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CLAN TRACK MEET CHALLENGE

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CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:23 am

Calling all competitive clan leaders! First of all, note that I do not belong to any competitive clans myself! Thus, I can remain completely impartial in running the challenge I'm proposing here.

I am an experienced tournament organizer (almost all of you have clan members who have played in my tournaments in the past, if not yourselves) and I would like to run a clan tournament (obviously outside of the tournament arena, since it wouldn't fit the "half of the entries open to anyone" criteria). Allow me to describe it, before you all start laughing. <grin>

This idea is borrowed with permission from a tournament that flexmaster33 is currently running based on a track meet. I was considering running a regular tournament in this format, but I got to thinking...this sort of a tournament lends itself perfectly to the way the clans are set up.

Essentially, each clan would be a "track team" for the track meet, and different events would match up with different maps (some events actually encompass more than one map and some events are team events (relays), though most will not be. Just as with real-life track teams, some clans are larger than others.

Each clan member is limited to, at most, four events (fewer is ok too). As well, any participant in the decathlon event is ineligible for any other events in this tournament. For that reason, this tournament should not add any significant burden to a clan member's number of active games. The clan's "event lineup" would be passed to me by the clan leader (though hopefully after some consultation with their clan members) and off we will go. Clan leaders are, of course, eligible to participate.

I believe this format allows room for the map specialists in your memberships to partake, as well as those who are more diverse in their skills.

I have decided that I WILL have a premium prize for this tournament, provided I get enough interest for me to run it. I will be donating ONE (and only one) full-year premium prize to the clan that wins the track meet. The clan leader will have full authority over who which of his clanmembers will receive that prize (he can decide in any manner he chooses to). My only requirement is that it not be the clanleader themselves who takes the premium prize (a good leader looks after his troops!).

So...talk it out with your clanmembers, and let me know what you think in this thread. Feel free to ask questions. Thanks!

I sent a PM to all of the clan leaders, but at that time, I did not have the idea thoroughly fleshed out with the specifics for all of the events (there will be 21 of them). However, I now have this for everyone to look at.

Clan Leaders, please respond in this thread even if you already responded to my PM previously.

I have reserved the next boatload of posts in this thread, so that each event is highlighted in its own post to help everyone distinguish the various events a bit better. I will leave the general rules here in this initial post.

There is no premium requirement, as I will closely follow every event and so can then ensure the freemium athletes are directed to their next starting position for their event, as necessary, as they finish each game. All I ask is that they reserve one game-slot for each event they are entered in, so as to keep things moving at a reasonable pace.

An athlete may only be allowed to enter a maximum of four events OR the decathlon. If an athlete participates in the decathlon, they are ineligible for all other events. An athlete may, of course, enter as few as one event.

It is not a requirement for a team to place an athlete in every event (though I do suggest that you do, for possible scoring purposes).

As per normal ConquerClub rules, truces in-game are perfectly allowable (this is part of the game, after all). However, all such working-together must be in the public game-chat. Any secret diplomacy (even among teammates) regarding the conduct of a specific game could result in a medal ban for those athletes for illegal steroid use. DON’T USE DRUGS!

Because clan members will be seriously interested in aiding one another (due to the team scoring method), I will make every effort to ensure (as much as I can) that clanmates will not be in the same groupings together until the Finals of their events (at which point it is obviously impossible to avoid). Yes, I am stating that clanmates can aid one another, AS LONG AS IT’S IN THE GAME CHAT. Of course, that also means they’ll probably get ganged up on if they do, so it’s a double-edged sword.

ALL EVENTS ARE SEQUENTIAL FORMAT ONLY!

