SNP BF6 16v16 CQ - Global

Battlefield 6

SNP BF6 16v16 CQ - Global

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Full-scale Conquest, the way it was meant to be fought. SNP Esport's 16v16 Global Ladder pits organized outfits against each other in the largest competitive format on TWL — armor, air, and infantry moving as one across contested flags, where a single lost objective can swing the ticket count. Rally your roster, claim a founding spot, and challenge your way to the top of the global board.

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Ladder statistics Top

Current Ladder Standings

RungTeamStatus
Team History
Date
  Score Action
Aug 31, 2026
1 month ago
-
Unknown AnV created this rung when they joined the ladder

Always competing at the highest level

Roster

Open for challenge
Open for challenge
Team History
Date
  Score Action
Sep 11, 2026
1 month ago
-
Team ESF adjusted to Rung #2
Aug 31, 2026
1 month ago
-
Team ESF created this rung when they joined the ladder

ESF

Roster

Open for challenge
Open for challenge
Team History
Date
  Score Action
Sep 11, 2026
1 month ago
-
Made For Legends adjusted to Rung #3
Aug 31, 2026
1 month ago
-
Made For Legends created this rung when they joined the ladder

Founded during the Battlefield 1 era, M4L has built a strong competitive legacy across multiple Battlefield titles, earning championships and defeating some of the best teams in the community.

Roster

Open for challenge
Open for challenge
Team History
Date
  Score Action
Sep 11, 2026
1 month ago
-
Gloria Victis adjusted to Rung #4
Aug 31, 2026
1 month ago
-
Gloria Victis created this rung when they joined the ladder

.

Roster

Open for challenge
Open for challenge

News

16v16 season 2Jul 10, 2026

🎮 SNP 16v16 Season 2 – Registration Open!

Read more →

Rules
Word
Top

SnP Battlefield 6 Rules and Regulations

1 SnP General Rules 3

1 SnP General Rules

1.1 Streaming

  • To promote competitive Battlefield and help grow the overall community, it is mandatory for at least one player from each team to stream their matches. Streaming increases transparency, allows SnP Admins to review gameplay when necessary, and helps showcase the skill, teamwork, and strategy of participating teams. It also helps attract new players, supporters, and future competitors, which strengthens the competitive scene and keeps the community active.
  • Stream sniping is strictly prohibited. Teams that can prove this is occurring in official matches will need to provide evidence to SnP Admins. If this is proven, this will be treated the same as if a team was found to be harbouring a cheater, and may result in ban and disqualification from all SnP tournaments. Teams are recommended to put a 2 minute stream delay to prevent stream sniping.

1.2 Casting

  • SnP will always endeavour to promote competitive Battlefield by allocating casters to league and ladder matches. Casters chosen by SnP Admins have access to individual match threads on Discord, and may contact Team Leaders about arranging streams, delays and other pertinent details. If a caster has been allocated to a particular match, they must have unimpeded access to the match, streams and server details to ensure they are able to seamlessly provide coverage to the community. Teams who do not comply with SnP Admin or caster requests may face penalties.

1.3 Communication

  • All communication between team leaders must occur in the relevant discord match channel for their match. Teams not using this system for the time, server or map selection processes or for general communication between team leaders relevant to the match may be subject to a penalty.
  • The purpose of this rule is to ensure SnP Admins are able to monitor match progress and respond to issues or disputes in a timely manner.

1.4 Fair Play & Verification

  • The use of any form of cheating is strictly prohibited in all SnP tournaments. This includes, but is not limited to, software, hardware, external devices, exploits, or any other systems that provide an unfair or illegal competitive advantage. Any violation of this rule will result in an immediate disqualification and ban from all SnP tournaments.
  • The SnP Admins reserve the right to select any match, team, or player for additional Fair Play verification. A player designated for verification must, prior to the start of the match, record and provide video evidence displaying their operating system’s Task Manager and continue recording the entire match. All submitted recordings will be used solely for the purpose of verifying compliance with Fair Play regulations.
  • Any player or team that refuses, fails, or is unable to provide the required verification footage within the specified timeframe will be disqualified and banned from participation in any ongoing or future SnP tournaments.
  • Any player found to have used cheats or to have otherwise violated Fair Play rules during a match will receive a permanent ban from all SnP tournaments.
  • SnP Admins reserve the right to issue penalties to any player or team found violating tournament rules, engaging in cheating, or displaying toxic, abusive, or unsportsmanlike behaviour toward other participants or the SnP Admins.

