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UF hell week question


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HusH- ]
DevilHawk34 ]
HusH- ]
Tool_Minion ]
HusH- ]

I also have a question.

 

I have put our app in. We are still recruiting and I know that you guys are doing one clan at a time in the order received. With that said, Our we allowed to add names to the thread if we have not started our week yet?

 

I am no authority, but I would say that any amendments you make to your thread BEFORE your response is received by UF is up to you.

 

Again, I haven't heard anything from Tow on this, but it seems like the logical answer.

 

Thanks!

 

Now I have another question. I know Black runs with no BOOM. So will this consist of the same thing? If there is a topic with rules, I might have missed it.

 

 

C. Each week of the 3 week season will see all players using whatever weaponry is made available to them, including all grenades and rockets. NO GRENADE LAUNCHERS ARE ALLOWED.

 

 

 

Where did you get this? It say 3 week season? Its only one full week 5 days straight? If the rules are up can you post the link hawk?

 

 

http://urgentfury.com/horsemen/main.html

 

 

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Urgent Fury: HORSEMEN Rulebook

Make sure you know these rules inside and out.

 

 

Rule Set #0: Amending During Tournament Play

 

0: During the entire tourney, if there is a discrepancy in the way a team or player perceives a rule, the way a rule affects another rule in an unforeseen way, or in any instance where something was not covered within the rule sets to begin with, the following procedure will take place.

 

A: After the Staff find there is a complaint, the Staff will first try to offer an explanation/interpretation to satisfy all parties and to get tourney play resuming as normal again.

 

B: If there is a definitive flaw in the rules, the creators will re-work the ruling, both for the immediate instance, if necessary, as well as the long-standing rules we're all to follow during tournament play.

 

D: Once a rule is altered, there will be a forum-wide announcement stating so.

 

***This is a simple disclaimer to make certain that hell doesn't break loose in the event that a rule was inadequate or altogether missing from the rule set. Mistakes CAN happen.

 

 

Rule Set 1: Beginning Procedures for Launching UF: HORSEMEN

 

ENTRY FEE: There is a $10.00 entry fee for every team of four players. The payment will be made through PayPal only and each team can submit only one payment for the full $10.00. We will not accept broken up payments from each member of a team.

PRIZE: The winning team of four players will each be shipped a brand new Sony Playstation 3 EyeToy straight to their door.

 

1: As many qualifying teams as possible will be participating in Urgent Fury: Horsemen, with enough divisions set up to accommodate all arrivals within an acceptable, structured tourney. The two Urgent Fury creators (Undertow & Sniper) will determine the teams chosen to participate in the tournament after reviewing all submitted applications. The creators reserve all rights to keep out any team(s) they feel will not fit in this tourney, either by online actions, temperament on these forums, or simply because a quota for the tourney was reached. The creators of Urgent Fury are not obligated to disclose any reason for not accepting a particular team into Urgent Fury: Horsemen.

 

A: Let it be known that UF: Horsemen will contain SOCOM Confrontation maps from the PS3 only. You should have your team prepared to play these maps well before this tournament begins. Maps to be used in this tourney will be fully disclosed to the participating teams before the tourney begins by the UF Staff. All maps, however, will be played on the small version of the offered map.

 

 

Rule Set 2: Standby Team Alternates

 

2: No alternate teams will be needed for UF: Horsemen. Should a team drop out or be removed before the start of UF: Horsemen, another applying team will be contacted to fill the open position.

 

A: If a team removes itself from UF: Horsemen after tournament play begins, their spot will remain vacant and the playoff bracket will be altered to accommodate the change.

 

B: If a team is ejected from the tourney by the UF Staff for conduct issues and failure to adhere to warnings, then their spot in that league will remain vacant and the playoff bracket will be altered to accommodate the change.

 

 

Rule Set 3: Season Details

 

3: UF: Horsemen will begin with a 3 week “regular seasonâ€. The participating teams may be put into divisions depending on the number of clan sign-ups. A total of 8 matches will be played over the course of the regular season. The overall win/loss/tie record of each participating clan in UF: Horsemen will determine its seeding for the single elimination “playoff†bracket which immediately follows the three week regular season.