EVENT START ORDER
Decathlon
10,000m Run
400m Relay
1600m Relay
400m Run
5,000m Run
3000m Steeplechase
1500m Run
100m Dash
Pole Vault
Discus
Long Jump
400m Hurdles
200m Dash
High Jump
Hammer Throw
100m Hurdles
800m Run
Triple Jump
Shot Put
Javelin
Last edited by Woodruff on Tue Jul 28, 2009 5:31 pm, edited 32 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:24 am

SCORING for each event is as follows (a clan MAY have more than one athlete place and earn points per event!):
1st: 10
2nd: 8
3rd: 6
4th: 5
5th: 4
6th: 3
7th: 2
8th: 1

CURRENT CLAN STANDINGS:
The United Factions
Last edited by Woodruff on Sun Jul 26, 2009 1:24 pm, edited 4 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:24 am

Decathlon: Each decathlete MUST take part in all ten of these events or they are disqualified. Clearly, you want this athlete to be your most versatile. If an athlete participates in the decathlon, they are ineligible for all other events. All of these events will be run identically to how the standalone event of the same name is run. Placing points earned for each event will be totalled to determine the overall decathlon placings (only the overall decathlon placings will count for team points!). These are the decathlon events:

100m Dash
Long Jump
Shot Put
High Jump
400m Run
100m Hurdles
Discus
Pole Vault
Javelin
1500m Run

Current Decathlon Standings:
Last edited by Woodruff on Tue Jul 28, 2009 5:32 pm, edited 4 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:25 am

10,000m Run – Map is Circus Maximus (terminator, no spoils, adjacent, sunny) Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Qualified for 10,000m Run Finals:
Last edited by Woodruff on Sat Jul 25, 2009 9:56 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:25 am

400m Relay – Map is Quads Conquer 4 (no spoils, chained, sunny) – a simple randomly-drawn bracket format with the winners bracket determining the top four placers and the losers bracket determining the bottom four placers

Current 400m Relay Bracketology:
Last edited by Woodruff on Sat Jul 25, 2009 3:46 am, edited 1 time in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:25 am

1600m Relay – Map is Quads Circus Maximus (no spoils, chained, sunny) – a simple randomly-drawn bracket format with the winners bracket determining the top four placers and the losers bracket determining the bottom four placers

Current 1600m Relay Bracketology:
Last edited by Woodruff on Sat Jul 25, 2009 3:48 am, edited 1 time in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:26 am

400m Run – Map is Imperium Romanum (terminator, no spoils, unlimited, sunny). Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Currently Qualified for Finals:
Last edited by Woodruff on Sat Jul 25, 2009 9:57 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:26 am

5,000m Run – Map is Arms Race (no spoils, unlimited, sunny). Put all runners into qualifying heats of 8 (evened out to 7-man groups as necessary). They’ll round-robin in single 1-vs-1 matches to get the records in each qualifying heat. Top two records in each heat are automatically in the Finals. If there are four or less qualifying heats, then the Finals will have 8 runners. If there are more than four qualifying heats, then the Finals will have 16 runners. To fill out either Finals format, the next-best overall winning percentages (not wins) will also make the Finals. In case of tie for the final spot(s), a quick round-robin of only those tied teams will take place to see who makes the Finals.

If there are more than two tied for best record in a heat or two or more tied for the second best record in a heat, all will advance . If this were to have been an 8-man Finals, this will cause it to follow the 16-man Finals format except that no “survival rounds” will be played). If this were to have been a 16-man Finals, then those tied records would eliminate one of the free “extra qualifying” slots in the Finals. If we should somehow end up with more than 16 in the finals due to tied records, the Finals will follow the format outlined except there would be no “non-automatic qualifier survival round” played. Rather, it would start with the 2nd-place elimination round.

Finals Resolution for 8-man Finals: The 8 qualifiers will be seeded into bracket play (by overall heat record) with a single 1-vs-1 match. Winners advance, but losers are not completely out yet. Winners will be playing for the top four placings while the loser will be playing for the 5th through 8th places.