1.5 Disputes & Support

  • All disputes will be handled by the SnP Admins.
  • Team leaders must open a ticket through the support channel.
  • Clear evidence must be provided in the form of screenshots or short video clips
  • Teams must report and provide proof of any rule infractions after the map they occurred on, or penalties may not be applied.
  • SnP Admins reserves the absolute right to review player or team eligibility at any time and may deny, restrict, or revoke participation without prior notice if deemed necessary to uphold competitive integrity, tournament standards, or the spirit of the rules outlined above. SnP Admins also reserve the right to issue rulings that may fall outside of, or override, the stated ruleset where it is considered essential to protect tournament integrity or due to extreme and/or unforeseen circumstances. All administrative decisions are final and binding.

2 Competition Overview

2.1 T8

2.1.1 Season 2 Overview

  • The league will run from xxx to xxx
  • Each team will play one game per week, for a total of x games.
  • Each team will have the opportunity to negotiate a match date and time with their opposing team.
  • Each match will be played in a 'Best of 3' format. The match is won by the team with the greater number of map wins.
  • In the event of any forfeits during the regular season, the victorious team will win by 50% of the total ticket count across both rounds (eg. in T8, each team starts with 350 tickets, therefore in the event of a forfeit, the winning team would win the match by 350 x 4 * 50% = 700 tickets.
  • At the conclusion of round 5, the regional champion will be determined by the team with the highest points. In the event of a tie, the OW% will be used first, and if that is a tie, then the total ticket differential count of the regular season of both teams.
  • The top 2 teams of each region will qualify for the world championship. The brackets will be combined into a finals bracket, where teams will compete to become the world champion.

2.1.2 Season 2 Schedule

  • Friday 24/07 8pm GMT - Team registration closes
  • Saturday 25/07 8pm GMT - Bracket announced, round 1 commences
  • Wednesday 29/07 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday 03/08 8am GMT - End of round 1
  • Monday 03/08 8am GMT - Commencement of round 2
  • Wednesday 05/08 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday 10/08 8am GMT - End of round 2
  • This schedule repeats for 5 rounds until each team has completed their 5 matches.

2.1.3 Season 2 Finals Overview

  • ![]image1
  • The finals will consist of 8 teams battling it out for the title of SnP T8 Season 2 World Champion.
  • Seeds 1-3 will be filled by the 3 regional champions, seeded by points, OW% and ticket percentage.
  • Seeds 4-6 will be filled by the 3 regional runners-up, seeded by points, OW% and ticket percentage.
  • Seeds 7-8 (wildcards) will be filled by the two teams who scored 7th and 8th highest across all 3 regions in points, OW% and ticket percentage.

2.1.4 Season 2 Finals Schedule

  • Monday 31/08 8am GMT - Quarter final round commences
  • Wednesday 02/09 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday 07/09 8am GMT - End of quarter finals
  • Monday 07/09 8am GMT - Semi final round commences
  • Wednesday 09/09 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday 14/09 8am GMT - End of semi finals
  • Monday 14/09 8am GMT - Grand final round commences
  • Wednesday 16/09 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday 21/09 8am GMT - End of competition

2.2 T12

2.2.1 Season 1 Overview

  • TBD

2.2.2 Season 1 Schedule

  • Friday xxx 8pm GMT - Team registration closes
  • Saturday xxx 8pm GMT - Bracket announced, round 1 commences
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of round 1
  • Monday xxx 8am GMT - Commencement of round 2
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of round 2
  • This schedule repeats for 5 rounds until each team has completed their 5 matches.

2.2.3 Season 1 Finals Overview

  • TBD

2.2.4 Season 1 Finals Schedule

  • Monday xxx 8am GMT - Semi final round commences
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of semi finals
  • Monday xxx 8am GMT - Grand final round commences
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of grand final

2.3 T16

2.3.1 Season 2 Overview

  • The ladder will run from 31/08/2026 to 01/11/2026
  • Teams may challenge up the ladder to fight for higher positions.
  • The lower team will offer match times and map bans, and the higher team will accept or reject the proposal.
  • Each match will be played in a 'Best of 3' format. The match is won by the team with the greater number of map wins.
  • In the event of any forfeits during the regular season, the victorious team will win by 50% of the total ticket count across both rounds (eg. in T16, each team starts with 600 tickets, therefore in the event of a forfeit, the winning team would win the match by 600 x 4 * 50% = 1200 tickets.
  • At the conclusion of the ladder, the top 4 teams will qualify for the world championship.

2.3.2 Season 2 Finals Overview

  • ![]image2
  • The finals will consist of 4 teams battling it out for the SnP T16 World Championship.
  • The bracket is single elimination 1v4 & 2v3 semi finals, followed by a grand final.

