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DtJ Presents: First Date | Indianapolis, IN | March 1st

DtJ Hilt

Little Lizard
Joined
Feb 28, 2008
Messages
8,531
Location
Minnow Brook
DtJ Presents: First Date
Dinner and a Movie


Alright, guys! DtJ's back with an all new tournament series! This time we'll be spreading our focus a bit broader and will be running singles and doubles for both Melee and Brawl, as well as at least singles for Project M. Our location is better than ever as well, sitting right in the middle of the Midwest East.

Our Facebook Event is located here!

Your Hosts
DtJ Hilt:
Host of the Kakuna Matata series as well as Co-Organizer of several series, including the Revenge saga and the early School is in Sessions.
DtJ Composer: Founder and host of GP Affairs, as well as the backbone of the Indiana Brawl community.
DtJ Spin: The newest addition to the DtJ family and TO in training.
DtJ LoZ: The man behind the scenes. Co-Hosted the GP Affairs series with DtJ Composer.

The Tower
900 West Michigan Street, Indianapolis, IN

We'll be hosting First Date on IUPUI campus in The Tower. We'll have pictures of the room soon to come. On that note, we have two rooms available to us. If our turnout looks to warrant it, we'll split our Melee and Brawl events between the two rooms for organization's sake. But we have until the day of the tournament to make that decision.

Parking Information
There will be two main options with regards to parking available. For those that want to park as close as possible, there's a garage directly below the building available, however there will be a fee of $5-10 for the day per car. On the other hand, there's a parking lot and garage about a five minute walk from the venue that has free parking on weekends.

For those that want to park in the free lot, be sure to drop off your TV beforehand. I'll leave my phone number near the end of the thread, be sure to contact me if you need someone to unload the TV onto before parking.

Parking Lot Address: 455 Porto Alegre Street

I'll post a picture of a map of the parking lot in relation to the venue to give our drivers a better idea.

Event Information
Venue Fee - $5 ; Waived upon bringing a full setup for either Melee or Brawl.
Melee Singles - $10
Brawl Singles - $10
Melee Doubles - $10 per player
Brawl Doubles - $10 per player
Project M Singles - $10

Schedule
So we're going to do things a bit differently than what's normally seen in the area. For starters, we'll be running Melee Pools at the same time as Brawl Doubles, and Melee Doubles at the same time as Brawl Pools. We know this may be less appealing to those that like to enter events for both games but don't like to switch back and forth too much. However, we'll be running on a strict time schedule, so running them back to back isn't going to be doable for five events, considering we'll be running pools for singles. Take this into consideration when choosing how many events to enter. We'd love for everyone to enter as many events as possible, but don't want it to cause any problems for the players.

With that said, we'll also be running pools for Singles first, with Doubles in between it and Singles Bracket. It's the most time efficient method and gives more incentive for players to arrive on time.

We'll be running Project M starting during the end of Brawl Doubles/Melee Pools and running into the beginning of singles bracket. Because of overlapping events we ask for the cooperation of those that do enter more than one event. We'll have to decide on the spot which match should get priority to ensure that we don't allow the brackets to progress too unevenly.

11:00 Registration for all events begins
11:45 Registration for Melee Doubles and Brawl Pools ends with final touches to pools being made
12:00 Melee Doubles begins
12:00 Brawl Singles Pools begins
2:45 Registration for Melee Singles and Brawl Doubles end
3:00 Melee Singles Pools Begins; May be delayed if Melee Doubles have not yet ended.
3:00 Brawl Doubles Begins; May be delayed if Brawl Pools have not yet ended.
4:15 Registration for Project M ends
4:30 Project M Singles begins; May be delayed, depending on progression of Melee Singles Pools and Brawl Doubles
6:00 Melee Singles Begins; May be delayed, depending on participants remaining in Brawl Doubles and Project M Singles
6:00 Brawl Singles Begins; May be delayed, depending on participants remaining in Brawl Doubles and Project M Singles

Potential Side Event: Boy Crazy Invitational (h)

Payouts
Prizes will be determined by the number of entrants. For Melee Singles, Brawl Singles, and Project M Singles we'll be paying out the top six entrants in the instance that there are 24 players or more in the bracket. If the brackets have less than 24 entrants, we'll pay out the top four players. Similarly, Doubles will pay out the top three teams in the instance that there are twelve or more teams. If there are less than twelve, only the top two teams will be paid.

