Gears 5: EGL Open Series Split #3 Finals
$7000 + EGL RP - Please see the "Overview - Prizes" section for the prize summary.
View BracketGeneral Tournament
By signing up to this tournament all participants agree that they have read and accept the Terms of Service (ToS) and the Privacy Policy.
Player Eligibility
The following countries are permitted to enter into this tournament:
Prizing
The roster size for this tournament is limited to 4. The winning team can only receive prizing for four (4) players.
Players not listed on the Match Fixture page will not receive prizing under any circumstance.
1st Place
$3000 |
2nd Place
$1600 |
3rd Place
$1000 |
4th Place
$800 |
5th/6th Place
$400 |
7th/8th Place
$200 |
Tournament Schedule
The tournament round start time is as follows:
Schedule
Tournament Start Time - Saturday | 13:00 BST |
Tournament Start Time - Sunday | 15:00 BST |
All other rounds of the tournament are to start within 15 minutes of receiving the fixtures for that round.
The tournament rounds day by day play and rounds of play is as follows:
Tournament day
Saturday | WBR1 - WBR4 & LBR1 - LBR5 |
Sunday | LBR6 - LB Finals & WB Final - Grand Final |
Rounds of Play
WBR1 & WBR2 | Best of 3 |
WBR3 - Grand Final | Best of 5 |
LBR1 & LBR2 | Best of 3 |
LBR3 - LB Final | Best of 5 |
Rosters
Minimum & Maximum Players
When registering for a tournament, team captains must select the minimum number of players required to compete in that tournament, indicated on the tournament sign up module. Team captains will not be able to select more than the maximum number of players indicated on the tournament sign up module.
Player IDs
For this tournament, players must register their Xbox Live Gamertag to their EGL Game & Social Accounts section on their EGL profile. All Player IDs on a team’s roster must be 100% valid and accurate. Spelling, spaces and characters must be exact, but do not need to be case sensitive.
If your username is found to be incorrect or you have input an email address instead of your Xbox Live Gamertag then your team will be disqualified as this is strictly NOT allowed.
Substitutes
Teams are not permitted to use a substitute at any point in a match. A substitute is defined as someone who is not listed on the Match Fixture page.
Roster Lock
Player IDs are stored when you enter a tournament, meaning that any changes made to a player's ID after they sign up for a tournament will not be updated on the roster. To avoid this change your username before signing up for a tournament or leave the tournament, change your game ID so that it is correct and then rejoin the tournament.
Player Eligibility
Only players listed on the Match Fixture page are eligible to play in tournament matches. It is both team's responsibility to verify the eligibility of all players playing in the match. If a team uses an ineligible player in a match they will forfeit the match the ineligible player participated in. Proof must be shown to support any claims of an ineligible player playing in a match.
If the opposing team has an ineligible player present, you must tell the opposing team to replace that player with an eligible player. You must have given the team the required fifteen (15) minutes from match start time to substitute their ineligible player(s). If the team does not substitute their ineligible player, please report the scores in your team's favour and provide proof of the ineligible player in the game lobby.
Game Modes, Maps & Vetoes
Game Modes & Maps
The game modes and maps will be as following:
Escalation
Harbor |
Training Grounds |
Vasgar |
Control
District |
Reactor |
Regency |
Training Grounds |
Execution 2.0
Canals |
Checkout |
Clocktower |
Tomb |
Veto Process
The Higher Seeded team will choose to act as Team A or Team B during the Veto process.