2.3.3 Season 2 Finals Schedule

  • Monday xxx 8am GMT - Semi final round commences
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of semi finals
  • Monday xxx 8am GMT - Grand final round commences
  • Wednesday xxx 11:59pm GMT - Match scheduling (time, server, map) closes
  • Monday xxx 8am GMT - End of grand final

3 Competition Regulations

3.1 Team rosters

  • Each team may register a maximum of 24 (T8) / 32 (T12) / 40 (T16) players.
  • Each player must have an in-game BF6 rank of level 75 or higher.
  • Each registered player's registered username must match their Battlefield 6 in-game name.
  • Teams are allowed to have up to 3 (T8) / 4 (T12) / 6 (T16) out of region players during a match.
  • Any team or organisation submitting more than one roster must ensure each roster has a unique and clearly distinguishable name (e.g. Gamers Team 1 and Gamers Team 2).
  • The use of an ineligible player will result in an immediate match forfeit.
  • Any player found competing for two different teams in the same league will be immediately disqualified and permanently banned from all current and future SnP tournaments. Teams found to be harbouring said players may also face disciplinary action.
  • New players (players not competing in another team in a current SnP tournament) may be added to the roster at any time during the regular rounds of the tournament. New players who are added mid-tournament will have a 7 day cooldown until they are allowed to compete. New players are not allowed to be added during finals. If the 7 day cooldown period ends after the end of the final round, the player will be ineligible for finals, and the cooldown period resets for the next season.
  • Players may switch teams mid-tournament during the regular rounds, but will have a 14 day cooldown until they are allowed to compete. Players are not allowed to switch teams during finals. If the 14 day cooldown period ends after the end of the final round, the player will be ineligible for finals, and the cooldown period resets for the next season.

3.2 Match Scheduling

3.2.1 T8 & T12 Leagues

  • The bracket is published early Monday morning each round.
  • Both team leaders must engage in and complete the time, map and server selection process by Wednesday 11:59 PM GMT each week. The match must be complete by the end of the round (Sunday 11:59PM GMT)
  • Both team leaders are responsible for finalising the selections before the deadline. Each team leader is required to notify SnP via the official Discord match channel of the selection process results.
  • If SnP does not receive the match time, server and map selection process results from both teams prior to the deadline, the SnP Admins may assign the default game time, default server, randomly select three maps and notify both teams of the outcome.
  • If one team attempts to initiate communication but receives no response before the deadline, that team must notify the SnP Admins prior to the cutoff. If they can provide evidence that the opposing team made no attempt to engage in the match schedule processes, or complete the process by the deadline, the SnP Admins may grant full map selection rights to the team that made the initial communication. If this occurs, the final map selections must be communicated to SnP Admins by Thursday, 11:59 PM GMT, after which SnP will advise the non-communicative team of the selections. The match will be scheduled at SnP Admin discretion based on existing time offers, or the default game time.
  • If a team does not attend the agreed game time, they will forfeit the round and a win will be awarded to the team that did attend. Screenshot evidence is required in the official Discord match channel by the team that did attend the match.
  • If both teams fail to complete their match within the specified round time, both teams will forfeit the round.

3.2.2 T16 Ladder

  • The lower team on the ladder offers the higher team 4 match times as per the ‘Time Selection Process’, and their first map ban as per the ‘Map Selection Process’.
  • The match server will be selected as per the ‘Server Selection Process’.
  • From the time of the challenge, both teams have 72 hours to complete the ‘Time and Map Selection Processes’.
  • Both team leaders are responsible for finalising the selections before the deadline. Each team leader is required to notify SnP via the official Discord match channel of the selection process results.
  • If SnP does not receive the match time, server and map selection process results from both teams prior to the deadline, the SnP Admins may assign the default game time, default server, randomly select three maps and notify both teams of the outcome.
  • If one team attempts to initiate communication but receives no response before the deadline, that team must notify the SnP Admins prior to the cutoff. If they can provide evidence that the opposing team made no attempt to engage in the match schedule processes, or complete the process by the deadline, the SnP Admins may grant full map selection rights to the team that made the majority of communication. The match will be scheduled at SnP Admin discretion based on existing time offers, or the default game time.
  • If a team does not attend the agreed game time, they will forfeit the round and a win will be awarded to the team that did attend. Screenshot evidence is required in the official Discord match channel by the team that did attend the match.
  • If both teams fail to complete their match within the specified round time, both teams will forfeit the round.

