Sudden Dessaster 3Sudden Dessaster 3
- Hosts: JonSlow & T‑West
- Admin: bazidrown, Marintho, Potkeny, Raznochinets, welcometorapture & Wenegorwelcometorapture & Wenegor
- Map Managers: bazidrown, Marintho & welcometorapture
- Dates: –
- Prize Pool: $20,000
Join us for a 128‑player single-elimination bracket, where even a single disaster can prove fatal. The stakes are higher than ever before: the prize pool has doubled since Sudden Dessaster 2, climbing to a new total of $20,000.
We're also running a Community League alongside the main event, open to players of all Elo levels. The format features multiple rounds before players are eliminated, ensuring everyone has a chance to compete in several sets of Sudden Death.
Sign up or follow along by joining the tournament's Discord server.
JonSlow's Events DiscordUnified Tournament Handbook
Sudden Dessaster 3 is sponsored by World's Edge and follows the rules of the Unified Handbook, with the following changes:
- Seeding incorporates results from previous Sudden Dessaster events.
- Players must schedule in the tournament's Discord server, be in a voice channel while in game, and upload match results immediately after a set is completed.
- If players cannot agree on a server, they must use the Discord bot to perform a coin flip to pick the server for Game 1.
Timeline
Players must be available to play the semifinals and finals live on starting at 15 UTC and at 17 UTC. The finals of the top Community League bracket will be cast at 15 UTC before the main event finals.
| Event | Date |
|---|---|
| Signup Deadline | |
| Round of 128 | – |
| Round of 64 | – |
| Round of 32 | – |
| Round of 16 | – |
| Quarterfinals | – |
| Semifinals | |
| Finals |
Prize Pool
| Main Event | Prize |
|---|---|
| 1st | $3,500 |
| 2nd | $2,500 |
| 3rd–4th | $1,500 |
| 5th–8th | $900 |
| 9th–16th | $525 |
| 17th–32nd | $200 |
Signup & Seeding
Sign Up HereDeadline: UTC
Seeds 1–32 are determined using a modified version of Aoe2 Tournament Points, where players are ranked by tournament placements during the past year and each tournament is assigned a multiplier so that higher-tier events award more points. Our modified ranking includes the first two Sudden Dessaster events with higher multipliers.
Sudden Dessaster ATPSeeds 33–128, as well as seeds for the Community League, are determined using a weighted average of 1v1 Elo values at the time signups close, with additional bonus points for placements in previous Sudden Dessaster events:
Bracket Format
View BracketThe event consists of a 128‑player single elimination bracket. Sets are best of 5; semifinals and finals are best of 7.
We are also running a Community League open to players of all Elos. Players may sign up without playing in the main event. Players eliminated in the Round of 128 also may participate.
Community League BracketsCommunity League players are sorted by their seeding rank into 8‑player GSL brackets. For each bracket, the top 4 players advance to a single-elimination playoff, and the bottom 4 players advance to a consolation playoff. All community league sets are best of 5.
The Community League runs in parallel with the main event starting the week of the Round of 64, with one GSL round played per week. The playoffs are played during the final week of the main event.
Maps & Drafts
Map ModThe tournament features 11 maps, available in the Sudden Dessaster 3 Map Pack.
Featuring walled fortresses in the middle of a forest clearing, Arena is the classic clown map we all know and love. Be prepared for Monk rushes, Castle drops, fast‑Imps, and all sorts of 1‑TC shenanigans.
This version uses the old school 1,800‑Hit Point Stone Walls, starting from the Dark Age. Tower rush at your own peril. There also are no walls at the backs of player bases.
Per Player
Neutral
A narrow river connects two player bases, providing ample opportunities for Transport Ships to drop off Castle builders, siege weapons, and Petards. Strips of rock terrain make it difficult to wall the middle of the map, allowing land armies to creep up to the edges of each base unimpeded.
The river may have only a single tile of deep fish, but this fish is extremely valuable, as it contains over 30,000 Food.
Per Player
Neutral
A large forest fills the middle of the map, with small insets on opposite sides containing the player bases. The initial Palisade Walls offer some protection, but they aren't nearly as sturdy as the Stone Walls of Arena.
The forest might seem safe at first. But trees can be felled. Beware of Onagers, Trebuchets, or even Villagers cutting through the woods to get in range of your Town Center.
Per Player
Neutral
Several Relics lie scattered throughout a narrow valley, surrounded by picturesque forests.
But these woodlines aren't peaceful. Look closely, and you'll find Gunpowder Kegs scattered among the trees. Destroying a single barrel sets off a chain reaction, opening a passage to the middle. While the map might seem closed at first, a sudden explosion will clear out a pathway and leave a gaping hole in the forest.
Per Player
Neutral
One Town Center certainly isn't enough. This map features three, and every single one of them must be destroyed for a player to be defeated.
Every base has a different resource distribution. One Town Center is perched atop a hill, with Farms and scattered Gold tiles protected by Stone Walls. The other two bases are exposed on either side of the hill. One base is next to Gold mines, and the other is next to Stone mines.
Per Player
Neutral
Player Town Centers start on one side of the map. The resources lie on the other. Will you build up safely around your starting area? Or will you leave your town vulnerable and seek out the riches beyond the collapsing wall?