The Veto process is as follows:
Map Vetoes
Best of 3
Team A: Bans Control Map |
Team B: Bans Control Map |
Team A: Picks Control Map |
Team B: Picks Faction for Control |
Team B: Bans Execution 2.0 Map |
Team A: Bans Execution 2.0 Map |
Team B: Picks Execution 2.0 Map |
Team A: Picks Faction for Execution 2.0 |
Team A: Bans Escalation Map |
Team B: Bans Escalation Map |
Remaining Map becomes Escalation Map 3 |
Team A: Picks Faction for Escalation |
The team that picks the Faction will host the match |
Best of 5
Team A: Bans Control Map |
Team A: Picks Control Map 1 |
Team B: Picks Faction for Control Map 1 |
Team B: Picks Control Map 4 |
Team A: Picks Faction for Control Map 4 |
Team B: Bans Execution 2.0 Map |
Team B: Picks Execution 2.0 Map 2 |
Team A: Picks Faction for Execution 2.0 Map 2 |
Team A: Picks Execution 2.0 Map 5 |
Team B: Picks Faction for Execution 2.0 Map 5 |
Team A: Bans Escalation Map |
Team B: Bans Escalation Map |
Remaining Map becomes Escalation Map 3 |
The team that picks the Faction will host the match |
Team A: Picks Escalation Map 3 |
Match Settings
Format
Format is shown above under 'Tournament Schedule'- Any different format played will be an instant disqualification from the tournament.
WBR1 & WRB2 - Best of 3
LBR1 & LBR2 - Best of 3
WBR3 to Grand Finals - Best of 5
LBR3 to LB Final - Best of 5
For the Grand Finals, the team coming from the Winners Bracket will have a 1-0 advantage over the team coming from the Losers Bracket.
This tournament is specifically set up for Xbox and PC players only. Keyboard & Mouse is NOT permitted in this tournament, strictly Controller only.
FOV (Field of View) will be unrestricted.
Game Session Setup
The hosting team for that map will set up the match lobby by going to Multiplayer - Versus - Custom Online - Host Private. The host should then change the in-game social settings by selecting "LT" - Social then "X" - Privacy and change it to Invite Only.
The host must also slot lock position 5 on both COG and Swarm side if playing Escalation.
The host should then invite their own team and at least one member of the opposing team's players to the lobby and change the Game Setup game mode and settings for that map and apply the following settings:
Control
Esports Mode | On |
Fill With Bots | Off |
Rounds to Win | 1 |
Round Score Limit | 300 |
Execution Rules | Off |
Ring Capture Time | Off |
Respawn Time | 7 |
DBNO Time | 20 |
Friendly Fire | On |
Execution Rules | Mitigated Damage |
Weapon Respawns | After Pickup |
Gameplay Tuning | Assist Enabled |
Stand in Ring to Capture | On |
Ring Score | 75 |
Ring Size | Large |
Use Individual Respawns | On |
Execution 2.0
Rounds to Win | 6 |
Rounds Time Limit | 2 Minutes |
Execution Rules | Mitigated Damage |
DBNO Time | 20 Second |
Friendly Fire | On |
Weapon Respawns | After Pickup |
Gameplay Tuning | Assist Enabled |
Classic Stalemates | On |
Use Overtime Ring | On |
Overtime Duration | 30 |
Ring Capture Time | 4 |
Ring Locator Display Time | 15 |
Escalation
Fill With Bots | Off |
Bot Difficulty | Beginner |
Round Score Limit | 250 |
Respawn Time | 12 Seconds |
Respawn Escalation | 0 Second |
Friendly Fire | On |
Elimination Victory | Off |
Use Lives | Off |
Initial Lives | 4 |
Max Lives | 4 |
Restore Game (LAN) | Off |
Rounds to Win | 5 |
Gameplay Tuning | Assist Enabled |
Starting Loadout
Lancer |
Gnasher |
Snub Pistol |
Lobby Browser Visibility
Not Visible in Lobby Browser |
Weapon Substitutions
Execution 2.0
Maps | Substitutions |
Canals | Longshot -> Shock Grenade |
Checkout | N/A |
Clocktower | N/A |
Tomb | Boltok -> Shock Grenade Frag Grenades -> Longshot Hammerburst -> Disabled Longshot -> Torque Bow Mulcher -> Frag Grenades |
Control
Maps | Substitutions |
District | Boltok -> Disabled BuzzKill -> Incendiary Grenade Embar -> Boomshot Frag Grenades -> Disabled Markza -> Disabled Talon -> Disabled Torque Bow -> Boomshot Scorcher -> Incendiary Grenade |
Reactor | Boltok -> Disabled Boomshot -> Torque Bow Dropshot -> Frag Grenades Enforcer -> Disabled Frag Grenades -> Shock Grenade Longshot -> Frag Grenade Mulcher -> Shock Grenade Retro Lancer -> Disabled Shock Grenade -> Disabled |