3.3 Time Selection Process

  • The match time will be scheduled according to the following process:
    • The lower team must offer a minimum of 4 different match times across a minimum of 3 different days.
      • Note: the ‘lower team’ in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.
    • A minimum of 3/4 of the offered times must be separated by at least 1 hour.
    • A minimum of 3/4 of the offered times must be within the evening (>6pm)
    • 1 of the offered days must be on the weekend. For teams with significant timezone differences (>6 hours), one of the offered days must be on the weekend for both teams.
    • Upon receipt of these times, the higher team selects one of these 4 times. If these options are not suitable, the higher team may provide a counter offer in the same format (4 different match times across 3 different days).
    • The times offered must be in accordance with the following listed time periods:
      • NA/SA vs NA/SA
        • Weekday:
          • 6pm-10pm EDT
        • Weekend:
          • 10am-10pm EDT
      • EU/ME vs EU/ME
        • Weekday:
          • 6pm-8pm BST / 8pm-10pm AST
        • Weekend:
          • 10am-8pm BST / 12pm-10pm AST
      • APAC vs APAC
        • Weekday:
          • 6pm-10pm AEST
        • Weekend:
          • 10am-10pm AEST
      • NA/SA vs APAC
        • Friday
          • 6pm-10pm EDT / Saturday 8am-12pm AEST
        • Saturday
          • 6am-8am EDT / 8pm-10pm AEST
          • 6pm-10pm EDT / Sunday 8am-12pm AEST
        • Sunday:
          • 6am-8am EDT / 8pm-10pm AEST
      • NA/SA vs EU/ME
        • Weekend:
          • 8am-5pm EDT / 1pm-10pm BST / 3pm-12am AST
      • EU/ME vs APAC
        • Friday:
          • 9pm-11pm BST / Saturday 6am-8am AEST
        • Saturday:
          • 8am-1pm BST / 5pm-10pm AEST
          • 9pm-11pm BST / Sunday 6am-8am AEST
        • Sunday:
          • 8am-1pm BST / 5pm-10pm AEST
    • If teams are unable to reach an agreement on the times, the matter must be forwarded to an SnP Admin with evidence of the offer and counter-offer. If a time is unable to be negotiated between the two teams and an SnP Admin, the SnP Admins may select the closest suitable time for both teams and set the match time. SnP Admins may select a ‘default time’ if there is no clear closest suitable time.
    • The default times that may be selected by the SnP Admin are as follows:
      • NA/SA vs NA/SA
        • Sunday 8pm EDT
      • EU vs EU
        • Sunday 8pm BST
      • ME vs ME
        • Sunday 8pm AST
      • APAC vs APAC
        • Sunday 8pm AEST
      • NA/SA vs EU
        • Sunday 3pm EDT / Sunday 8pm BST
      • NA/SA vs ME
        • Sunday 1pm EDT / Sunday 8pm AST
      • NA/SA vs APAC
        • Saturday 9pm EDT / Sunday 11am AEST
      • EU vs APAC
        • Saturday 9pm BST / Sunday 6am AEST
        • Sunday 11am BST / Sunday 8pm AEST
      • EU vs ME
        • Sunday 7pm BST / Sunday 9pm AST
      • ME vs APAC
        • Sunday 1pm AST / Sunday 8pm AEST

3.4 Server Selection Process

  • The match server for map 1 and 2 will be hosted according to the following list:
  • EU vs ME – Frankfurt
  • EU vs SA – NA East
  • EU vs APAC – NA West
  • EU vs NA – One NA East, one London
  • EU vs EU – London, Frankfurt, or both (both team leader discretion)
  • NA vs NA – NA East, NA West, or both (both team leader discretion)
  • NA vs ME – London
  • NA vs SA – NA East
  • NA vs AUS – Tokyo, or one Sydney, one NA West (both team leader discretion)
  • NA vs JAP/KOR - One Tokyo, one NA West or East (NA team leader discretion)
  • NA vs SEA (excluding Japan, Korea, Australia) – One Tokyo, one NA West
  • SA vs ME – London
  • SA vs APAC – NA West
  • AUS vs ME – Singapore
  • AUS vs SEA - One home server each
  • EU = Europe
  • NA = North America
  • SA = South America
  • APAC = Asia Pacific
  • SEA = South-East Asia
  • AUS = Australia
  • JAP = Japan
  • KOR = Korea
  • The above server list may be altered if both team leaders agree.
  • The lower team hosts the first map. The higher team hosts the second map.
    • Note: the ‘lower team’ in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.
  • If the match progresses to a third map, the map will be played on the server that is the closest to the midpoint of those two regions. For example, if Australia plays Japan, both teams may play map 1 and 2 on their home servers, and map 3 will be played on Singapore server.
  • If the match progresses to a third map, and there is no listed midpoint server (eg. NA vs EU), then the third map will be played as follows:
    • T8 - map 3 first half hosted by the lower team, map 3 second half hosted by the higher team
    • T12 + T16 - on the home server of the team with the higher ticket differential from map 1 and 2.