 

A: Each week of the 3 week season will consist of 2 matches for each team. Matches will occur each Monday and Wednesday at 9:00pm Central Standard Time. Both teams have the OPTION of choosing to move their war to 9:30pm CST or 10:00pm CST as they prepare their war in the appropriate section, but ONLY if both teams agree to it. If no agreement can be made on an alternate time, then the war stands at 9:00pm CST by default.

 

B: Each match will consist of the week’s preselected map (as chosen by the creators). The designated HOME team (as listed on the schedule) will choose which side it wishes to play on the map. The AWAY clan will play the other side and then decide if the map is to be played during the day or night. The winner is determined by TOTAL rounds won. If there is a TIE in rounds won, the match ends in a draw. Currently, SOCOM is not allowing the option of turning team-switch OFF midway through the map as their game book says they will do. Until this feature is properly restored, in the respect of ties and what not, UF: Horsemen will have to continue to play with the midway team switch on automatically. In this scenario, since both teams will be playing both sides before the map is over, the HOME TEAM chooses which side they wish to play on first in the lobby. The AWAY TEAM will still choose whether the map will be played during the day or night.

 

C. Each week of the 3 week season will see all players using whatever weaponry is made available to them, including all grenades and rockets. NO GRENADE LAUNCHERS ARE ALLOWED.

 

 

Rule Set 4: Playoff Details

 

4: Immediately following the 3 week season, a single elimination bracket will be played to determine the winner of UF: Horsemen. All teams will enter this bracket but will be seeded based on its performance during the 3 week season.

 

A: For the purpose of determining the playoff seeding, wins, losses and ties will be assigned point values. For each win, a team will be awarded two points, a tie, one point and a loss, no points. The first seed for each league will be the team with the most number of points after the 3 week season is over. A maximum of 16 points (8 games x 2 points per win) are possible.

 

B: Tiebreakers are (in this order): Head to head record, total rounds won, inner-league record, home record, away record, inter-league record.

 

C: Playoffs will see all teams competing on set maps as the bracket advances. Each new tier of the bracket will have a map assigned to it with all clans competing on that tier playing the same map. The higher seeded team chooses side to start on, the lower seeded team chooses if the map will be played during the day or night.

 

D: Playoff matches will consist of 1 map with no tie-breaker. The winner is the team with the most rounds won over the course of the map. If the match ends with both teams winning the same amount of rounds, then regardless of which team the game declares the winner, the map is to be restarted and a SUDDEN DEATH round will be played to declare the winner. In this scenario, when the first round of Sudden Death is finished and there is a winner, the game is over and players may leave the room. If the first round of Sudden Death is a DRAW, then the teams will continue to play the following rounds until one round is won by either team.

 

E: The single elimination bracket proceeds until there are just two teams left, one from each division. The winners of each divisional playoff will play in a championship match to determine the UF: Horsemen champion. This match is no different from the previously explained playoff matches.

 

 

Rule Set 5: Team Rosters & Player Eligibility

 

5: All teams that finally receive a formal invite to join in the Urgent Fury tournament are required to submit their team's lineup. Any player NOT listed in the official lineup list will NOT be eligible for play in any UF-scheduled war. There will be no dates in which you will be able to alter your submitted tourney team for the duration of this 4-week tourney.

 

A: Upon being selected as a participating clan in UF: Horsemen, all teams MUST submit a list of NO MORE than 4 players.

 

B: Your players do not have to be in the same actual online Socom clan, as this tourney allows for cross-clan pairings. However, all participants MUST be part of an active clan here in the Urgent Fury Community. If the player is currently a RECRUIT of a UF Community clan, then that player will need to have written permission from the clan leader of the clan he is trying out for as he will be WEARING the tag of the clan he is representing. NO PLAYER MAY PARTICIPATE IN THIS TOURNEY WITHOUT A LEGITIMATE UF COMMUNITY CLAN TAG.