Regency | Boltok -> Disabled Boomshot -> Shock Grenade Dropshot -> Shock Grenade Shock Grenade -> Disabled Torque Bow -> Embar |
Training Grounds | Boltok -> Disabled Embar -> Disabled Enforcer -> Disabled Lancer GL -> Dropshot Longshot -> Disabled Overkill -> Frag Grenades Talon -> Disabled |
Restrictions
Weapon Skin Restrictions
- Black Phantom
Character Restrictions
- Each Team is only allowed one iteration of any character on their Team at one time, irrespective of character skin (unless otherwise stated below). For example, “Esports Kait” is the same as “Armored Kait”
- A single COG Team is only allowed 2 female characters
- A single COG Team cannot have one Player using a Marcus skin and another using a Batista skin
- A single COG Team can only have one Player use any of the following skins or their variants: Anthony Carmine, Ben
- Carmine, Clayton Carmine, Johnny COG, COG Gear, COG Gear Corpse, Private Vermelo, Private Casan
- A single Swarm Team can only use one of the following characters on a team at once: Beast Rider, Bolter, Cyclops
- A single Swarm Team can have one Player using either Locust Bolter, Cyclops, or Beast Rider skin and another using a Locust Drone skin
- A single Swarm Team cannot have one Player using Flame Grenadier and another using Grenadier Elite
- A single Swarm Team cannot have one Player using Theron Guard and another using Lambent Theron
- A single COG Team cannot use more than one “New Day” character skin (Kofi Kingston, Big E, and Xavier Woods)
- A single COG Team is only allowed to use one Nomad character variant (Male/Female)
- A single COG Team is only allowed one UIR Soldier character variant (Male/Female)
- A single COG Team can use a Nomad character variant and a UIR Soldier character variant on the same team
Character Skins Restrictions
The following Character skins are not permitted to be used:
- Terminator T-800 (Swarm)
- Terminator Rev-9 (Swarm)
Keyboard/Mouse NOT Allowed
Players may not use a Keyboard/Mouse setup at any point during the tournament. Teams will be disqualified for playing with a Keyboard/Mouse setup and the player will be suspended. If your opponent is using a Keyboard/Mouse setup, record evidence to submit to the admin.
Required Proof
How to Show Proof
Users must give evidence of the scores/match result of each match by taking a screenshot using the Xbox One Screenshot/Record feature (Xbox Button - Y to Screenshot or X to Record). Once you have done this upload the image to either Imgur, Prnt.sc, Photobucket, Twitter (tag @EGL_Europe), Gamer DVR or Imageshack.
Proof should be of the final scoreboard, for example:
We will also accept streamed footage via Twitch, YouTube etc but only clips of the match scores/results.
Matches
Incorrect Match Settings
It is the hosting team’s responsibility to ensure that the match settings are as outlined above in the Match Settings. If you notice that the host has the incorrect match settings, please record video proof of what is wrong, ensuring that the scores, time, incorrect rules and/or the players in the lobby are clearly visible (depending on the accusation) and then immediately report this to the admin.
In the instance that the hosting team has correct match settings and you leave the game before it is completed, the hosting team will receive the win for that match.
In the instance that the hosting team has incorrect match settings and you do not leave the game before it is completed, the result of that map will stand.
The hosting team will not forfeit the map if the non-hosting team does not leave the match and the map is played out in full.
Forfeits
In order for a team to forfeit, the opposing team must leave the match as soon as they have gathered evidence of the opposing team violating the tournament rules.
Teams will forfeit a map/round for the following reasons:
- Leaving a match prior to its completion and then failing to provide valid proof of the accusation against the opposing team.