[collapse=Payouts]Top Six Payout:
1st: 48%
2nd: 22%
3rd: 14%
4th: 8%
5th: 4%

Top Four Payout:
1st: 50%
2nd: 25%
3rd: 15%
4th: 10%

Top Three Payout:
1st: 60%
2nd: 30%
3: 10%

Top Two Payout:
1st: 66%
2nd: 34%[/Collapse]

Rule Sets

[Collapse=Melee]
Singles Stage List
Starters/Neutrals:
  • Yoshi’s Story
  • Fountain of Dreams
  • Battlefield
  • Final Destination
  • Dream Land
Counterpick:
  • Pokemon Stadium
Doubles Stage List
Starters/Neutrals:
  • Yoshi's Island
  • Pokemon Stadiium
  • Battlefield
  • Final Destination
  • Dream Land
Counterpick:
  • DK64
General Rules
  • Items are set to off
  • Stock and time are set to 4 stock and 8 minutes, respectively
  • Wobbling is legal. Wobbling past 250% will be considered stalling and is not allowed.
  • Double Blind: If elected
  • Contest Port Priority: If elected
  • Neutral Start: If elected
  • DSR: You cannot counter pick to any stage you have won on during the match.
  • Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR. Players may NOT agree to change the number of matches to be played.
  • Forced Character Selection: Off
  • Matches that time out will be determined by the remaining number of lives, then percentage of the current stock. In the event of a percentage tie, the match should be replayed in full. Sudden Death is not to be played, and will not count. A player/team may not counterpick to the stage they last won on. This includes the first match won via stage striking.
  • Pausing the game shall only be legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game.
  • Any coaching that happens during the match (but not in between matches) is restricted. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be disqualified from the event and a possible ejection from the venue.
  • Players are to attend their matches at the designated times they are called. We will attempt to find and contact you if need be, but it is your job to let us know if you leave the vicinity. If you are late to a match, the following rules will be applied based on the amount of time:
    • If you are 5 minutes late: Results in a warning being issued, regardless of whether we're able to contact you or not.
    • If you are 10 minutes late: Results in a game loss.
    • If you are 15 minutes late: Results in a set loss.
    • These times will be strictly enforced to make sure that each player will enjoy the full event on a timely manner and that we aren't there until three in the morning.
Additional Rules for Teams Play
  • Team Attack: ON
  • Life Stealing is allowed
  • If the game is paused accidentally while attempting to steal a life, the opposing team may deem that life forfeit. Wait until the announcer has finished saying defeated before pressing start, or turn pause off prior to beginning the match.
How to Play a Set
  1. Players select their characters. Either player may elect to Double Blind
  2. Use Stage Striking to determine the first stage
  3. The players play the first match of the set
    Prior to starting this match, either player may elect to Contest Port Priority or Neutral Start. Note: Only one of these two may be used, as both have a built in Port Selection mechanism using RPS. If there is a situation where a player would like to change which option they elected after playing the game of RPS, it is the opponent’s choice to allow it. The results from the previously played game of RPS will carry over.
  4. Winning player of the preceding match bans a stage/stages (if applicable).
    For Best of 3 sets, each player gets 1 stage ban.
    For Best of 5 sets, there are no stage bans.
  5. The losing player of the preceding match picks a stage for the next match.
  6. The winning player of the preceding match may choose to change characters.
  7. The losing player of the preceding match may choose to change characters.
  8. The losing player of the preceding match gets first pick of port. Either player may elect for a neutral Start, but RPS will not be played to determine first pick.
  9. The next match is played.
Repeat Steps 4 through 9 for all subsequent matches until the set is complete.[/Collapse][Collapse=Brawl]
General Rules

  • 3 Stocks
  • 8 Minute Time Limit
  • Items set to “Off” and “None”
  • Pause set to “Off”
  • Meta Knight’s infinite dimensional cape tactic is banned.
  • All infinites and chain grabs are legal.
  • There is a 35 Ledge Grab Limit for all characters. If a game goes to time and one player goes over the Ledge Grab Limit for their character, they will automatically lose the game. If both players exceed their Ledge Grab Limit, then this rule is ignored.
  • The act of stalling is banned: stalling is intentionally making the game unplayable: Such as becoming invisible, continuing infinites, chain grabs, or uninterrupted moves past 300%, and reaching a position that your opponent can never reach you.
  • Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
  • If the Ledge Grab Limit does not declare one player the winner, the winner will be declared by what the game says in all situations, except for when players are presented with sudden death:
    • In the event of a match going to time, the winner will be determined by who has less percent (stock difference still takes priority but will be shown in the results screen).
    • If the match ends with both players dying at the same time coincidentally, or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For a tie-breaker match, a Ledge Grab Limit of 15 is used for all characters.
    • If a match is ended via suicide move, the initiator of the move wins.
  • Any coaching that happens during the match (but not in between matches) is restricted. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be disqualified from the event and a possible ejection from the venue.
  • Players are to attend their matches at the designated times they are called. We will attempt to find and contact you if need be, but it is your job to let us know if you leave the vicinity. If you are late to a match, the following rules will be applied based on the amount of time:
    • If you are 5 minutes late: Results in a warning being issued, regardless of whether we're able to contact you or not.
    • If you are 10 minutes late: Results in a game loss
    • If you are 15 minutes late: Results in a set loss
    • These times will be strictly enforced to make sure that each player will enjoy the full event on a timely manner and that we aren't there until three in the morning.
Modified Doubles Rules