Finals Resolution for 16-man Finals: The non-automatic qualifiers will play a single 1-vs-1 match to see who of them survives. If there is an odd number of them, then a random member with the best record will receive the bye. The surviving non-automatic qualifiers and the 2nd-place heat finishers will then play a single 1-vs-1 match to see who of them survives. Again, if there is an odd number, then a random member of the 2nd-place members with the best record will receive the bye. The surviving players among those will be placed with the 1st-place heat finishers into a bracket-style tournament with a winners bracket and losers bracket. If there happens to be an odd number of total runners alive at this point, the best records of the 1st-place qualifiers will receive any byes. The winners bracket will decide the top four places and the losers bracket will decide the bottom four places.

Current 5,000m Run Standings:
Last edited by Woodruff on Sat Jul 25, 2009 10:01 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:26 am

3000m Steeplechase – Map is King of the Mountains (flat rate, chained, foggy) Put all runners into qualifying heats of 8 (evened out to 7-man groups as necessary). They’ll round-robin in single 1-vs-1 matches to get the records in each qualifying heat. Top two records in each heat are automatically in the Finals. If there are four or less qualifying heats, then the Finals will have 8 runners. If there are more than four qualifying heats, then the Finals will have 16 runners. To fill out either Finals format, the next-best overall winning percentages (not wins) will also make the Finals. In case of tie for the final spot(s), a quick round-robin of only those tied teams will take place to see who makes the Finals.

If there are more than two tied for best record in a heat or two or more tied for the second best record in a heat, all will advance . If this were to have been an 8-man Finals, this will cause it to follow the 16-man Finals format except that no “survival rounds” will be played). If this were to have been a 16-man Finals, then those tied records would eliminate one of the free “extra qualifying” slots in the Finals. If we should somehow end up with more than 16 in the finals due to tied records, the Finals will follow the format outlined except there would be no “non-automatic qualifier survival round” played. Rather, it would start with the 2nd-place elimination round.

Finals Resolution for 8-man Finals: The 8 qualifiers will be seeded into bracket play (by overall heat record) with a single 1-vs-1 match. Winners advance, but losers are not completely out yet. Winners will be playing for the top four placings while the loser will be playing for the 5th through 8th places.

Finals Resolution for 16-man Finals: The non-automatic qualifiers will play a single 1-vs-1 match to see who of them survives. If there is an odd number of them, then a random member with the best record will receive the bye. The surviving non-automatic qualifiers and the 2nd-place heat finishers will then play a single 1-vs-1 match to see who of them survives. Again, if there is an odd number, then a random member of the 2nd-place members with the best record will receive the bye. The surviving players among those will be placed with the 1st-place heat finishers into a bracket-style tournament with a winners bracket and losers bracket. If there happens to be an odd number of total runners alive at this point, the best records of the 1st-place qualifiers will receive any byes. The winners bracket will decide the top four places and the losers bracket will decide the bottom four places.

Current 3000m Steeplechase Standings:
Last edited by Woodruff on Sat Jul 25, 2009 10:01 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:27 am

1500m Run – Map is Midgard (escalating, unlimited, sunny). Put all runners into qualifying heats of 8 (evened out to 7-man groups as necessary). They’ll round-robin in single 1-vs-1 matches to get the records in each qualifying heat. Top two records in each heat are automatically in the Finals. If there are four or less qualifying heats, then the Finals will have 8 runners. If there are more than four qualifying heats, then the Finals will have 16 runners. To fill out either Finals format, the next-best overall winning percentages (not wins) will also make the Finals. In case of tie for the final spot(s), a quick round-robin of only those tied teams will take place to see who makes the Finals.

If there are more than two tied for best record in a heat or two or more tied for the second best record in a heat, all will advance . If this were to have been an 8-man Finals, this will cause it to follow the 16-man Finals format except that no “survival rounds” will be played). If this were to have been a 16-man Finals, then those tied records would eliminate one of the free “extra qualifying” slots in the Finals. If we should somehow end up with more than 16 in the finals due to tied records, the Finals will follow the format outlined except there would be no “non-automatic qualifier survival round” played. Rather, it would start with the 2nd-place elimination round.

Finals Resolution for 8-man Finals: The 8 qualifiers will be seeded into bracket play (by overall heat record) with a single 1-vs-1 match. Winners advance, but losers are not completely out yet. Winners will be playing for the top four placings while the loser will be playing for the 5th through 8th places.