 

C: You are to list your players in a numbered column. For example:

1: [WMP] 0-Undertow-0

2: [WUS] S_n_i_p_e_r

3: [GEK] xxxMaGGotmaNxxx

4: [NRD] Joe____Blo

 

We will NOT be numbering your roster for you. Please makes sure you follow the same exact format for reasons of uniformity, listing each player after the number and then the ":" symbol.

 

D: Teams, please take note. You MUST submit a player’s name EXACTLY how it appears in the game. If your player uses any numbers, symbols or punctuation marks in their name, be it at the beginning, middle or end of their name, the official UF: Horsemen roster MUST show that.

 

E: The only exception to the above rule "D" is that we do not count capitalization as stringently. All numbers, symbols and punctuation marks must be exactly the same from online name to UF Roster name, but capitalization is not counted. For example, "UnD3r_t0W" is counted to be the same as "uNd3r_t0w" noting that all symbols and numbers here are the same, only capitalization has been changed.

 

F: All teams are to check out EACH OTHERS rosters before the start of the war to make CERTAIN they are playing the correct 4 players of that team. No team at ANY time is allowed to substitute one of their players in any match. If you are missing a player, then you go in minus a player. You must still play your match.

 

 

Rule Set 6: Discouragements While In-Game

 

6: The following is a list of EXPECTED etiquette during match play as well as interaction between clansmen and adversaries on all websites, online lobbies and forums associated with UF: Horsemen.

 

A: There will absolutely be NO threats, remarks, insinuations, posts, messages, images or quotes involving the use of racial, religious or disrespectful sexual slurs on ANY platform of UF. Any record or instance of this kind will be dealt with swiftly from a player disqualification from the tournament to the elimination of the entire clan, depending on the severity of the incident and the number of players involved. The two creators of UF will deliberate the penalty and the verdict will not be rescinded.

 

B: UF discourages the use of taunts and dancing in game against other UF teams. If your team feels the need to do this, do it in another tournament. While engaged in combat against another UF team, there is to be NO dancing on dead bodies and NO overhead taunts from one team to the other. This tourney is based on and built upon a foundation of respect. We expect all to adhere to the ideals whilst playing in our house. Multiple infractions of this will result in a penalty handed down by the creators in an appropriate fashion they see fit.

 

C: For the sake of temperament, there will be no typing (ALL) in-game so that the other team may see what you are typing, no matter how cozy the teams are together. This may lead, down the line, to some questionable ribbing that a team may eventually take offense to. Urgent Fury also asks that messaging through the PSN to teammates OR to opponents not be practiced by your clan. There is much more reward in "winning with honor and losing with dignity" in this community than there is in cheating.

 

D: With the proximity chat offered in SOCOM, we also ask that vocally projected disrespect not be practiced by your team mates towards the other team. "Sorry for killin' ya" is not so much disrespectful as "sit your motherf***in' punk a** down you bi**h" is disrespectful. This tourney isn't about that kind of play. We cultivate honor and maturity here in UF, and with that come respecting your opponents. An infraction will be reported to the UF Staff and an ongoing record will be kept of any and all reported transgressions. Multiple reports will result in penalties against that player, up to and including exclusion from the rest of the tourney.

 

 

Rule Set 7: Player Drops, No-Shows & Forfeits

 

7: The following rules pertain to proper procedure for DROPS and NO-SHOWS during war.

 

A: At ANY time that a MASS DROP occurs at the BEGINNING of the first round of a war, the map must be aborted and the HOME team must make the new room again.

 

B: A "MASS DROP" will, for the duration of UF: Horsemen, be categorized as such an event when HALF of the players from at least one team gets dropped from the onset of the first round. When this happens, all remaining players are to abort, meet in the same server's lobby, and re-make the room.

 

C: The Mass Drop must be recognized immediately. Teams seeing that only one player got dropped from their team and decide to unplug half the team to restart the match evenly WILL be disqualified from the war. This is an honor system and the rules for restarting after a legitimate drop were created for YOUR benefit. Please do not abuse them.