3.5 Map Selection Process

  • The lower team bans one map
  • The higher team bans one map
  • The lower team selects the first map to be played
  • The higher team selects the second map to be played
  • The lower team bans one map
  • The higher team bans one map
  • The lower team bans one map
  • The higher team bans one map
  • The remaining map will serve as the decider (Map 3), if required
  • Note: the ‘lower team’ in the first round is the lower seed, in the regular season is the team lower on the ladder, and in finals is the lower seed.

3.6 Spawn Killing

  • Any team that deliberately destroys a vehicle in spawn will be deducted 50 tickets. Vehicles in motion or shooting are excluded from this rule. To prevent abuse of this rule, any violation must be supported with video proof. Screenshots will not be accepted.

3.7 Vehicle Stealing

  • Stealing a vehicle from the enemy spawn area is not permitted. Any team that steals an enemy vehicle from their spawn area will forfeit the round. Evidence of this must be submitted to SnP Admins. Stealing vehicles in the playable area is permitted.

3.8 Match Rules

  • The higher team will choose the starting side (NATO or PAX) on the first map, the lower team will choose the starting side on the second map . In the case of a third map, the team with the higher ticket differential across map 1 and 2 chooses the side.
  • Servers must be password protected. If the team who creates the server does not password protect it, and an ineligible player joins the server, that team will immediately forfeit the round.
  • Teams have 15 minutes from the time the server is communicated to the opposing team to load their entire team into the server. This includes loading into the server when changing hosts or servers between rounds. SnP expects teams will be reasonable with this given the inherent issues with the game. Only in extreme or repeat circumstances will SnP Admins intervene.
  • Once all players have joined the server and both teams are ready, both teams must agree to 'Ready' (r) or 'Live on Restart’ (LOR). Once the restart has occurred, the round is considered live.
  • Upon server restart, if either team has an issue (such as player disconnection, black screen bug, spectator bug, etc.), teams have 30 seconds to call 'Not Live' (NL) in global chat. After 30 seconds has passed on the match timer, the round will continue unless BOTH teams agree the round is 'Not Live'. If a team calls 'Not Live' after the 30 seconds has occurred, and the other team does not acknowledge this, the round will remain 'live'.
  • On completion of the match, both team leaders are required to enter and confirm the result, along with screenshots of the final score at the end of each round of each map. Both teams are required to enter the final ticket score of each round.
    • For example, Team 1 wins map 1 250-0 and 120-0, Team 2 wins map 2 0-80 0-60, and Team 1 wins map 3 200-0 and 0-20. The final result is a 2-1 win to Team 1, and the scores must be entered as 370-0, 0-140, 200-20.

3.9 Match Problems

  • If the game servers are unavailable, or the correct region match server cannot be accessed, team leaders must inform SnP Admins. The match will be rescheduled by SnP Admins with the consultation of both team leaders.
  • If the game servers crash before 50% of the tickets on one team have been burned (eg. If both teams start with 600 tickets and both teams are still above 300 tickets), the half must be replayed.
  • If the game servers crash after 50% of the tickets on one team have been burned (eg. If both teams start with 600 tickets and one team is below 300 tickets), the half is considered complete. The score at the time of the crash will be used in conjunction with the score of the other half to determine the map winner. Evidence of the score prior to the server crash must be provided to SnP Admins.
  • If a player disconnects during a match, they must attempt to reconnect as soon as possible.
  • If a player disconnects and is unable to reconnect, the team is prohibited from replacing that player until the completion of the round. On completion of the round, teams may substitute an eligible player for the disconnected player.

4 Map Pools

4.1 T8

4.1.1 Active Map Pool

  • Siege of Cairo (IFV)
  • Iberian Offensive (IFV)
  • Liberation Peak (MBT)
  • Manhattan Bridge (IFV)
  • Eastwood (LB+MBT)
  • Operation Firestorm (MBT)
  • Railway to Golmud (IFV)
  • Hagental Base (Inf-only)
  • Mirak Valley (IFV)

4.1.2 Inactive Maps

  • New Sobek City

4.2 T12

4.2.1 Active Map Pool

  • Cairo Bazaar (IFV, Vector, 2 x Motorbikes)
  • Siege of Cairo (IFV, 2 x Vectors, Motorbike)
  • Railway to Golmud (AJ, LB, MBT, 2 x Vectors, 2 x Motorbikes)
  • Operation Firestorm (AJ, AH, MBT, 2 x Vectors, 2 x Motorbikes)
  • Contaminated (LB, IFV, 2 x Vectors, 2 x Motorbike)
  • Iberian Offensive (IFV, Vector, Motorbike)
  • Liberation Peak (AJ, LB, IFV, 2 x Vectors, Motorbike)
  • Manhattan Bridge (IFV, 2 x Vectors, Motorbike)
  • Mirak Valley (AJ, AH, MBT, 2 x Vectors, 2 x Motorbikes)

