Event Rules

Starting Maps

Swiss Stage Starting Maps
  • Round 1: Ilios
  • Round 2: Busan
  • Round 3: Nepal
  • Round 4: Ilios
  • Round 5: Oasis
  • Round 6: Busan
  • Round 7: Nepal
  • Round 8: Oasis
Playoff Bracket

The higher seeded team selects the starting map in the Single Elimination stage. The higher seeded team is the team closest to 1st following the Swiss tournament stage.

In the Double Elimination stage, the starting map will be selected by the team with more winners bracket match wins, if both teams have an equal amount of winners bracket match wins, the higher seeded team will select the first map for that match.

Map Pool

Control Hybrid Escort Push
Ilios Numbani Watchpoint: Gibraltar Esperanca
Oasis Hollywood Dorado New Queen Street
Busan Midtown Route 66
Nepal

Map Rotation

The second map and beyond will be chosen by the loser of the prior map. If a map is a Hybrid or Escort map, the winner of the prior map will choose whether their Team shall attack or defend on that map. No map may be played twice in any match, and Teams may not select a second map of a certain game mode (Control, Push, Hybrid or Escort) until the Teams have first played one map of all game modes.

Swiss - First To 2

  • Control ⮞ Hybrid ⮞ Escort | Push (Tie Breaker)

Single and Double Elimination - First To 3

  • Control ⮞ Hybrid ⮞ Escort ⮞ Push ⮞ Control | Unplayed Control Map (Tie Breaker)

Grand Finals - First To 4

  • Control ⮞ Hybrid ⮞ Escort ⮞ Push ⮞ Control ⮞ Escort | Unplayed Control Map (Tie Breaker)
Match Rules

Lobby Settings:

  • Custom Games
  • Presets ⮞ Competitive
  • Game Settings Code: TDPJSG (has server selection as USA - Central, see server selection rules below.)
  • Modes - All - Kill Cam ⮞ Disabled
  • Modes - All - Skins ⮞ Enabled
  • Invite Only ⮞ Enabled
Hosting:
  • The team listed at the top of the match, in bracket view hosts the lobby. The hosting team is responsible for ensuring all settings are correct prior to launching the map.

  • Lobby Code: TDPJSG

Server Selection:
  • North America: The first map of all Matches will be played on the in-game “USA - Central” server. On subsequent maps, the losing Team of the previous map in the Match may select either the in-game “USA Central” or “USA West” server.
  • Europe, Middle East, Africa: The first map of all Matches will be played on the in-game “France”, server. On subsequent maps, the losing Team of the previous map in the Match may select either the in-game “France”, or “Netherlands” server.
  • Matches may be played on another server if both teams mutually agree to do so.
Tournament Rules
DISCLAIMER

This brief overview is in addition to the Overwatch Operation: Dive Party Official Ruleset, and is not intended to be read in replacement of the rules which can be found here and are abridged below.

  • Registrants should carefully consult the Official Rules for additional requirements concerning the operation of the Tournament and read the Official Rules and the tournament info page before signing up.
Players.
  • Eligibility. To be able to compete as a “Player” in a Tournament, a Player must:
    • be in good standing with respect to any Battle.Net accounts registered in such Participant’s name, with no undisclosed violations of the Blizzard End User License Agreement;
    • be over the age of thirteen (13) prior to the date of the first day of competition in the region;
    • if, prior to the date of the first day of competition in your Eligible Jurisdiction, you are under the age of majority in your country of citizenship, you must have written permission from a parent or guardian;
    • Reside in and compete from one of the following jurisdictions (each, an “Eligible Jurisdiction”):
      • North America: Canada, Mexico, and the United States;
      • Europe, Middle East, and Africa: Algeria, Austria, Bahrain, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Cyprus, Czech Republic, Denmark, Egypt, Estonia, Finland, France, Germany, Georgia, Greece, Hungary, Iceland, Ireland, Israel, Italy, Kazakhstan, Kuwait, Latvia, Lithuania, Luxembourg, Malta, Macedonia, Morocco, Netherlands, Norway, Poland, Portugal, Qatar, Republic of Moldova, Romania, Saudi Arabia, Serbia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Tunisia, Turkey, Ukraine, United Arab Emirates, and the United Kingdom;
      • South America: Argentina, Belize, Bolivia, Brazil, Chile, Colombia, Costa Rica, Cuba, Dominican Republic, El Salvador, Ecuador, Guatemala, Haiti, Honduras, Jamaica, Nicaragua, Oman, Paraguay, Peru, Puerto Rico, Uruguay, and Venezuela;
      • such other jurisdictions as may be permitted by Administration.
    • not be a director, officer, or employee of Blizzard, relative of a Blizzard employee, or any entity which controls, is controlled by, or is under common control with Blizzard unless Blizzard has been notified of and has expressly authorized such relationship in writing;
    • not have played on an Overwatch Contenders qualifying roster in the 2023 Overwatch Open Division Spring Qualifier or the 2023 Overwatch Open Division Summer Qualifier;
    • not have played on an Overwatch Contenders roster in the 2023 Overwatch Contenders Spring Series, 2023 Overwatch Contenders Summer Series, or 2023 Overwatch League Pro-Am West;
    • not be an active player or substitute of an Overwatch League team in any region;
    • not be a former player or substitute of an Overwatch League team in the past 12 months;
    • not be an active Player or substitute of a team competing in Overwatch Contenders;
    • not be on the roster of more than one Team at the same time;
    • agree to be bound by these Official Rules and the decisions of the Administration; and
    • such Participant’s participation in a Tournament must be compliant with all laws of the Eligible Jurisdiction in which such Participant is a resident, as well as the Eligible Jurisdiction in which such Participant is competing, including, if necessary, the acquisition of any necessary visa or other governmental authorization required for such Participant’s participation in a Tournament.
Teams.
  • Tournament Teams. A “Team” will consist of up to eight (8) Players and a Team Leader (as described below). Teams must have at least five (5) Players and may have up to eight (8) Players designated as eligible to compete in each week. The Administration may increase or decrease the roster size of Teams on a Region-by-Region basis.
  • Roster Lock. Once registration has concluded and the first matches of the Tournament have been assigned, each Swiss Stage Team’s roster must have five (5) starting Players. Teams will have an opportunity to make roster adjustments for the first four (4) rounds of the Swiss Stage by adding additional Substitutes to their roster up to the limits described in Section 3.1. pending Administration approval. The deadline for roster adjustments is 7/12/2023. After the deadline, each Team’s roster will lock and no further changes to any Team’s Roster will be permitted for remainder of the Tournament without the express written consent of the Administration. Once a player has been added to any roster, they may not be added to a different roster for the duration of the event, even if they are dropped.
Structure and Schedule.
  • Schedule. Two distinct Tournaments will be held on the dates listed below:
    • North/South America Dive Party: July 5, 2023 - August 12, 2023
    • Europe, Middle East, and Africa Dive Party: July 5, 2023 - August 12, 2023
  • Hosting. All Matches held during each Tournament (each, a “Match”) should be played using the competitive setting following the hosting format displayed on the Match page. The Team that is not hosting will pick which side to play on. The hosting Team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings may result in a forfeit of that map.
  • Disputes. Alert the Administration before start-of-play for all roster and game settings disputes. Contacting the Administration after a Match has already been agreed upon and played by both Teams may result in staying as the Match of record, regardless of correct or incorrect game settings, at the Administration’s sole discretion. Proof of results are required in case of a dispute. Screenshots and/or recorded video may be used as evidence in case of disputes.
Rules and Settings.
  • Rule Enforcement. All rules are subject to the Administration’s interpretation in all respects, and the Administration shall have final say on any rulings. These Official Rules may be amended, updated, or modified by the Administration at any time.

