The rules contained on this page only cover this specific game, please review the HSEL General Competition Rules for information covering all official tournaments.
THIS TOURNAMENT IS IN NO WAY SPONSORED, ENDORSED, OR ADMINISTERED BY, OR OTHERWISE ASSOCIATED WITH, PSYONIX LLC. THE INFORMATION PLAYERS PROVIDE IN CONNECTION WITH THIS TOURNAMENT IS BEING PROVIDED TO TOURNAMENT ORGANIZER AND NOT TO PSYONIX LLC.
No additional anti-cheat is required for official matches.
2. Match Procedure
HSEL Supported Platforms
- Nintendo Switch
This game supports crossplay. All teams competing in this tournament will face each other, regardless of what console they play on
2.1. Series Lengths
All matches will be played as a best of 5 series.
2.2. Game Lobby
The home team will create the lobby. The away team will have a choice of which team is which color, which will not change for the duration of the match. The default arena played is DFH Stadium. Teams are free to change the arena at any time so long as both teams consent and the arena is playable according to rule 2.3.
The game settings should be set to the following:
- Game Mode: Soccar
- Arena: DFH Stadium OR another arena agreed upon by both teams from the list in 2.3.
- Team Size: 3v3
- Bot Difficulty: No Bots
- Team Settings
- Team Names should be in accordance with the sides chosen by the away team
- Primary and accent colors should be set to Default
- Mutator Settings
- Preset Settings: Custom
- Match Length: 5 minutes
- Max Score: Unlimited
- Overtime: Unlimited
- Series Length: 3 games
- Game Speed: Default
- Ball Max Speed: Default
- Ball Type: Default
- Ball Physics: Default
- Ball Size: Default
- Ball Bounciness: Default
- Boost Amount: Default
- Rumble: None
- Boost Strength: 1x
- Gravity: Default
- Demolish: Default
- Respawn Time: 3 seconds
- Region: As decided on in 2.4.
- Joinable By: Name/Password (to be determined by hosting team)
In the event that incorrect settings are loaded on the server, the match should be stopped and reset. Previously played games with incorrect format will not count towards the series.
The following arenas are available for switching to during an official match:
- Champions Field
- Champions Field (Day)
- DFH Stadium
- DFH Stadium (Day)
- DFH Stadium (Stormy)
- Mannfield (Night)
- Mannfield (Snowy)
- Mannfield (Stormy)
- Neo Tokyo
- Salty Shores
- Starbase ARC
- Urban Central
- Urban Central (Dawn)
- Urban Central (Night)
- Utopia Coliseum
- Utopia Coliseum (Dusk)
- Utopia Coliseum (Snowy)
2.4. Server Region
The following server regions are available for use in official matches:
In the event where teams are unable to agree on which server region to play the match, the server region will alternate between games starting with the home team's server region choice.
3. Tournament Rules
3.1. Game Connections
All players taking part in High School Esports League tournaments are required to have an active game account for the tournament they’re participating in connected to their Generations Esports account. All game connection information shown on a team’s roster must match with the accounts in game. Players using different accounts or those not officially on the roster are prohibited from playing in matches. Only one account connection is allowed per game, the use of alternate accounts is prohibited. All account connections are prohibited from being changed after the team has participated in its first match of a tournament’s regular season.
If a player’s name does not match what is shown on their roster, please reach out to a HSEL Administrator through the live chat service for assistance while the game is still being played. Name discrepancy reports will not be accepted after a match has been completed.
3.1.1. Epic Games Account Connections
If a player has a Rocket League account on different platforms, they will be permitted to play on it as long as they have connected all game accounts to their Epic Games Account. HSEL Administration may ask for proof of the account connection at their discretion.
3.1.2. Account Ownership
Game accounts used in official tournaments must belong to the student participating using that game connection. At no point in time may players share accounts with each other or use an account of another person, regardless of if they are in the tournament or not.
3.1.3. School-Purchased Accounts
Schools may create accounts or purchase game licenses for their students participating in a tournament if they do not already have an active one. These accounts will be considered the students’ personal account and may only be used by one student each. These accounts and licenses may not be transferred to another student upon the previous student’s graduation or leaving the team, as this would be against any publisher’s Terms of Service or End User License Agreement.
3.2. Match Streaming
Spectators are permitted in game lobbies for the sole purpose of streaming their team’s match to the School’s Twitch or Youtube channel or to record the match. Spectators may not have any communication with team members while the game is currently being played and must not be a member of the roster participating in the match. At the end of the match, the stream vod or an unedited copy of the recording must be shared with the other team. The use of the Generation Esports Wizard streaming service is prohibited for broadcasting spectating games.
3.2.2. Player Streaming
Players may stream to their personal twitch or youtube channel if they are participating in the match. The match may only be streamed from the player’s in-game point of view and should have at least a 3 minute delay set to prevent possible incidents of stream sniping.
Players may not at any time stream another player or roster’s match on their personal channel.
3.3. Playoff Qualification
Teams must compete in and complete 75% of their Regular Season matches in order to be considered for playoff qualification. Teams who do not meet this requirement will be removed from qualification consideration regardless of their final record.
3.3.1. Unplayed Matches
Any match or queue that a team misses or does not complete will result in the match being counted as a loss against the team's record at the end of the regular season.
3.4. Playoff Qualification Tiebreakers
The tie breaker system will be run as a tiered protocol that will be used if multiple teams finish the regular season with the same overall record.
- Wins. (Forfeit wins and bye wins are scored as a full series undefeated win)
- Head-to-head record. (If the two tied teams have played each other, their match record against each other is compared)
- Overall game win percentage. (e.g. winning a match 3-0 is better than 3-2)
- Higher opponents’ game win percentage. (e.g. it is better to beat an opponent who consistently won 3-0 than 3-2)
- Fewer forfeit losses.
- Fewer bye wins.
- The team which had a higher number of wins before their first loss.
If the first loss is received after the same number of wins, then the team which lost to the stronger opponent (as defined by game win percentage) will be ranked higher.
Any bodies, decals, wheels, rocket boosts, toppers, antennae, goal explosions, trails, or engine audios that are currently disabled in competitive 3v3 queues are not permitted for use in official matches.
4.2. Leaving and Rejoining Teams
Players are not allowed to leave their team and then rejoin to put them on the other side of the arena and will be considered cheating.
5. Stoppage of Play
Should a player disconnect from the game less than 30 seconds into the match or before the shot to make the first goal of the game is taken the game will be restarted. If either of these events have occurred, the game will continue. Disconnected players will be able to rejoin the lobby for the next game.
6. Team Rosters
Rocket team rosters require a minimum of 3 players and are limited to a maximum of 6 players (3 starting players and 3 substitute players). Rosters that do not meet the minimum or exceed the maximum number of players will not be allowed to participate in official matches until their roster size meets the set requirements. Player Substitutions may be made between maps.