4.2.2 Inactive Maps

  • Nil

4.3 T16

4.3.1 Active Map Pool

  • Cairo Bazaar (IFV, Vector, 2 x Motorbikes)
  • Operation Firestorm (AJ, SJ, AH, 2 x MBT, 3 x Vectors)
  • Railway to Golmud (AJ, SJ, AH, TH, LB (D neutral flag), MBT, IFV, 3 x Vectors, 2 x Motorbikes)
  • Mirak Valley (AJ, SJ, AH, MBT, IFV, 2 x Vectors, 2 x Motorbikes)
  • Contaminated (AH, LB, MBT, IFV, 2 x Vectors, 2 x Motorbikes)
  • Eastwood (TH, LB, IFV, 2 x Vectors, 2 x Motorbikes)
  • Liberation Peak (AJ, LB, MBT, 2 x Vectors, 2 x Motorbikes)
  • Siege of Cairo (MBT, IFV, 2 x Vectors, 2 x Motorbikes)
  • Manhattan Bridge (MBT, IFV, 2 x Vectors, 2 x Motorbikes)

4.3.2 Inactive Maps

  • Hagental Base
  • New Sobek City
  • Iberian Offensive

4.4 Map Key

  • AJ = Attack Jet
  • SJ = Stealth Jet
  • AH = Attack Helicopter
  • TH = Transport Helicopter
  • LB = Little Bird Helicopter
  • MBT = Main Battle Tank
  • IFV = Infantry Fighting Vehicle
  • Vector = Car

5 Weapon and Gadget Restrictions

5.1 T8

  • The following items are banned from the competition. The majority of these are banned in-game, however some are not due to Portal limitations.
  • Weapons are class locked as follows:
    • Assault: Assault Rifles + Carbines
    • Engineer: SMGs + Carbines
    • Support: LMGs + Carbines
    • Recon: Snipers + Carbines
  • Any weapons or gadgets that are released mid-season are banned until the end-of-season review.
  • The penalty for use of a banned item is 20 tickets per use/kill.
  • Weapons:
  • Assault Rifles
    • TR-7
  • Carbines
    • SG-553
  • SMGs
    • KV9
    • SCW-10
    • CZ3A1
  • LMGs
    • M123K
    • M240L
    • M121 A2
  • DMRs (all)
    • M39 EMR
    • LMR27
    • SVK-8.6
    • SVDM
    • GRT-CPS
    • VSS
  • Sniper Rifles
    • M2010 ESR
    • SV-98
    • PSR
    • L115
  • Shotguns (all)
    • M87A1
    • M1014
    • 18.5KS-K
    • DB-12
  • Gadgets:
  • Assault
    • M320A1 HE
    • M320A1 THRM
    • Deploy Beacon
    • SS26
  • Engineer
    • MBT-LAW (Auto-Guided Launcher)
    • MAS148 (Long Range Launcher)
    • IGLA
    • AV Mine
    • M4A1 Slam
    • PTKM-1R (Acoustic Mine)
    • EOD Bot
  • Support
    • LWCMS
    • SICH G1 WP
    • Deployable Cover
  • Recon
    • LTLM II (Laser Designator)
    • XFGM-6D (Recon Drone)
    • TRCRV2 (Tracer Dart)
    • M18A1 (Anti Personnel Mine)
  • Attachments:
  • Thermal scopes
  • Flashlight
  • Vehicles:
  • IFV + MBT
    • Laser designator
    • MR Missile

5.2 T12

  • The following items are banned from the competition. The majority of these are banned in-game, however some are not due to Portal limitations.
  • Any weapons or gadgets that are released mid-season are banned until the end-of-season review.
  • The penalty for use of a banned item is 20 tickets per use/kill.
  • Weapons:
  • Assault Rifles
    • TR-7
  • Carbines
    • SG-553
  • SMGs
    • KV9
    • SCW-10
    • CZ3A1
  • LMGs
    • M123K
    • M240L
    • M121 A2
  • DMRs (all)
    • M39 EMR
    • LMR27
    • SVK-8.6
    • SVDM
    • GRT-CPS
    • VSS
  • Sniper Rifles
    • M2010 ESR
    • SV-98
    • PSR
    • L115
  • Shotguns (all)
    • M87A1
    • M1014
    • 18.5KS-K
    • DB-12
  • Gadgets:
  • Assault
    • M320A1 HE
    • M320A1 THRM
    • Deploy Beacon
    • SS26
  • Engineer
    • MBT-LAW (Auto-Guided Launcher)
    • MAS148 (Long Range Launcher)
    • IGLA
    • PTKM-1R (Acoustic Mine)
    • EOD Bot
  • Support
    • LWCMS
    • SICH G1 WP
    • Deployable Cover
  • Recon
    • LTLM II (Laser Designator)
    • XFGM-6D (Recon Drone)
    • TRCRV2 (Tracer Dart)
    • M18A1 (Anti Personnel Mine)
  • Attachments:
  • Thermal scopes
  • Flashlight
  • Vehicles:
  • IFV + MBT
    • Laser designator
    • MR Missile
  • AH
    • Smart Rockets

