As the previous season the tournament will be played on Cup Mode with the following game settings:
- Mode: Cup
Maximum player: 4
Point limit: 120
Round per map: 5
Number of winner: 2
Map per pack: 5
Furthermore, the Organizing Committee launches today the selection of tracks for its official pack. This pack will be use during all National Preliminaries and National Finals around the world. The maps’ selection will be organized in two steps:
- From 28/02 to 14/03: the Organizing Committee of ESWC will take delivery of the maps sent by the community on firstname.lastname@example.org.
From 14/03 to 18/03: the Organizing Committee will test and select 5 maps to create the ESWC official pack.
Specifications to build official map will remain the same as last season:
1- The length must be approximately 1 min – 1 min 30.
2- The maximum weight for a map must be 2500 coppers.
3- The map must only use originalRules and maps selection process for ESWC 2010 soundtracks of the game.
4- The difficulty and risk should scale progressively throughout the map. The easiest part should be at the beginning while the more difficult part should be at the end.
5- The difficulty must be hard as it will be maps dedicated for competition and played by the best players. It means that obstacles or series of obstacles have to be hard to master. These obstacles may also propose different ways to handle them.
6- The player’s mistakes don’t have to be too much penalizing to not totally ruin the race or the chances to catch up. The author may possibly include a heavy penalizing obstacle at the end of the map since it will not change anything.
7- Maps may propose a choice of obstacles which brings players on different roads only when it remains on a very short length and rejoins quickly. The idea is to propose a choice of different difficulties but without making it different races.
8- Maps don’t have to involve Media Tracker during the race, even to help during a looping. Players have to manage their point of view themselves. However, it is possible to use Media Tracker at the beginning of a track to introduce it, or at the ending to provide a finishing sequence.
9- At the end of a map there should be a way for close players to catch up their opponent in order to keep a possibility for them to finish first, even if this way is very risky. This will keep an interest in the race.
10- Maps should include different types of obstacles requiring different skills in order to play with strengths and weaknesses of players. Maps should not be just a series of jumps, or just a series of turns, or just a series of loopings.
11- Maps may not mislead the player through false roads, misleading panels or confusing crossroads. The road to follow and choices to make should always be clearly identified.
12 - Maps may include shorts portions of TMNF “ground block”. A maximum of 20% of “ground block” can be used for the whole map.