Finals Resolution for 16-man Finals: The non-automatic qualifiers will play a single 1-vs-1 match to see who of them survives. If there is an odd number of them, then a random member with the best record will receive the bye. The surviving non-automatic qualifiers and the 2nd-place heat finishers will then play a single 1-vs-1 match to see who of them survives. Again, if there is an odd number, then a random member of the 2nd-place members with the best record will receive the bye. The surviving players among those will be placed with the 1st-place heat finishers into a bracket-style tournament with a winners bracket and losers bracket. If there happens to be an odd number of total runners alive at this point, the best records of the 1st-place qualifiers will receive any byes. The winners bracket will decide the top four places and the losers bracket will decide the bottom four places.

Qualified for 1500m Run Finals:
Last edited by Woodruff on Sat Jul 25, 2009 10:01 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:27 am

100m Dash – Map is Doodle Earth (escalating, unlimited, sunny). Put all runners into qualifying heats of 8 (evened out to 7-man groups as necessary). They’ll round-robin in single 1-vs-1 matches to get the records in each qualifying heat. Top two records in each heat are automatically in the Finals. If there are four or less qualifying heats, then the Finals will have 8 runners. If there are more than four qualifying heats, then the Finals will have 16 runners. To fill out either Finals format, the next-best overall winning percentages (not wins) will also make the Finals. In case of tie for the final spot(s), a quick round-robin of only those tied teams will take place to see who makes the Finals.

If there are more than two tied for best record in a heat or two or more tied for the second best record in a heat, all will advance . If this were to have been an 8-man Finals, this will cause it to follow the 16-man Finals format except that no “survival rounds” will be played). If this were to have been a 16-man Finals, then those tied records would eliminate one of the free “extra qualifying” slots in the Finals. If we should somehow end up with more than 16 in the finals due to tied records, the Finals will follow the format outlined except there would be no “non-automatic qualifier survival round” played. Rather, it would start with the 2nd-place elimination round.

Finals Resolution for 8-man Finals: The 8 qualifiers will be seeded into bracket play (by overall heat record) with a single 1-vs-1 match. Winners advance, but losers are not completely out yet. Winners will be playing for the top four placings while the loser will be playing for the 5th through 8th places.

Finals Resolution for 16-man Finals: The non-automatic qualifiers will play a single 1-vs-1 match to see who of them survives. If there is an odd number of them, then a random member with the best record will receive the bye. The surviving non-automatic qualifiers and the 2nd-place heat finishers will then play a single 1-vs-1 match to see who of them survives. Again, if there is an odd number, then a random member of the 2nd-place members with the best record will receive the bye. The surviving players among those will be placed with the 1st-place heat finishers into a bracket-style tournament with a winners bracket and losers bracket. If there happens to be an odd number of total runners alive at this point, the best records of the 1st-place qualifiers will receive any byes. The winners bracket will decide the top four places and the losers bracket will decide the bottom four places.

Current 100m Dash Standings:
Last edited by Woodruff on Sat Jul 25, 2009 3:58 am, edited 1 time in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:28 am

Pole Vault – Map is Greater China (flat rate, chained, sunny). The bar is set at an opening height and players meet up in a series of randomly drawn 1-vs-1 showdowns. Winning a single battle will advance you to the next height, but once you collect three missed vault attempts in total (not at each height), you are eliminated. Unlike in true track and field, missed attempts carry over to each new height.

A bye may take place in a round where only an odd number of vaulters are left. If that happens, that player will face an “at that height loser” if any still exist. If no matches exist for the last “loser” at a given height to play to progress to the next height, that player is automatically moved to the next height.

Placing: The last player standing wins the event, with the second-to-last standing taking second and so on through eighth place. In the case of a tie, I will count the number of rounds needed for each victory and the player with the lowest total (quicker wins) will get the higher placing.