5.3 T16

  • The following items are banned from the competition. The majority of these are banned in-game, however some are not due to Portal limitations.
  • Any weapons or gadgets that are released mid-season are banned until the end-of-season review.
  • The penalty for use of a banned item is 20 tickets per use/kill.
  • Weapons:
  • Assault Rifles
    • TR-7
  • Carbines
    • SG-553
  • SMGs
    • KV9
    • SCW-10
    • CZ3A1
  • LMGs
    • M123K
    • M240L
    • M121 A2
  • DMRs (all)
    • M39 EMR
    • LMR27
    • SVK-8.6
    • SVDM
    • GRT-CPS
    • VSS
  • Sniper Rifles
    • M2010 ESR
    • SV-98
    • PSR
    • L115
  • Shotguns (all)
    • M87A1
    • M1014
    • 18.5KS-K
    • DB-12
  • Gadgets:
  • Assault
    • M320A1 HE
    • M320A1 THRM
    • Deploy Beacon
    • SS26
  • Engineer
    • MBT-LAW (Auto-Guided Launcher)
    • MAS148 (Long Range Launcher)
    • IGLA
  • Support
    • LWCMS
    • SICH G1 WP
    • Deployable Cover
  • Recon
    • LTLM II (Laser Designator)
    • XFGM-6D (Recon Drone)
    • TRCRV2 (Tracer Dart)
    • M18A1 (Anti Personnel Mine)
  • Attachments:
  • Thermal scopes
  • Flashlight
  • Vehicles:
  • IFV/MBT
    • Laser designator
    • MR Missile
  • AH
    • Smart Rockets

6 Map Restrictions

6.1 T8

  • For the purposes of this rule, buildings are described in ‘storeys’. The ‘first storey’ is also known as the “ground floor”, the part of the building level with the ground. The ‘second storey’ is the level directly above the ground floor, and so on.
  • Any position that is the highest point of a building is considered a rooftop.
  • The rules below are based on the map pre-destruction.
  • Violation of this rule will result in a 50 ticket penalty per player per intentional use. There will be an additional 50 ticket penalty per kill while the player is in the restricted area. Repeated violation of this rule may result in a forfeit of that map. Teams are required to provide evidence in the form of a screenshot or short video if lodging a dispute.
    • Note: “Use” is defined as physically stepping on the prohibited location.
    • Note: “Intentional use” will be determined at SnP Admin discretion. There is a known bug where if squad spawning and there is no accessible spawn area, the game can spawn you on the roof or balcony above. This is not considered ‘intentional use’ and provided the player immediately vacates the banned area, no penalty will be issued.
  • Siege of Cairo
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
      • Exception: The exposed rooftop on the centre building behind Objective C is allowed (https://imgur.com/a/oj8Y7sl)
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/hsxKszW)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/dqx4nmJ)
  • Iberian Offensive
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/v3SrPkG)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/h1jJVS2)
  • Operation Firestorm
  • Manhattan Bridge
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
    • The 2nd storey and higher of all buildings is prohibited
    • All balconies, patios or awnings are prohibited
  • Liberation Peak
  • Eastwood, Mirak Valley, Railway to Golmud and Hagental Base
    • No restrictions

Spawn Killing:

  • Any team that deliberately destroys a vehicle in spawn will be deducted 50 tickets. Vehicles in motion or shooting are excluded from this rule. To prevent abuse of this rule, any violation must be supported with video proof. Screenshots will not be accepted.

Vehicle Stealing:

  • Stealing a vehicle from the enemy spawn area is not permitted. Any team that steals an enemy vehicle from their spawn area will forfeit the round. Evidence of this must be submitted to SnP Admins. Stealing vehicles in the playable area is permitted.