 

D: AFTER the first round of a war, all drops, no matter how small or large, are to be PLAYED THROUGH. Basically, there can be, from time to time, server problems that we have to work through. You're seals...deal with it. Also, just make sure that the players you walk into the war with have reliable connections so they don't get dropped (ie, quit the downloading while warring. Be courteous to your opponents as well as your teammates).

 

E: No matter HOW MANY players from a team show up, a scheduled match MUST be played at the designated time and cannot be rescheduled for any reason. If a sorely outnumbered team wishes not to go through with their war, they can opt not to show at all and forfeit their match. The winners will receive full points for the win and the no-shows will receive no points.

 

F: If a team knows that one of their members will not be able to make a war, that team must make arrangements and switches to be sure that the missing player was not to be the designated Horseman for that week.

 

F: The schedule for wars are as follows and there are to be NO exceptions:

1: The AWAY team will make the room ON TIME (as they are the team determining whether the map will be played in the day or night). Make it 5 minutes early to make CERTAIN the room is up at the designated time. In the playoff bracket, the higher seed (#1 being highest) will be considered the HOME team, and thus will be responsible for making the room.

2: The start of the war MUST begin NO LATER THAN TEN MINUTES after the designated start time of the war. At TEN MINUTES, no matter the number of team attendance for either side, players must green up and commence play. This gives both teams AMPLE time to get their players online and ready, though all teams should do their best to have all members in the lobby by the originally scheduled time out of respect for your opponent.

3: THE NUMBER YOU GO IN WITH IS THE NUMBER YOU PLAY WITH. If you have late team members, they are NOT allowed to join once the match has begun. If your team is caught illegally subbing during a war, then your team will automatically LOSE that war. The 2nd infraction will result in your team's expulsion from the tourney, no questions asked. This also includes players who get dropped and can't, for some reason, get back on. If the dropped player, because of connection problems, cannot log back into the war, then the war finishes WITHOUT him and his team plays short a body.

4: Under NO circumstances should the start of a war be held up for ANY reason. People, I know there can be a courtesy here to wait, but we encourage you NOT to, and to begin the war AS AGREED. If you cannot get team mates at your war at the time designated, then take that problem up with your player(s). There is NO GUILT in requiring that a team green up at TEN MINUTES after the designated time of the war. Some teams caught on this may say that forcing them to start short-handed, but on time, isn’t very “honorable†of the other team. However, the way the situation should be looked at is that THEIR player not showing up is showing both teams no respect. The wars start ON TIME.

 

G: If, by fault of the game, a player is spawned UNDER the ground or, by any normal account, spawns in a place not set by natural game standards (typically known as a “glitchâ€), then that player is NOT to engage in any combat and is to immediately leave the game and come back. Please do not remain in that glitch just to call out enemy positions to your fellow players. You're playing with and against other members of the UF Community. If you wish to play with those types of tactics, there are other tourneys with which you can. IF a player takes a kill from one of these "glitch" points, then that offending team will immediately lose that war and all rewards associated with that war. The player knowingly breaking the rules will be subject to expulsion from the tourney.

 

H: If, during the course of the war, a typical drop occurs where the entire room is dropped with the exception of one man on one team, the room is to be re-made and the war is to pick up replaying the last round where the room was dropped. A team will not gain rounds simply by being the only team in the room. Only players involved in the initial war can enter the newly remade room. This is not an opportunity to fill up some no-shows who finally made it online. When the new room is made up, NO NEW NAMES are to participate.

 

 

Rule Set 8: UF War Match Parameters

 

8: The system for wars in UF: Horsemen is outlined below. All are to be remembered and followed for each and every war.

 

A: All rooms MUST be made by 9:00 Central Standard Time (or 9:30 or 10:00 pm CST if agreed upon by BOTH teams prior to the war). The room is to be made by the AWAY team in the server designated by UF (or a server that is agreed upon by the two teams if UF does not predetermine a "UF war server") to host all UF: Horsemen wars. NOTE: if the room is up late, then the AWAY team forfeits the match. In your best interests, please have the room up at least 5 minutes before the actual start time. A 3rd party UF clan member can be called upon to verify that a room is not up on time or if a team has not arrived to the set up lobby.