  • Team Attack set to “On”
  • Life stealing is allowed
  • In the event of a game reaching the time limit, if a single player on a team exceeds their Ledge Grab Limit, that team loses. If one or more players on both teams exceed their Ledge Grab Limit, then the Ledge Grab Limit rule is ignored.
  • In the event of a game going to time and the Ledge Grab Limit can not determine a winner and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
  • If a player is using the character Pokemon Trainer, Lucario, or Sonic, either team may request that team colors be changed to make it easier to tell the difference between team players.
Set Procedure

  1. Player Priority is determined if it can not be agreed on. (See below for details)
  2. Each Team selects one controller port to use for each Player.
  3. Each Team selects one character for each Player. A double blind pick may be called by any player.
  4. The first game is played on a Stage selected from the Starter Stage List either by mutual consent or through the Stage Striking Method. The order of stage striking will be 2-3-1 (Team 1 strikes two stages, followed by Team 2 striking three stages, with Team 1 then striking one of the two remaining stages).
  5. The first match is played.
  6. The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
  7. The Team that won the previous match may announce one “Stage Ban” if they have not already done so in this set.
  8. The Team that lost the previous match announces the stage for the next match from either the Starter or the Counter-pick Stage List. Any Stage named as a “Stage Ban” by the either Team may not be selected. No Stage may be used by a Team that has already won on that Stage in this set.
  9. The Team that won the previous match chooses one character for each Player.
  10. The Team that lost the previous match chooses one character for each Player.
  11. The next match is played.
  12. Repeat steps 6-11 for all proceeding matches.
Determining Player Priority
If there is a dispute in controller port selection or initiating Stage Strike use the following method:
Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects either first choice in port selection or choosing to go first or second in stage striking. Whichever team does not receive first choice in port selection will be compensated with being able to choose to go first or second in stage striking.

Note: In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).

Stage List

Starters

Battlefield
Final Destination
Lylat Cruise
Smashville
Yoshi’s Island (Brawl)
Delfino Plaza
Pokemon Stadium 1

Counterpicks

Battleship Halberd
Castle Seige
Frigate Orpheon
Pokemon Stadium 2

Conduct Rules

  • DSR: A player/team may not counter-pick to the stage they have won on in the current set.
  • Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR
  • No scrooging (player may travel under the stage only once from the ledge)
    • “Traveling under the stage once from the ledge” is defined as dropping off the ledge on one side of the stage and reaching the height of the original ledge on the other side of the stage.
    • When one of the players is attacked by the other and takes damage, the “no scrooging” rule does not apply.
    • The moving platform on Smashville or any platform that is not the main stage (Battlefield platforms, Castle Siege platforms, etc.) are considered to be equivalent to a ledge, i.e. if a player starts from the moving platform on one side of the stage and travels beneath the stage to the ledge/platform on the opposite side of the stage, the player may not travel beneath the stage back to the ledge/moving platform on the opposite side before until he lands back on the platform.
    • If a player is found to be performing the act of scrooging by a tournament organizer (by his/her discretion), the player will forfeit that match.
  • In the event pause is left on accidentally and is pressed, immediately call over the TO. Based upon their judgment, the situation will be resolved. If your situation is neutral [players are not in combat], the match will be resumed as if the pause had not occurred. If your situation is advantageous to one individual and the player in the disadvantageous situation paused, the disadvantaged player will be either placed in a grab or onto the ledge of the stage. If a player in a death situation [Chain grabs, Grab releases, Jab-locks to a kill move, etc] paused while in a death situation, the current stock is forfeited immediately. If you unpause before the TO reaches the station, the player that unpaused losses a stock.
  • Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
  • You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you’re using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
  • The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
  • Any hacks, including (but not limited to) textures, music, and model changes are not allowed unless approved by tournament organizer.
[/Collapse]
[Collapse=Project M]
Project M 3.0 Rule Set

