Crawl "Sudden Death" Challenges Season 2 - Completed
Posted: Friday, 2nd May 2014, 03:52
by WalkerBoh
The competition is now complete.
CSDC Season 2 Results and Standings
The Week 1 challenge, VSSk, is now closed. High scorer: Tabstorm!
The Week 2 challenge, FoAE, is now closed. High scorer: Yermak!
The Week 3 challenge, OgAK, is now closed. High scorer: HilariousDeathArtist!
The Week 4 challenge, NaNe, is now closed. High scorer: Zooty!
The Week 5 challenge, KoHe, is now closed. High scorer: Roarke!
The Week 6 challenge, HuHu, is now closed. High scorer: HilariousDeathArtist!
Season 2 Playoff Results
Competition Information
Big thanks to Lasty for helping me set up a more automated scoring system this season! The standings will now update automatically three or four times a day during the season. However, you can also use the bots in ##crawl to view relevant challenge information whenever you wish. If you find an error in the scoring sheet, please send me a message and I'll correct it as soon as possible.
Results from Season 1
CSDC Season 2 Results and Standings
The Week 1 challenge, VSSk, is now closed. High scorer: Tabstorm!
The Week 2 challenge, FoAE, is now closed. High scorer: Yermak!
The Week 3 challenge, OgAK, is now closed. High scorer: HilariousDeathArtist!
The Week 4 challenge, NaNe, is now closed. High scorer: Zooty!
The Week 5 challenge, KoHe, is now closed. High scorer: Roarke!
The Week 6 challenge, HuHu, is now closed. High scorer: HilariousDeathArtist!
Season 2 Playoff Results
Competition Information
Spoiler: show
Crawl "Sudden Death" Challenges is a Crawl competition that aims to fill a niche between the biannual Crawl release tournaments and the much rarer dieselrobin events. The idea is for players to compete by trying to do as well as possible in a game of Crawl with one attempt only; if you die, that challenge is over (thus "sudden death", though you may - will - also die suddenly). This competition is a lower time commitment event that aims to challenges players, while simultaneously encouraging unusual characters and play styles that you might not normally consider.
Competition Rules:
*Note: Rules and format subject to change until the competition starts. Check back here for updates.
Scoring:
Playoff Format:
Changes from Season 1:
Competition Rules:
*Note: Rules and format subject to change until the competition starts. Check back here for updates.
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Format
1 Each challenge consists of playing a randomly chosen Crawl race/class combo (e.g. DsTm).
2 You get ONE attempt to play each combo. The goal is to advance as far as possible (and win!) in each game, scoring points by reaching various in-game milestones. See "Scoring" below for details on earning points.
3 A new race/class combo will be announced on Friday evening each week of the competition. All players have 2 weeks to finish a game using that combo.
4 The season consists of 6 challenges total (i.e., 6 different combos).
5 Players are split into divisions based on approximate skill. Divisions will be announced at the start of the competition and frozen when signups are closed. You only compete against the players in your division.
6 One redo is allowed if player XL < 5 (i.e., no redos once you hit XL 5). The highest score of the two games counts towards your score.
7 Each challenge has an optional bonus challenge in addition (see the "Overview" tab for the list). Each bonus will have two tiers; the second tier is more difficult, and worth more points.
8 Division winners are crowned via a one-game playoff after all 6 challenges. Playoff rules are below (see "Playoff Format").
Restrictions
1 All games must be played online in TRUNK. Any logged server is allowable (CAO, CSZO, CLAN, CBRO, CDO, CKR).
2 Playing the same race/class combo simultaneously on more than one server is not allowed. However, it is okay to practice each combo offline or using an alternate account; only games played on your designated account will be counted towards your score.
3 Any races, classes, or gods that have not made it into a stable release will be ineligible for challenge combos (as of right now this includes Qazlal and Gozag). If a new race, class, or god is added to trunk during the season, it cannot be used for competition games.)
