (olcallurbase.j2l)

Employee of the Month (evilctf22.j2l)

Epitome (epi.j2l)

Hall of The Mountain King v2 (xlmhmk.j2l)

Re-Purposed Offshore Platform (rpop.j2l)

Scrapyard (xlmscrapyard.j2l)

Superconductor (elmsuper.j2l)

Swingin Jazz (bbswing.j2l)

The Astrolabe (ezastro.j2l)

Trigelateral v4 (eztrig.j2l)

Tyuka's Realm Forsaken (olctrf.j2l)

Wicked Wood (xlmww.j2l)

Arranging The Matches

Each round and stage will have a set deadline for the matches played. The duelists should contact each other themselves and agree on a time themselves, but a tournament admin/official can be asked for assistance if there is are scheduling problems.

If a player does not show up without a reason at an agreed time, the match can be postponed to a later time upon the opponent's agreement. The match cannot however be postponed later than the current deadline for the match in normal circumstances. Also each match can be postponed only once. If a player still does not show up at the postponed time, that player will forfeit the match.

In case both players of a matchup cannot agree on a time(timezone problems, etc.) or aren't showing up, the tournament admins will try to find out which player is more active or is easier to contact, etc. and make their decision on who progresses by forfeit, or flip a coin, as the last option.

Playing the Matches

Group Stage:

Each player is allowed to veto 2 maps from the mappool, meaning that those 2 maps cannot be chosen in a match against him/her by the opponents. However, the player is allowed to pick his/her own vetoes. The veto maps are the same through the whole group stage, so pick carefully, you are not allowed to change or add them after you've played your first game until the elimination stage. Each player's vetoes are going to be added to their names on the standings-page.

The game mode is CTF. Only maps that are in the tournament mappool above are allowed. Each player picks a map of his/her choice against the opponent. Those maps are then played as the 2 rounds that count for points in the group.

Since there doesn't have to be a winner in group stage, no tiebreaker rounds are played. Both players pick their map before the first round gets played, by default simultaneously if the players are able to use a countdown timer like /cstart to announce their maps. Otherwise the player who is lower in the group/tournament tree should announce map pick first. The player who is positioned higher in the group/tournament tree can choose the map order. A player is allowed to choose the team colors in the opponent's map.

Remember that through the whole group stage you can pick one map max. two (2) times. In the elimination stage the map picks reset. Only in the grand final this rule does not apply and the players can pick any maps. This is to avoid players sticking to only one map in the whole tournament. It does not matter in which order you pick the maps, and where, once you have picked a map 2 times in total, you cannot pick it again, so pick carefully. In elimination stage, tiebreakers do not count as a map picked by any player.

If you unexpectedly have to quit a match you're currently playing, you may ask your opponent for postponing it at most once per match (but not later than the current deadline for the match).  The current score and time remaining is supposed to stay until you finish it, so you should always write it up in case neither you, nor your opponent/host can remember it.

However, if you do not manage to finish the match after the postponed time, you forfeit the match. If something complicated happens, the admins/officials will try to find a solution on it case-by-case, but in the worst case another player forfeits the match, unfortunately. (e.g. a player has to leave in the middle of a match, and the players agree to finish the match later. Then, the player that left shows up, but the other one seems to be unable to play anymore.)

Elimination Stage:

The same as in group stage, except for that the winner is determined now by the best of 3 rounds. If round-wins are tied after the first 2 rounds, a third map (tiebreaker) is played with the same settings.

Before playing their first match, players are allowed to change their current vetoes (or add them if they didn't have any). Otherwise, if a player does not set any vetoes before their first elimination match, they cannot add them later, unless their current opponent agrees.

Also map-limits are the same, but map picks from the group stage are not counted anymore. You can pick a map only two (2) times during the elimination stage unless you're in the grand final. As mentioned before, in the grand finals the players are allowed to pick any maps (except opponent vetoes as usual), also in a possible rematch.

Group Stage Scoring

Each player plays 1 match, consisting of 2 sets (rounds) against each player in the same group. The matches are scored as follows:

For each round you win, you gain 3 points in your group(so max. 6 points per opponent.)

For each tied round(same score after the timelimit), you gain 1 point.

For each loss you gain 0 points.

Match rules and settings

The following is important for each player to know about, since the matches are supposed to be played exactly like this:

Group Stage:

All players are supposed to use the latest version of JJ2+ for the matches.

The first player to reach 5 scores OR to have a bigger score after 10 minutes of playing wins a round.

If the score of a round is tied after 10 minutes, the game stops and the round is counted as a tie for both players.

Elimination Stage:

The same as above, except that the matches are best of 3 rounds. The player to first win 2 rounds progresses.

If round wins are tied at 1-1, a tiebreaker round is needed. The player that wins the tiebreaker round progresses.

In the event of a tie, players are to determine the tiebreaker map by doing a veto-race; maps will be vetoed by each player in turn, until only one map remains. That remaining map will be used for the tiebreaker round.

NOTE that regular vetoes do not apply for tiebreaker rounds, but can be vetoed during your veto-race.

Whichever player scored more points in total in the previous 2 maps played will have to choose the first veto. In the event of scores being tied, group-stage results will be considered. Whichever player has performed better in the group stage will have to choose the first veto (from the current mappool).

NOTE player performance from the group stage will be determined by comparing stats in the group-stage standings column, starting from the W-T-L column, left to right. This process continues until an uneven comparison is met.

If the score of any round is tied after 10 minutes, the round continues in overtime, where the player to make the next score wins the round.

Group Stage:

/autostop on

/timelimit 10

/maxscore 5

/overtime off

/allowmouseaim off

Start and Maxhealth are 3 as by default.

No custom add-on game modes/effects are allowed, except Extended TNT Damage with whatever damage you want in case you and your opponent agree for that.

You are allowed to use /ready before the round starts. Start only from your base.

Also, you are supposed to use /nomovement on once you begin playing, so that players cannot change their situations during pauses unfairly.

Elimination Stage:

The same as above except for:

/overtime on

/otlimit 30 (maximum is 30, reset if needed. If the overtime continues past 15 minutes(half), you(or a neutral referee) are supposed to turn on insta gib with /instagib on as the default case.)

Other important things

Cheating will result in a ban from the tournament, and possibly a ban from future tournaments as well, depending on the case.

Playing with /wc on and purposally abusing wallclimbing or any bug in the level to get yourself into otherwise unreachable areas in the level is forbidden. Walljumping, RF-climbs and other game quirks that are possible to execute by default are allowed since they cannot be used for such purposes in the current maps.

Final Results

Icon medal third






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