Current Pole Vault Heights:
Last edited by Woodruff on Sat Jul 25, 2009 4:00 am, edited 1 time in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:28 am

Discus – Map is WWII Ardennes (terminator, escalating, unlimited, sunny). Put all throwers into evenly-sized qualifying groups of as many as possible (up to eight)

Each participant will get three discus throw attempts, with each throw attempt taking place on the WWII Ardennes map.

For each throw attempt, a player will receive distance as follows:
Win the map: 30 feet
For eliminating another player: 9 feet
For every round survived (except the map winner): 4.5 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the 8 who make the Finals.

Those 8 in the Finals will follow the identical procedure of the preliminary rounds again, with the best throw of each player in those Finals used to determine the final placement.

Current Discus Throw Distances:
Last edited by Woodruff on Sat Jul 25, 2009 10:02 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:28 am

Long Jump – Map is Age of Realms 2 (terminator, flat rate, chained, sunny). Put all jumpers into evenly-sized qualifying groups of as many as possible (up to six)

Each participant will get three jump attempts, with each attempt taking place on the Age of Realms 2 map.

For each jump attempt, a player will receive distance as follows:
Win the map: 5 feet
For eliminating another player: 1.5 feet
For every round survived (except the map winner): .5 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the 6 who make the Finals.

The two jumpers with the 7th and 8th longest distances will receive that respective placing in the standings, but will not qualify for the Finals.

Those six in the Finals will follow the identical procedure of the preliminary rounds again, with the best jump of each player in those Finals used to determine the final placement for the top six places.

Current Jump Distances:
Last edited by Woodruff on Sat Jul 25, 2009 10:02 pm, edited 4 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:29 am

400m Hurdles – Map is City Mogul (terminator, flat rate, unlimited, foggy). Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Current Finals Qualifiers:
Last edited by Woodruff on Sat Jul 25, 2009 10:02 pm, edited 2 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:29 am

200m Dash – Map is Waterloo (terminator, flat rate, unlimited, sunny). Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Current Finals Qualifiers:
Last edited by Woodruff on Sat Jul 25, 2009 10:03 pm, edited 2 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:30 am

High Jump – Map is High Seas (flat rate, chained, foggy). The bar is set at an opening height and players meet up in a series of randomly drawn 1-vs-1 showdowns. Winning a single battle will advance you to the next height, but once you collect three missed jump attempts in total (not at each height), you are eliminated. Unlike in true track and field, missed attempts carry over to each new height.

A bye may take place in a round where only an odd number of jumpers are left. If that happens, that player will face an “at that height loser” if any still exist. If no matches exist for the last “loser” at a given height to play to progress to the next height, that player is automatically moved to the next height.

Placing: The last player standing wins the event, with the second-to-last standing taking second and so on through eighth place. In the case of a tie, I will count the number of rounds needed for each victory and the player with the lowest total (quicker wins) will get the higher placing.

Current Heights Reached:
Last edited by Woodruff on Sat Jul 25, 2009 4:06 am, edited 1 time in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:30 am

Hammer Throw – Map is Feudal War (terminator, flat rate, chained, sunny). Put all throwers into evenly-sized qualifying groups of as many as possible (up to six)

Each participant will get three hammer throw attempts, with each throw attempt taking place on the Feudal War map.

For each throw attempt, a player will receive distance as follows:
Win the map: 20 feet
For eliminating another player: 6 feet
For every round survived (except the map winner): 3 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the six who make the Finals.

The two with the 7th and 8th longest distances will receive that respective placing in the standings, but will not qualify for the Finals.

Those six in the Finals will follow the identical procedure of the preliminary rounds again, with the best throw of each player in those Finals used to determine the final placement for the top six spots.

Current Distance Standings:
Last edited by Woodruff on Sat Jul 25, 2009 10:03 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:30 am

100m Hurdles – Map is Oasis (terminator, escalating, unlimited, sunny). Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Current Finals Qualifiers:
Last edited by Woodruff on Sat Jul 25, 2009 10:04 pm, edited 2 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:31 am

800m Run – Map is Seige! (terminator, flat rate, chained, sunny). Put all runners into evenly-sized qualifying heats of as many as possible (up to eight)

If there are two or four qualifying heats, then the top four or two (respectively) would advance to the Finals.