 

The room must be set up with the following parameters:

 

> Your team will find a special section on the forum you will be working with your opponent that week to make SURE that PSN friends list invites are exchanged in ample time BEFORE your war. If your war does not happen because your teams forgot this stage of war prep, then both teams will have forfeited the war. If, in this section, one team is clearly trying to make contact and the other team is unresponsive, leading to the war unable to be properly scheduled, then the win goes to the team attempting contact. IN THIS SECTION, the Home team does not have to disclose which side they will be taking until they actually arrive in the lobby of the war. IN THIS SECTION, the Away team does not have to disclose how the map will be set up in regards to day or night until their opponents actually arrive in the lobby of the war.

> The room must be made as a PRIVATE ROOM. In doing so, the room will not be visible to other players on the server list. Whoever is making the room MUST type the server that they are putting the room in INTO their profile comment on their PSN friends list. Then, in the private room, the host is to head to the friends tab at the bottom of the screen and invite the players from his/her team AS WELL AS any member(s) of the opposing team so that all participants can get in.

> Please note: the invite to the room is found in a MESSAGE in your SOCOM MESSAGE ACCOUNT, not on your PSN messages. Accepting the invite will not bring you directly to the room. You must accept the invite and then JOIN a game. It will be then that SOCOM places you in the correct private room to the war you have accepted an invite from.

> All wars in UF: Horsemen will contain maps that are TEN (10) rounds with TEN (10) minute long rounds.

> Each war will be played with the maximum amount of 4v4 players.

> Respawn MUST be turned OFF.

> Friendly fire MUST be turned on (teammates CAN be killed by friendly fire).

> Target Spotting is to be ENABLED.

> Under the WEAPON OPTIONS, GRENADE LAUNCHERS in the EXPLOSIVES tab at the bottom of the list are to be prohibited from the room. There are NO All GLs, M203s, allowed in UF: Horsemen.

 

B: In the lobby before the war, if a team refuses to green up at 10 minutes after the official start time of the war for whatever reason, including waiting for a late arrival, then that team forfeits and there will be no war. A 3rd party UF clan member can be called upon to verify that a room is not greened up on time.

 

C: It should be known that ALL maps for the entirety of UF: Horsemen will be comprised of the ELIMINATION mode only and will be played on SMALL MAP modes.

 

D: Each week, one player from your team will be "The Horseman" for the two wars that week. It is your team's duty to PROTECT the Horseman and make sure he does NOT die. In an "Elimination" mode of play, winners are declared only when all members of a team are killed. If the Horseman of both teams remain alive, the round is a draw.

 

E: UPON THE EVENT THAT A TEAM'S HORSEMAN IS KILLED, the remaining members of his team are to IMMEDIATELY commit suicide to award the other team with the round. In failing to protect the Horseman, your team loses. If it is impossible for members of the team to kill themselves because of lack of heights or grenades, then the remaining members of the team are to RUN out to a pre-determined spot on the map (pinpointed and supplied by UF) and await there to be executed by the other team. DO NOT UPSET the counting of the rounds won or lost by not killing yourself in time. If this happens, continue to play as normal and please have BOTH teams keeping track of actual wins by Horseman death on paper. Done properly, both teams should have the exact same round count by the end of the war.

F: After the week's wars are done, then that player is no longer a Horsemen and your team must choose who the next Horseman will be for next week's two wars. Three players on the team will have TWO wars to be the Horseman for the duration of regular season play and one player will be the designated Horseman for the entire playoff series. No player can be the team's Horseman two different weeks in the regular season except for the playoff Horseman.

 

G: The Horseman is allowed to run, gun, protect himself or go on the offensive. However your team wishes to play it. The main objective here in these Elimination matches is that your Horseman STAYS ALIVE. All other members of the team can be eliminated all night long. The designated Horseman needs to remain alive.