- Hosting a match with the incorrect Match Settings shown above.
- Delaying a match by more than fifteen (15) minutes since receiving the match fixtures for that round.
Lobby Disconnections
Control & Escalation
If the lobby disconnects during the initial start of a map (which is the time prior to any player’s being killed, rounds have been scored, rings being captured, ring points being scored or a power weapon being picked up), both teams should restart the match as normal and continue to play once all players have returned to the lobby and the settings have been checked.
If the lobby disconnects at any point after the initial start of a round (which is any time after players have been killed, rings have been captured, ring points have been scored or a power weapon has been picked up), both teams are to carry out the following:
Control: Restart the map and replicate the ring points scored by each team prior to the disconnection.
Escalation: Restart the map and replicate the rounds won by each team and any weapon placements prior to the disconnection.
Once both teams agree that the following has been done correctly and once both teams are happy to proceed, both teams should agree upon an in-game time to start via Xbox Live Message or in-game chat and continue to play as normal from that point.
Execution 2.0
If the lobby disconnects during the initial start of the map (which is the time prior to any player’s being killed, rounds have been scored or a power weapon being picked up), both teams should restart the match as normal and continue to play once all players have returned to the lobby and the settings have been checked.
If the lobby disconnects at any point after the initial start of a map (which is any time after players have been killed or rounds have been scored), both teams are to restart the map and replicate the rounds won by each team and then kill any players that were dead at the time of disconnection for the current round. Once both teams agree that the following has been done correctly and once both teams are happy to proceed, both teams should agree upon an in-game time to start via Xbox Live Message or in-game chat and continue to play as normal from that point.
Player Disconnections
Control & Escalation
If a player(s) disconnects during the initial start of a round (which is the time prior to any player’s being killed, rings being captured, ring points being scored or a power weapon being picked up), both teams are to return to their spawn points and wait for the disconnected player(s) to reconnect. Once the player(s) have reconnected and both teams are happy to proceed, both teams should agree upon an in-game time to start via Xbox Live Message or in-game chat and continue to play as normal from that point.
If both teams disagree over when players disconnected proof must be provided that shows when the disconnection took place.
If a player disconnects during the round (which is any time after any players have been killed, rings have been captured, ring points have been scored or a power weapon being picked up) both teams are to carry out the following:
Control: Both teams are to continue playing the game as normal and when possible the player that disconnected should be reinvited by their team or try to rejoin the game as soon as possible.
Escalation: Both teams are to continue playing the round as normal. Once that round has finished both teams should wait in their spawns and agree upon an in-game time to start via Xbox Live Message or in-game chat and continue to play as normal from that point.
Execution 2.0
If a player(s) disconnects during the initial start of a round (which is the time prior to any player’s being killed or a power weapon being picked up), both teams are to return to their spawn points and wait for the disconnected player(s) to reconnect and stalemate the round, if they do not reconnect in time for the round timer ending the opposing team should team kill to even out the players alive and stalemate the round(s) until the player(s) reconnect. Once the player(s) have reconnected and both teams are happy to proceed, both teams should agree upon an in-game round to start on via Xbox Live Message or in-game chat and continue to play as normal from that point.
If both teams disagree over when players disconnected proof must be provided that shows when the disconnection took place.
If a player disconnects during the round (which is any time after any players have been killed or a power weapon has been picked up) then the round is to continue being played as normal. Once that round has finished both teams should wait in their spawns and wait for the disconnected player(s) to reconnect and stalemate the round, if they do not reconnect in time for the round timer ending the opposing team should team kill to even out the players alive and stalemate the round(s) until the player(s) reconnect. Once the player(s) have reconnected and both teams are happy to proceed, both teams should agree upon an in-game round to start on via Xbox Live Message or in-game chat and continue to play as normal from that point.
Server Issues
In the event of server issues arising, tournaments may be postponed or cancelled depending on the severity of the issue.