6.2 T12

  • For the purposes of this rule, buildings are described in ‘storeys’. The ‘first storey’ is also known as the “ground floor”, the part of the building level with the ground. The ‘second storey’ is the level directly above the ground floor, and so on.
  • Any position that is the highest point of a building is considered a rooftop.
  • The rules below are based on the map pre-destruction.
  • Violation of this rule will result in a 50 ticket penalty per player per intentional use. There will be an additional 50 ticket penalty per kill while the player is in the restricted area. Repeated violation of this rule may result in a forfeit of that map. Teams are required to provide evidence in the form of a screenshot or short video if lodging a dispute.
    • Note: “Use” is defined as physically stepping on the prohibited location.
    • Note: “Intentional use” will be determined at SnP Admin discretion. There is a known bug where if squad spawning and there is no accessible spawn area, the game can spawn you on the roof or balcony above. This is not considered ‘intentional use’ and provided the player immediately vacates the banned area, no penalty will be issued.
  • Siege of Cairo
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
      • Exception: The exposed rooftop on the centre building behind Objective C is allowed (https://imgur.com/a/oj8Y7sl)
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/hsxKszW)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/dqx4nmJ)
  • Iberian Offensive
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/v3SrPkG)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/h1jJVS2)
  • Operation Firestorm
  • Manhattan Bridge
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
      • Exception: Building next to B flag, building next to C flag, building next to E flag (https://imgur.com/a/ZxAZZna)
  • Liberation Peak
  • Mirak Valley
    • The 3rd storey and above of the large building and small construction site between B and C flag internally and externally is banned. The 1st and 2nd storeys internally and externally are allowed. (https://imgur.com/a/H0IXZ3j)
  • Cairo Bazaar
    • The 3rd storey and above of all buildings is prohibited (https://imgur.com/a/2Z6vm3t)
      • For clarification, the buildings with normally accessible rooftop access via stairs is permitted as this rooftop is considered the 2nd storey. All other building rooftops are prohibited. Example: https://imgur.com/a/v0CbELr
  • Railway to Golmud, Contaminated
    • No restrictions

6.3 T16

  • For the purposes of this rule, buildings are described in ‘storeys’. The ‘first storey’ is also known as the “ground floor”, the part of the building level with the ground. The ‘second storey’ is the level directly above the ground floor, and so on.
  • Any position that is the highest point of a building is considered a rooftop.
  • The rules below are based on the map pre-destruction.
  • Violation of this rule will result in a 50 ticket penalty per player per intentional use. There will be an additional 50 ticket penalty per kill while the player is in the restricted area. Repeated violation of this rule may result in a forfeit of that map. Teams are required to provide evidence in the form of a screenshot or short video if lodging a dispute.
    • Note: “Use” is defined as physically stepping on the prohibited location.
    • Note: “Intentional use” will be determined at SnP Admin discretion. There is a known bug where if squad spawning and there is no accessible spawn area, the game can spawn you on the roof or balcony above. This is not considered ‘intentional use’ and provided the player immediately vacates the banned area, no penalty will be issued.
  • Siege of Cairo
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
      • Exception: The exposed rooftop on the centre building behind Objective C is allowed (https://imgur.com/a/oj8Y7sl)
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/hsxKszW)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/dqx4nmJ)
  • Iberian Offensive
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
    • The 3rd storey and higher of all buildings, rooftops, balconies, patios or awnings are prohibited (https://imgur.com/a/v3SrPkG)
    • Balconies, patios or awnings that are level with the first and second storey of buildings are allowed (https://imgur.com/a/h1jJVS2)
  • Operation Firestorm
  • Manhattan Bridge
    • All building rooftops are prohibited
      • Exception: Shacks and huts are allowed
      • Exception: Building next to B flag, building next to C flag, building next to E flag (https://imgur.com/a/ZxAZZna)
  • Liberation Peak
  • Mirak Valley
    • The 3rd storey and above of the large building and small construction site between B and C flag internally and externally is banned. The 1st and 2nd storeys internally and externally are allowed. (https://imgur.com/a/H0IXZ3j)
  • Cairo Bazaar
    • The 3rd storey and above of all buildings is prohibited (https://imgur.com/a/2Z6vm3t)
      • For clarification, the buildings with normally accessible rooftop access via stairs is permitted as this rooftop is considered the 2nd storey. All other building rooftops are prohibited. Example: https://imgur.com/a/v0CbELr
  • Eastwood, Railway to Golmud, Contaminated, Hagental Base
    • No restrictions

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These are the maps that are selected for official matches, teams can agree to play different ones but if they can not agree it will have to be what the ladder selected from this pool.

  • Cairo Bazaar
  • Golmud
  • Hagental
  • Iberian Offensive
  • Liberation Peak
  • Manhattan Bridge
  • Mirak Valley
  • New Sobek City
  • Operation Firestorm
  • Siege of Cairo

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