4 No races or classes will be selected for more than one challenge during the competition.
4 Each player's lowest weekly score will be dropped at the end of the challenges (does not affect miscellaneous points).
Scoring:
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Weekly points (can be earned once per challenge):
1 Kill a unique: 1 pt
2 Enter a multi-level branch of the Dungeon: 1 pt
3 Reach the end of any multi-level branch (includes D): 1 pt
4 Collect a rune: 1 pt
5 Collect 3 or more runes in a game: 1 pt
6 Win a game (75,000 turns or more): 1 pt
7 Win a game (less than 75,000 turns): 2 pts
8 Complete a Tier I bonus: 1 pt
9 Complete a Tier II bonus*: 3 pts
*Note, you only score points for the highest tier of bonus completed.
* Maximum of 10 weekly points possible per game, for 50 maximum points.
* Minimum of 6 weekly points per winning game, for 30 minimum points.
One-time points (earned only once per season):
1 Win a game with 15 runes: 3 pts
2 Enter Zot at XL 20 or lower: 3 pts
3 Season high score (in-game, per division): 3 pts
4 Season min turn count win (per division): 3 pts
5 Win a game without entering Lair or Vaults: 10 pts
* Maximum of 22 one-time points possible during the season.
* Total score is the sum of a player's weekly and one-time points, minus their lowest weekly score.
* Maximum of 72 total points possible during the season.
Playoff Format:
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1 Each division has a separate playoff round. The top 4 players from each division after Week 6 are eligible to compete in their divisional playoff.
2 The playoff round consists of a one-game challenge, scored using the same rules as the weekly challenges.
3 The playoff round race/class combo and bonuses will be announced at the end of Week 6. All playoff games have 2 weeks to be completed.
4 Players are seeded according to their total season score. Seeding determines the XL cutoff to be eligible for a redo:
#1 seed: Can redo if their first attempt ends at XL7 or below.
#2 seed: Can redo if their first attempt ends at XL5 or below.
#3 seed: Can redo if their first attempt ends at XL3 or below.
#4 seed: Can redo if their first attempt ends at XL1.
Tiebreakers for seeding are (in order): # of completed Tier II bonuses, # of completed total bonuses, # of wins, season high score (in-game).
5 The highest-scoring player in the playoff round (using weekly scoring rules, not Crawl's in-game score) is the division winner.
Tiebreakers for the playoff round are (in order): Highest bonus tier completed, least turns to collect a rune, # of uniques killed, in-game score.
Changes from Season 1:
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Format Changes
* Vine Stalkers, Formicids, and Dithmenos are now allowed for challenge games, as all were released in 0.14 stable.
* Season length reduced from 10 games to 6, to avoid burnout due to season length.
* Number of divisions reduced and number of players per division increased, to lessen impact of dropouts on division competitiveness.
* Division winners to be decided by one-game playoff (see Playoff Format for details).
* Redo criteria changed from XL < 4 to XL < 5, to compensate slightly for shorter season.
Scoring Changes
* Removed points for 1st/2nd/3rd place per division for each challenge. This necessitated 15-runing and rewarded waiting to see results before playing games.
* Removed points for winning with 6+ runes or losing with 10+ runes, to further remove pressure to complete 15-rune games.
* Removed points for streak wins. This was redundant, as the competition allows only one try per challenge anyways.
* Removed points for collecting a rune at XL 12 or lower. This was an unrealistically difficult challenge.
* The lowest weekly score for each player is dropped (only best 5 are counted). This allows busy players to skip a challenge without penalty, and further helps to equalize bad luck over a shortened number of challenges.
* Added points for in-game milestones rather than in-game score (branch enter, branch end, etc.). This creates a fixed, rather than relative, point scale for challenge scoring.
* Added points for winning in less than 75,000 turns. This serves to roughly differentiate quality of wins by turn count rather than by in-game score, which is heavily influenced by # of runes.
* Added new one-time bonuses to give players further challenges to attempt (see Scoring for details).
Big thanks to Lasty for helping me set up a more automated scoring system this season! The standings will now update automatically three or four times a day during the season. However, you can also use the bots in ##crawl to view relevant challenge information whenever you wish. If you find an error in the scoring sheet, please send me a message and I'll correct it as soon as possible.
Results from Season 1