  • Match Day Check-in. Teams will be required to check-in before each match day. Refer to your region’s tournament page or contact the Administration for full details.

  • No Shows. Teams have ten (10) minutes after the scheduled Match time to be in-lobby and ready to play. If a competing Team has been contacted and is unresponsive after ten (10) minutes, the opposing Team may mark such Team as a no-show. If a Team is in contact with the opposing Team and actively working to become ready (or is in touch with the Administration), such Team shall not be considered a no-show. If either Team opens a support ticket prior to the start of a Match, such Match shall not start or continue unless given confirmation by the Administration to do so.

  • Time Limit. Both Teams must report the Match results within ten (10) minutes of its completion. Failure to report Match results on time or respond to any messages that a Player receives from the Administration may result in their Team receiving a loss for the Match.

  • Match Reporting. Team Leaders must report the results of the Match on their Match page.

  • Dispute Evidence. In the event of a dispute, please provide video / screenshot proof to Tournament live support. If a Player is not able to access live support, a Match Scores Dispute ticket should be created. The URL for the image(s) and/or video(s) must be attached to a dispute ticket. The issue must be clearly stated as well as the time in the video in which the issue occurred, and/or what the Administration official should be looking for in the picture/video.

  • Game Creation and Settings.

    • Custom Match Settings
      • Presets: Competitive
      • Modes, All: Kill Cam Disabled
      • “Invite Only” must be selected within the Custom Game Lobby.
    • Server Host All Matches will be played on a server in the applicable region listed below.
      • North America Region: The first map of all Matches will be played on the in-game “USA - Central” server. On subsequent maps, the losing Team of the previous map in the Match may select either the in-game “USA – Central” or “USA – West” server.
      • Europe, Middle East, Africa: The first map of all Matches will be played on the ingame “France”, server. On subsequent maps, the losing Team of the previous map in the Match may select either the in-game “France”, or “Netherlands” server.
      • Any given Match can be played on another server if both Teams mutually agree to do so.
  • In-Game Rules

    • Pauses
      • Gameplay pauses during a Match are only permissible in extreme circumstances, such as a technical or network issue or failure to field a full five Player Roster.
      • Teams who initiate a pause must immediately contact the Administration to explain the reason for the pause.
      • Teams are allowed a maximum of fifteen (15) minutes of pause time (“Pause Time”) in a maximum of three (3) “Pauses” (each no longer than five (5) minutes) during a Match. Once a Team’s Pause Time has elapsed, the Match will resume.
      • Teams must wait until the conclusion of any ongoing Team fight before initiating a Pause.
      • If a pausing Team does not resume play of a Match before the (5) five minutes allotted for a Pause is depleted, they will immediately use their next Pause and add an additional five (5) minutes to the current pause timer.
    • Game Restart. In case of a server crash or other unforeseen circumstances, Teams must immediately notify the Administration, and as a result, the Administration may assess a game restart in its sole discretion, which will be communicated to each Team Leader. Examples may include, but are not limited to:
      • Incorrect game settings; or
      • Server crash.