  • 4 stock, 8 minutes.
  • Sets are best of 3. Finals are best of 5.
  • Items set to “off” and “none.”
  • Either player may call for a Double Blind character selection for the first match.
  • Dave’s Stupid Rule: A player may not counterpick any stage he won on in a set.
  • Controller port is determined by Rock Paper Scissors if it can’t be agreed upon. For doubles, the controller ports must be 1-2-2-1.
  • For doubles, Team Attack is on and life stealing is allowed. Remember that Attack+Special, not the Pause button, is used to steal lives.
  • Pausing during a match, unless okayed by the other player, will result in the loss of one stock for the pauser.
  • Quitting out of a match before it is over will result in a loss for the quitter.
  • If time runs out, the person with the most stock left (or least % if they are equal) wins. If the % is equal as well, play a 1 stock 3 minute match, same characters and stage.
  • If the match goes to sudden death due to a suicide move (Ganon’s side-B, Kirby/DDD’s swallow, holding someone in a grab on a platform as it moves out of the boundaries, etc.), the one who initiated the move wins.
  • Buffer set to off.
  • In the event that the game crashes or the TV/Wii loses power in the middle of a match, that match will be restarted from the beginning with the same characters and stage. If a player uses a known glitch to intentionally crash the game or otherwise make it unfinishable, that player may be forced to forfeit the match or be DQed at the TO’s discretion.
  • No excessive stalling (this includes abusing Jiggs’ Rising Pound and Mario’s Up-B Walljump)
  • No coaching during a match. Consulting someone between matches is allowed as long as it doesn’t hold up the next match.
  • Both players may agree to any rule or stage outside the tournament ruleset.In the event pause is left on accidentally and is pressed, immediately call over the TO. Based upon their judgment, the situation will be resolved. If your situation is neutral [players are not in combat], the match will be resumed as if the pause had not occurred. If your situation is advantageous to one individual and the player in the disadvantageous situation paused, the disadvantaged player will be either placed in a grab or onto the ledge of the stage. If a player in a death situation [Chain grabs, Grab releases, Jab-locks to a kill move, etc] paused while in a death situation, the current stock is forfeited immediately. If you unpause before the TO reaches the station, the player that unpaused losses a stock.
  • Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
  • You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you’re using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
  • The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
  • Any hacks, including (but not limited to) textures, music, and model changes are not allowed unless approved by tournament organizer.
Stagelist:

For the 1st match, stage strike the starter list in 2-3-1 fashion. After each match, the winner of the previous match bans 3 stages (Players may counterpick a stage that they previously banned in the set, but may not counterpick a stage on which they won). The player who lost the previous match chooses a stage, then the player who won chooses their character, then the player who lost chooses their character.

Starters:

Battlefield
Final Destination
Smashville
Pokemon Stadium 2
Dreamland (64)
Fountain of Dreams
Yoshi’s Story (Melee) (singles only)
SSE: Jungle (doubles only)
Metal Cavern

Counterpicks:

Battlefield
Final Destination
Smashville
Pokemon Stadium 2
Dreamland (64)
Fountain of Dreams
Yoshi’s Story (Melee) (singles only)
SSE: Jungle (doubles only)
Yoshi’s Island (Brawl)
Lylat Cruise
Wario Ware
Green Hill Zone
Skyloft
Skyworld

[/Collapse]

Setups
Venue fees will be waived only upon bringing a full setup for either Brawl or Melee. This is made up by a CRT TV and either a Wii or Gamecube. A Gamecube will need to be brought with a copy of Melee with a memory card with all of the necessary stage and character data, and a Wii will either need to come with the same or a copy of brawl with all of the necessary stage and character data unlocked. Bringing all of the above is more than welcome.

Please let us know in here if you will be able or unable to bring a full setup, as well as alerting us at the venue when it's available so we can get it set up as soon as possible.

Contact Information
DtJ Hilt: (502) 709-0811

Please contact me if you need any information regarding the venue or tournament in general. I implore at least one person from each car group to have my number in their phone in case you're running a bit late. I can add you into the pools as long as you aren't going to be more than thirty minutes late. But if you don't call and we've already started pools, we are not going to throw the pools off balance just for yur sake. Put my number in your phone.

Hoping to see everyone here!
 