Players start with neither Gold nor Stone in their main base. Foxes must be hunted for early Gold. And the destroyed structure of the wall must be scavenged to collect the Stone scattered throughout the ruins.
Per Player
Neutral
Welcome to Mesa Verde National Park, where the surrounding mesas and cliffs force players to give battle in a tiny pit. Ancestral Puebloan dwellings are built into the rock face, providing ample housing space for saving wood in the early game.
While players start with some walls, these palisades protect very little. All of the resources are spread throughout the exposed middle of the map, and players must leave the safety of their homes to set up their economies in the center.
Per Player
Neutral
Journey to Monkey Island, where a boundary of rocks limits the playable space and makes the surrounding water inaccessible.
Several Army Tents are scattered throughout the map. Capture them, and you'll unlock the ability to train Petards. Expect attacks from all angles, as every tent provides another spawn point for Petards to burst through your walls. Petards are available starting in the Dark Age and take 55 seconds to train.
Per Player
Neutral
A multi-layer wall splits the map into two halves. Each player controls two bases: a defensive base protected by Fort Walls on one side, and an aggressive forward base perched atop a mountain on the other side.
The Gaia wall may be destroyed to open a passage between both sides. The Wooden Fort is a powerful building, but it cannot train units or research technologies.
Per Player
Neutral
Can you smell the fresh scent of spring in the air? The days are getting longer, the trees are turning green, and final vestiges of a late winter's frost are melting away.
If your Dock is destroyed, the entire sheet of ice, along with everything on it, will fall into the hazardous waters below. Further, large warships cannot sail on the frozen waters. Docks are limited to training economic units and Demolition Ships.
Per Player
Neutral
Two massive walls intersect in the center to split the map into quarters. Each player starts with two Town Centers, paired in opposite quadrants. Forests can be found around the edges of the map, but beware of predators lurking in the shadows of the trees.
The neutral walls are randomized to be either a single layer of Stone Wall or a double layer of Fortified Palisade Wall. These walls cannot be attacked by Villagers, but instead can be repaired by Villagers.
Per Player
Each set begins with a map draft followed by a civilization draft. The higher seed chooses to be the host or the guest for both drafts.
Game 1 is played on the final map in the draft, which is chosen randomly from the remaining maps after players enter their picks and bans. Each subsequent map is chosen by the loser of the previous game, who selects any unplayed map from either player's picks.
The civilization draft begins with 20 random bans, followed by player bans and picks. Players may play any of their drafted civilizations for each game, without repeating a civilization during a set.
Player Rules
Scheduling: Players are placed in a private Discord channel and must use this channel to schedule. Scheduling must begin as soon as possible once a matchup is determined. If players are unable to schedule during the set timeframe, they must notify administrators immediately to work out a solution to play their games.
Voice Channel: All players must join a voice channel in the tournament Discord server while playing their set.
Uploading Match Results: Directly upon the conclusion of each set, the winner must post the score, drafts, and recorded games in the set's scheduling channel.
Replay PackerLobby Setup
Server: Players should find a server that is fair
for everyone. If players cannot agree on a server, they must
identify the two fairest servers and perform a coin flip in their
scheduling channel. One player tags
Bot coin flip, and the other
player chooses Heads or Tails. The winner picks between the two
servers for Game 1, and the player picking the map picks
between those servers for each subsequent game.
Game Mode: The Game Mode must be set to Random Map, not Sudden Death. The Sudden Death settings instead are built into the map scripts.
Create Lobby
- Lobby Name: SD3 <Host> vs <Guest>
- Lobby Type: Unranked
- Visibility: Public
- Players: 3 (to allow admins to join)
- [✔] Co-Op Campaign
- Set Password: <Optional>
- [✔] Allow Spectators
- [✔] Hide Civilizations
- Spectator Delay: 2 Minutes
- Server: <The Chosen Server>
- Data Mod: Definitive Set
Game Settings
- Data Mod: Definitive Set
-
Civilization Set:
Age of Empires II
- Game Mode: Random Map
- Location: <Map Name>
- Map Size: Tiny (2 player) [120]
- AI Difficulty: Standard
- Resources: Standard
- Population: 200
- Game Speed: Normal
- Reveal Map: Normal
- Starting Age: Standard
- Ending Age: Standard
- Treaty Length: [None]
- Victory Condition: Conquest
Team Settings
- [✔] Lock Teams
- [✔] Team Together
- [✔] Team Positions
- [✔] Shared Exploration
- [✔] Handicap
Advanced Settings
- [✔] Lock Speed
- [✔] Allow Cheats
- [✔] All Techs
- [✔] Turbo Mode
- [✔] Full Tech Tree
- [✔] Empire Wars Mode
- [✔] Sudden Death Mode
- [✔] Regicide Mode
- [✔] Record Game
Content Creation
Everyone is welcome and encouraged to cast games, stream their point of view, or make other content. The tournament logo may be used for any stream overlays, video thumbnails, or other purposes related to the event.
LogoPlayers must use a stream delay of 2 minutes. Communication with non-administrators is not allowed; chat and alerts must not be visible to players while playing. Players are responsible for ensuring they do not receive outside information during their stream.
Age of Empires II: Definitive Edition @ Microsoft
Corporation. The Sudden Dessaster 3 handbook was created
under Microsoft's
Game Content Usage Rules
using assets from Age of Empires II: Definitive Edition.