 

Rule Set 9: Regular Season Schedule

 

9: This is the schedule for the upcoming UF: Horseman regular season of play. Remember, three players on the team will have TWO wars to be the Horseman for the duration of regular season play each week and one player will be the designated Horseman for the entire playoff series. No player can be the team's Horseman two different weeks in the regular season except for the playoff Horseman.

 

WEEK 1 (two wars): KASBAH - SMALL - ELIMINATION

All weapons, with exception to GLs, are legal.

(Point of execution: Main Floor, Center Building)

 

WEEK 2 (two wars): DESERT GLORY - SMALL - ELIMINATION

All weapons, with exception to GLs, are legal.

(Point of execution: Small Crater, Base of Center Building)

 

WEEK 3 (two wars): FALLEN - SMALL - ELIMINATION

All weapons, with exception to GLs, are legal.

(Point of execution: Middle Pillar Room, Center Temple)

 

 

Rule Set 10: In-game Etiquette & Elimination

 

10: Rules DURING war play that MUST be followed:

 

A: All primary weapons (with the exception to GLs) are allowed, unless otherwise specified. All pistols are also allowed, unless otherwise specified.

 

B: With the proximity chat offered in SOCOM, we also ask that vocally projected disrespect not be practiced by your team mates towards the other team. "Sorry for killin' ya" is not so much disrespectful as "sit your motherf***in' punk a** down you bi**h" is disrespectful. This tourney isn't about that kind of play. We cultivate honor and maturity here in UF, and with that come respecting your opponents. An infraction of the above will result in a warning to that player from a UF creator. Any second infraction of the above will result in that player's suspension from UF: Horsemen for the rest of the tourney.

 

C: At the END of the war, one representative from each clan will report in to the UF forums and report the match results in the Horsemen War Report Section. This needs to be reported AND confirmed within 24 hours of the scheduled war (typically by 9pm CST the following night). If it is not confirmed by the second team, then the results will be taken as reported. Frequent inaction in either reporting or confirming your wars will result in penalties incurred by your entire team.

 

The information should be posted as such:

 

Subject line should read as: [AWAY TEAM] @ [HOME TEAM, Week [insert Week#]

 

And the posts should include:

 

1: The HOME team: NAME

2: The HOME team Horseman: NAME

3: The AWAY team: NAME

4: The AWAY team Horseman: NAME

5: HOME TEAM Rounds Won

6: AWAY TEAM Rounds Won

 

- Urgent Fury Command

 

 

 

 

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Damn it Devil how did you get out of RVN's basement we had that door locked. We have to stop leaving Playerdown to guard you. Cause all you do is bribe him with jelly filled dognuts ;D

 

 

Here you go hush this should help you.

 

 

For UF: Hell Week, the premise is simple: you're in one full week of Hell.

You will have one war a night, Monday through Friday, at 9pm CST.

Your clan will be going up against the UF EVAL TEAM in an 8v8 war each and every night.

UF will disclose the week's schedule of wars and maps once your evaluation is granted by Urgent Fury.

UF allows only ONE Hell Week evaluation to happen at a time, so please feel free to sign up and your application will be approved in the order it was submitted.

All weapons are allowed with the exception of Grenade Launchers.

Your goals: to FULLY staff your 8v8 war each and every night, to win at LEAST one of the five wars of the week, and finally, to WIN WITH HONOR AND LOSE WITH DIGNITY....the cornerstone motto of Urgent Fury.

If you fail ANY of these three facets of UF: Hell Week, you will be informed that you did not pass and you can either make your way to another tourney other than UF or you can re-submit your application and try it again. We will never discourage anyone from trying until they make it.

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Rogues73 ]

 

 

Here you go hush this should help you.

 

 

For UF: Hell Week, the premise is simple: you're in one full week of Hell.

 

All weapons are allowed with the exception of Grenade Launchers.

 

 

All right I guess I just bypassed that one little line every damn time

\

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