Last edited:

darthlink777

Smash Apprentice
Joined
Nov 18, 2009
Messages
78
Location
Westmont, IL
NNID
darthlink777
Sounds awesome. Some friends of mine and I will surely be coming from central Illinois. There will probably be at least 4 of us, maybe more.
 

drummaniac28

Smash Cadet
Joined
Nov 22, 2013
Messages
40
Location
Indianapolis, IN
Finally, a tourney in Indy. Excited for my first tourney and I'll definitely come.

Edit: I'll also bring 3 or 4 friends who are willing to compete also.
 
Last edited:

Krystedez

Awaken the Path
Joined
Feb 22, 2010
Messages
4,301
Location
Colorado Springs
Hi. I'll enter Brawl Singles and Doubles, as well as Project M.

May only enter Melee Doubles if someone wants a scrub partner and will pay for me, I play Doc.

I'll bring a Wii setup for Brawl and additionally an SD card with hackless PM set up.

There's absolutely no reason for me not to be here, I'm right HERE.

Also I haven't played competetive Brawl since the last tournament I been to, so I don't expect to do fancy, heh.
 

MegaRobMan

Smash Hero
Joined
Dec 5, 2009
Messages
7,638
Location
Omaha, NE
So we're going to do things a bit differently than what's normally seen in the area. For starters, we'll be running Melee Singles at the same time as Brawl Singles, and Melee Doubles at the same time as Brawl Doubles. We know this may be less appealing to those that like to enter events for both games but don't like to switch back and forth too much. However, we'll be running on a strict time schedule, so running them back to back isn't going to be doable for five events, as well as pools for singles. Take this into consideration when choosing how many events to enter. We'd love for everyone to enter as many events as possible, but don't want it to cause any problems for the players.
I TO events in Nebraska that brings people from North/South Dakota, Kansas, Iowa and Missouri, for both games.

I've ran doubles like this, and it can work, but it's also luck based on who team with who and if there is a lot of cross-system smashing.

Like, person A teams with person B in brawl, but Person B teams with person C in melee.
THen person A teams with Person F in melee, Person C teams with person E in brawl Whie person F teams with E in melee.
Person D is pissed because his partner bailed so he ends up finding a random partner for both games.

You literally can't start half the matches right away because someone is going to be playing the other game, and that's not even including if you have people who make it to finals in doubles in both games, on both sides, with different partners, all waiting around for one person to play so they can start the semis on the other game.

I mean it's cool because everyone plays friendlies and gets censored in the backroom, but you don't go anywhere fast.

When I ran it and Person A teams with person B in both games, and most people keep consistant partners, then it's easssyy to run them both at the same time and DOES save time.

But if it's a cluser**** then you will end up having to find an after hours place to run it if you get a lot of people.

Edit: Also Castlesiege isn't a stage.
 

Hael Phael

Smash Ace
Joined
Aug 24, 2009
Messages
572
Location
Morehead
Alright going into this tournament i intend to enter Melee, and Brawl both singles and doubles sooooo anyone wanna team in melee, I'm not great but hey it'll be fun I play Marth, and maybe Sheik or ICs in Melee and in Brawl i play pikachu/ROB/D3/MK so just lemme know
 

DtJ Hilt

Little Lizard
Joined
Feb 28, 2008
Messages
8,531
Location
Minnow Brook
I TO events in Nebraska that brings people from North/South Dakota, Kansas, Iowa and Missouri, for both games.

I've ran doubles like this, and it can work, but it's also luck based on who team with who and if there is a lot of cross-system smashing.

Like, person A teams with person B in brawl, but Person B teams with person C in melee.
THen person A teams with Person F in melee, Person C teams with person E in brawl Whie person F teams with E in melee.
Person D is pissed because his partner bailed so he ends up finding a random partner for both games.

You literally can't start half the matches right away because someone is going to be playing the other game, and that's not even including if you have people who make it to finals in doubles in both games, on both sides, with different partners, all waiting around for one person to play so they can start the semis on the other game.

I mean it's cool because everyone plays friendlies and gets censored in the backroom, but you don't go anywhere fast.

When I ran it and Person A teams with person B in both games, and most people keep consistant partners, then it's easssyy to run them both at the same time and DOES save time.

But if it's a cluser**** then you will end up having to find an after hours place to run it if you get a lot of people.

Edit: Also Castlesiege isn't a stage.
I'm leaning towards changing it so that one game's pools are running during the other games doubles, and then vice versa afterwards. It would fix that problem and ease up on the amount of setups we'd need for pools.
 
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