If the tournament is cancelled it will be announced on the EGL_Europe Twitter page and EGL - Global Discord channel. The tournament title will also be adjusted to reflect this outcome.
Match Delay
Matches must be played in their entirety unless both teams agree to delay the match. Maximum permitted time to delay a match is fifteen (15) minutes.
Failure to complete a match or report the scores within one (1) hour of receiving the match fixtures will result in disqualification for both teams due to inactivity.
Teams may not delay the match for more than fifteen (15) minutes between each round. If a team delays the start for longer than fifteen (15) minutes, the other team should report the scores in their favour and provide proof of the delay occurring.
The team that did not delay must provide video proof showing that this fifteen (15) minute delay did occur.
Hosting Order
A team's seed is indicated by the number next to their team name on the tournament bracket. The highest seed is defined as the team with the seed closest to 0.
The hosting team is as follows:
Map 1
Highest Seed |
Map 2
Lowest Seed |
Map 3
Highest Seed |
Please see the Game Modes, Maps & Vetoes section to view game modes, maps and how to carry out the veto process.
Match Lag
If the host begins to lag in the middle of a match, you must ensure that you capture valid video proof and then complete the remainder of the match. If you wish to make a complaint about the host once the match has been completed, please dispute the result of a match and contact a member of staff immediately and provide your video proof showing the lag that occurred.
Reporting
Match Result
Both teams are responsible for reporting the result of a match. This can be done by clicking on the match fixture link found on the Match Fixture page.
Tournament brackets will be updated automatically once both teams have reported the match.
In the instance that only one team reports the match result, the result will automatically be confirmed after ten (10) minutes. Please do not contact support in this time as you will cancel the timer.
Disputed Result
In the instance that both teams report conflicting results, the match will be placed into dispute and will be handled by a member of the admin team.
Evidence
In the event of a dispute, the team that has disputed will be asked to provide proof of their accusation. Please see the Evidence Policy section below to find out what evidence is required.
If the disputing team is unable to provide valid evidence for the reason that they disputed, then their team will be removed from the tournament and will also receive a suspension due to disputing without valid reason/proof.
No Shows
No Shows
A team has fifteen (15) minutes to show up and be ready to start the match. Failure to do so will result in a forfeit.
To report a no-show, please click on the 'Opponent No Show' button on the Match Fixture page.
No Show Proof
If you have reported a no-show and the opposing team has disputed, you must provide video evidence that you have invited all members of the opposing team to play prior to the fifteen (15) minute no-show deadline. Failure to do so will result in the no-show claim being voided and both teams being made to play out the round.
Cheating
We have a zero-tolerance policy for cheating. Players caught cheating, glitching or abusing in-game mechanics in any way will be permanently banned from the EGL site and all future competitions.
Evidence Policy
We strongly recommend that you obtain photo or video evidence showing the outcome of every match.
User Conversations
All conversations between users are not considered evidence. This includes, but is not limited to:
AIMs |
Emails |
Private Messages |
PSN Messages |
XBL Messages |
Skype Messages |
Tweets |
Direct Messages |
Evidence Requirements
When asked to provide evidence for the outcome of a match, all video and photographic evidence must clearly show the match score, time, players in the lobby and, if necessary, evidence of the rule violation of the opposing player.
Evidence that does not meet the above criteria will not be considered.
Uploading Evidence
All video evidence should be uploaded to an external website such as YouTube. Photographic evidence should be uploaded to an external website such as Imgur, Prnt.sc, Photobucket, Twitter or Imageshack. The URL link to the individual evidence must be sent to an admin, along with a brief description of what the evidence shows.
Evidence that has been faked or tampered with in any way will not be accepted as valid. Anyone found to be providing fake proof will be permanently banned from competing on the website.
Support
Support
If you have a problem with your match, please click on the 'Contact Support' button found on the Match Fixture page. You can view and respond to all of your support tickets here.
Abusive Behaviour
Abusive behaviour towards staff members that are called into a match dispute will not be tolerated. The individual user and/or team violating this rule will be subject to a site-wide ban.