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Prizes

1st : Hugine 2.4Ghz 4WD Powerful Extreme Stunt Amphibious Remote Control Car, Drives on Land and Water With 360 Degree Spins and Flips

2nd: Mad Max: Fury Road (Blu-Ray, Bilingual)

3rd: Shaolin Soccer (DVD)

FINALS
Save the Date!
November 3rd
Salle Ville Marie

Rocket League

Congratulations to our winners!
​
1st: The Blastronauts
2nd: The 3 R's
3rd: The Hanson Brothers

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Your Rocket League Admins

 

Nolan Ellis

Vincent Cotineau-Soufflet

UGL-S4-RocketLeague-Admins

Did you play in the tournament? Please take our survey!

RULESET: Rocket League

 
A. General Tournament Rules

Match Settings and Procedures

1.    Game Settings

  • Default Arena: DFH Stadium

  • Team Size: 3v3

  • Bot Difficulty: No Bots

  • Mutators: None

  • Match Time: 5 Minutes

  • Joinable By: Name/Password

  • Platform: Steam/PC

  • Server: US­East

2.    Controllers

The following controllers are legal:

  • Official Xbox One wired controllers

  • Official Xbox One Elite wired controllers

  • Official Xbox 360 wired controllers

  • Official PlayStation 3 wired controllers

  • Official PlayStation 4 wired controllers

  • Scuf Gaming controllers

  • Cinch Gaming controllers

  • Mouse and Keyboard

  • Any other compatible wired controller upon approval from Tournament Entities Wireless controllers are not permitted at live events.

Thumbstick modifications such as Kontrol Freek are permitted.
Ensure that the controller you use installs the drivers automatically, to make sure player at work doesn’t cause any trouble

3.    Arena

In the Swiss Stage, the first game is played on DFH Stadium. The Team that loses the first match will select the next arena. Arena may be repeated (in the swiss stage) during the match.

  • Beckwith Park

  • Beckwith Park (Midnight)

  • Beckwith Park (Stormy)

  • Mannfield

  • Mannfield (Stormy)

  • Urban Central

  • Urban Central (Night)

  • Utopia Coliseum

  • Utopia Coliseum (Dusk)

  • Wasteland

4.    Rosters

Rosters consist of three (3) to four (4) Players and may be changed any time prior to the end date of registrations, which is September 2nd, 2016. Players may not simultaneously be on the roster of more than one Team during the Tournament. 

Each player of the team will have to play in at least one match of the swiss stage if they want to play in the playoffs. Teams aren’t allowed to change a player after a game.

4.    Nametags

In­game names must adhere to the following guidelines:

  • A roster shall not contain duplicates of the same name, names that consist only of symbols, nor contain names that are very hard to distinguish from each other.

  • Names shall not be offensive, obscene or vulgar, and shall not contain offensive, obscene or vulgar language (as determined by the Tournament Organizers in their sole discretion).

  • Names may not contain trademarks, tradenames, or equivalent third party intellectual property without approval, such as in the case of a sponsorship.

  • Names must remain consistent from the swiss stage to the playoffs.

  • Names must not contains any confidential information about Ubisoft or any project concerning Ubisoft.

UGL administrators may ask Players to change their in­game names for any reason.

5.    Team Names

Team names must adhere to the following guidelines:

  • Team names shall not be offensive, obscene or vulgar, and shall not contain offensive, obscene or vulgar language (as determined by the Tournament Organizers in their sole discretion).

  • Team names may not contain trademarks, tradenames, or equivalent third party intellectual property without approval, such as in the case of a sponsorship.

  • Team names must not contains any confidential information about Ubisoft or any project concerning Ubisoft.

  • UGL administrators may ask players to change Team Names for any reason.

 6.    Avatars

Avatars must adhere to the following guidelines:

  • Avatars shall not be offensive, obscene or vulgar, and shall not contain offensive, obscene or vulgar language (as determined by the Tournament Organizers in their sole discretion).

  • Avatars may not contain trademarks, tradenames, or equivalent third party intellectual property without approval, such as in the case of a sponsorship.

UGL administrators may ask players to change Avatars for any reason.

7.    Match Scheduling

Team captains will communicate with their opponents to schedule a match. It may be during lunch, evening or morning, but must not be during work hours.

8.    Hosting and Team Colors

Tournament Organizers will specify which Team is blue and which Team is orange. One of the team captain will host the game using the settings of #1, and tell the opponents captain NAME/PASSWORD. Colors will be assigned by tournament organizers.

9.    Re­Hosts

In the Swiss Stage, Teams may mutually agree to cancel the current game of the match and re­host the match due to connection issues.

10.    Servers

“US-EAST” will be used for all games played during the tournament.

11.    Game Start

Players may not join their designated side until 3 players from each Team have joined the game.

12.    Reporting Scores

After a match is completed, the captain or manager of the winning Team must submit the match count to the Tournament Organizers via outlook, and must include in the same mail the opponent team captain. The losing Team’s captain must also confirm the match count. Taking a screenshot of the results screen or replay of the match is strongly recommended. If a Team disputes a match claiming a win and submits proof of their claim, the other Team must submit proof of their claim to avoid an automatic forfeit of the match. Any teams or players found to be submitting false or doctored results will be disqualified of the tournament.

13.    Disconnects

In the event of a disconnect, the shorthanded Team will continue to play out the single match within the series. The disconnected Player may rejoin during the game that the disconnect occurred in or in between games of a match.

14.    Substitutions

Substitutions are not allowed during a game or match, but is allowed for another match.

15.    Broadcasting

Every Player is allowed to stream the game at any time. 

16.    Bugs & Glitches

In the event of a bug or glitch that affects gameplay, the full match should be played out. If a Team calls for a rematch due to the bug or glitch they must save the replay then submit it to an UGL administrator for review.

17.    Cheating

Using cheats or any third­party tools outside of Steam or PSN is forbidden. All Players and Teams must comply with the Code of Conduct described in the Official Rules.

18.    Observers

In­game observers are not allowed except for UGL administrators. Note that player can broadcast their game, for their friends.

24.    Rule Violations

Violating rules of the UGL may result in punishments for Teams and/or Players. Punishments are made at the discretion of Tournament Organizers and may include loss of game, loss of match, disqualification from UGL competition, and ban from UGL competition.

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