If there are three qualifying heats, then the top two from each heat are in the Finals, while the two 3rd-place finishers who lasted for the most rounds in their game will finish 7th and 8th respectively.

If there are more than four qualifying heats, I will address it prior to this event starting.

Current Finals Qualifiers:
Last edited by Woodruff on Sat Jul 25, 2009 10:04 pm, edited 2 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:31 am

Triple Jump – The three maps are Age of Merchants, Conquer Man and World 2.1 (all terminator, escalating, unlimited, sunny) – Put all jumpers into evenly-sized qualifying groups of as many as possible (up to eight)

Each participant will get three jump attempts, with each jump attempt taking place on one of the three different maps in play.

For each jump attempt, a player will receive distance as follows:
Win the map: 10 feet
For eliminating another player: 3 feet
For every round survived (except the map winner): 1.5 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the 8 who make the Finals.

Those 8 in the Finals will follow the identical procedure of the preliminary rounds again, with the best jump of each player in those Finals used to determine the final placement.

Current Distance Standings:
Last edited by Woodruff on Sat Jul 25, 2009 10:05 pm, edited 4 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:31 am

Shot Put – Map is New World (terminator, flat rate, unlimited, sunny). Put all shot putters into evenly-sized qualifying groups of as many as possible (up to eight)

Each participant will get three shot put attempts, with each attempt taking place on the New World map.

For each shot put attempt, a player will receive distance as follows:
Win the map: 10 feet
For eliminating another player: 3 feet
For every round survived (except the map winner): 1.5 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the 8 who make the Finals.

Those 8 in the Finals will follow the identical procedure of the preliminary rounds again, with the best shot put distance of each player in those Finals used to determine the final placement.

Current Distance Standings:
Last edited by Woodruff on Sat Jul 25, 2009 10:05 pm, edited 3 times in total.
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Re: CLAN TRACK MEET CHALLENGE

Postby Woodruff on Sat Jul 25, 2009 3:32 am

Javelin – Map is Mongol Empire (terminator, flat rate, unlimited, sunny). Put all throwers into evenly-sized qualifying groups of as many as possible (up to eight)

Each participant will get three javelin throw attempts, with each throw attempt taking place on the Mongol Empire map.

For each throw attempt, a player will receive distance as follows:
Win the map: 40 feet
For eliminating another player: 12 feet
For every round survived (except the map winner): 6 inches
Map winner does not receive the “per round” bonus because I don’t want to encourage stall tactics and they should have enough distance to clear simply by winning the map.

Only the longest distance for each player is used (they are not totaled) to determine the 8 who make the Finals.

Those 8 in the Finals will follow the identical procedure of the preliminary rounds again, with the best throw of each player in those Finals used to determine the final placement.

Current Distance Standings:
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Re: CLAN TRACK MEET CHALLENGE

Postby ppgangster on Sun Jul 26, 2009 4:22 am

I have read it, realy interesting...

my answer is definitly YES for - The United Factions - !!!
but you should also consider that tonight it is past 4 am almost and it was a great night of dringking...
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Re: CLAN TRACK MEET CHALLENGE

Postby hwhrhett on Sun Jul 26, 2009 4:39 pm

Woodruff wrote:Because clan members will be seriously interested in aiding one another (due to the team scoring method), I will make every effort to ensure (as much as I can) that clanmates will not be in the same groupings together until the Finals of their events (at which point it is obviously impossible to avoid). Yes, I am stating that clanmates can aid one another, AS LONG AS IT’S IN THE GAME CHAT. Of course, that also means they’ll probably get ganged up on if they do, so it’s a double-edged sword.



i have problems with this..... and most other clans will too.. we want fair fights to be taken seriously. imperial dragoons will not be involved in any clan tournament that involves alliances, the format is bad....
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