Configure your match with various settings for competitive play.
Series Length
| Option | Maps to Win | Use Case |
|---|
| Best of 1 | 1 | Quick matches |
| Best of 3 | 2 | Standard competitive |
| Best of 5 | 3 | Extended series |
| Best of 7 | 4 | Tournament finals |
Map Selection
Selection Type
| Type | Description |
|---|
| Competitive | Tournament-standard maps only |
| Flex | All available maps including casual |
Preference Mode
| Mode | How It Works |
|---|
| Veto (Default) | Teams ban maps they don’t want |
| Preferred | Teams select maps they want to play |
How Map Pools Are Calculated
When both teams have preferences:
- System analyzes both teams’ selections
- Weighted random selection determines final maps
- Maps preferred by both teams are more likely
- Final pool fairly represents both teams
Hosting
The host team controls the lobby for each map:
- Sets lobby code for opponents to join
- Can pass hosting to opponent using “Pass Host”
- Hosting typically alternates between maps
Setting a Lobby Code
After a match is accepted:
- Go to the match page
- Enter lobby code in the designated field
- Opponent sees the code and joins
Only the hosting team can set/update the lobby code for their maps.
Roster Selection
When creating a match:
- Select Active Roster players (minimum 1)
- Select Bench players as backups (optional)
- Set bench priority
Players must have required gaming connections linked (e.g., Activision for CoD).
Attendance Status
Players can set their availability:
| Status | Meaning |
|---|
| Attending | Confirmed to play |
| Not Attending | Cannot participate |
| Tentative | Might be available |
When a player sets “Not Attending,” the highest priority bench player is automatically promoted.