TFCL: Servers & Automation

Our goal with TFCL is to create a fully automated experience. Here’s how we plan to accomplish that. The stuff in bold is available now. Stuff in italics will be available in the near future.

 

Servers

 

TF2 Servers: When you schedule a match, you will have the option of playing on one of our servers in a location of your choice. The server will come online automatically half an hour before your match time. If you don’t want to use one of our servers, you can also opt to use your own.

Global Server Network: We have servers in the following locations. Atlanta, Chicago, Dallas, Los Angeles, Miami, New Jersey, Seattle, Silicon Valley, Toronto, Amsterdam, Frankfurt, London, Paris, Singapore, Tokyo, and Sydney.

Large Server Network: We operate using an on-demand networking structure, which means when a new server is requested, we can easily spin one up in real-time at any of our global locations. There is no limit to how many servers we can host, but for scaling purposes, we’re launching with 30. As time goes on, we may increase or decrease this depending on demand.

League Core: We consider our server infrastructure to be a core part of our overall league, which is why everyone will have access to our network, no matter their division or rank. If you play in TFCL, you will have the option of playing on a TFCL server.

Voice Server: We know a lot of teams are using Discord nowadays, but unfortunately, Discord is not the best voice client for esport communications. Due to that, every pay-to-play team will be given a Mumble server courtesy of the league, which you will be able to use for the duration of your season.

 

Automation

 

Scheduling Automation: We provide a scheduling system that’s completely automated. When scheduling your match, you choose the time, the day, and the server. Teams have the ability to reject a scheduling offer, propose a new offer, propose a new server, or just accept it and play at the time specified.

Match Automation: We already provide servers for all matches. The next step is to also provide full match automation in the form of log tracking and reporting. In the near future, when you play your match on a TFCL server, the match results are reported  without any manual intervention or score submissions from team leaders.

Scrim Automation: Teams can create a scrim schedule, which the league will use to automatically assign teams of a leader-defined rank to scrim at the desired time. Leaders have full control over the scrim, and can choose automatic scheduling, manual scheduling requiring leader approval, or no scheduling at all.

Automatic Scheduling: Teams are automatically assigned a scrim at the leader defined time, and with teams of a leader-defined rank.

Manual Confirmation: Teams that are signed up for Automatic Scheduling will appear as Scrim Requests, which the leader can sort through and manually select.

Scrim Requests: Teams that are using this option can only ever send or receive manual scrim requests, and will not be a part of the automatic scrim system. Best to think of this as a “challenge” system, where teams can challenge other teams manually to a scrim.

 

If you have any questions, feel free to ask them below. This article is specifically for our server infrastructure and automation features. League structure, rankings, sandbagging policies, and other important information will get their own articles over the next couple of days.