CS:GO: Upsets galore and broken curses as DreamHack Winter and SuperNova Malta come to a close - Results and recap - Dexerto

CS:GO: Upsets galore and broken curses as DreamHack Winter and SuperNova Malta come to a close – Results and recap

Published: 3/Dec/2018 12:58 Updated: 3/Dec/2018 13:13

by Ross Deason


Sunday, December 2, marked the conclusion of the DreamHack Winter and SuperNova Malta events in Counter-Strike: Global Offensive. Here’s what happened.

DreamHack Winter, once one of most prestigious events on the CS:GO calendar, has become something of a sideshow in recent years, but the inclusion of teams like OpTic, G2 and ENCE ensured that there was still a good deal of interest in the $100,000 competition.

Unfortunately for OpTic and G2 fans, neither team even made it out of Group B as the South African side of Bravado Gaming shocked everyone by posting a 2-0 record. OpTic failed to win a single match and ENCE bounced back from a 16-14 loss against G2 to defeat the French team 2-0 in the Group B diecider.

Todd Gutierrez / Beyond The SummitOpTic Gaming’s results continue to disappoint.

Group A also had its fair share of surprises as x6tence Galaxy beat both compLexity and LDLC to secure a playoff spot along with Heroic. However, neither Group A team proceeded any further as x6 fell to Bravado and ENCE blew past Heroic.

The Grand Final saw fan favorites ENCE finally put an end to the impressive run of Bravado with a convincing 2-0 victory. The Finnish team once again relied heavily on veteran AWPer Aleksi ‘allu’ Jalli and 16-year-old sensation Jere ‘sergej’ Salo throughout the tournament.

Position Team Winnings
1st ENCE Esports $50,000
2nd Bravado Gaming $20,000
3rd-4th x6tence Galaxy $10,000
3rd-4th Heroic $10,000
5th-6th compLexity Gaming $3,000
5th-6th G2 Esports $3,000
7th-8th Team LDLC $2,000
7th-8th OpTic Gaming $2,000

Over in Malta, the $150,000 SuperNova event didn’t throw up nearly as many surprises, as Virtus.Pro, Kinguin, TyLoo and Gambit were the four teams to be eliminated in the group stage.

The North American sides of NRG Esports and Team Liquid were in fine form all weekend and NRG dispatched HellRaisers convincingly in their semifinal match.

NRG Esports struggled in the domestic matchup against Team Liquid.

On the other side of the bracket, Team Liquid’s firepower eventually overcame a plucky performance from the BIG players, confirming an all-American final.

After a rough few months and the constant question of choking in finals hanging over their heads, the Team Liquid players looked determined in the Grand Final match, blowing past NRG 16-4 in map one.

Keith ‘NAF’ Markovic was in particularly good form, leading Team Liquid to a much closer 16-14 win on the second map in order to secure the 2-0 victory. In the third place decider match, BIG defeated HellRaisers 2-1. The win is the first since cs_summit 2 for Team Liquid and breaks their curse of six Grand Final losses without a victory.

Position Team Winnings
1st Team Liquid $80,000
2nd NRG Esports $40,000
3rd BIG $15,000
4th HellRaisers $5,000
5th-6th Virtus.Pro $3,000
5th-6th TyLoo $3,000
7th-8th Team Kinguin $2,000
7th-8th Gambit Esports $2,000

The eyes of Counter-Strike fans will now be on the ESL Pro League Season 8 finals, which will begin on December 4 in Odense, Denmark.

Team Liquid, BIG, HellRaisers, G2 and NRG will all be in action once again, but Astralis are sure to be favorites to take the title.


BLAST’s director of operations on maintaining integrity with online CSGO

Published: 24/Nov/2020 15:23 Updated: 24/Nov/2020 15:33

by Adam Fitch


“This time last year our rulebook and our whole setup were based on LAN events,” BLAST’s director of operations and production Andrew Haworth told Dexerto. “We hadn’t really done a huge amount of work on how that would be replicated in an online world.”

Earlier this year, with the global health situation emerging, governments all around the world were forced to reduce the feasibility of hosting events, and thus, they were moved online — halfway through a tournament, in some cases.

Prior to the restrictions, tournament organizer BLAST managed to host their first big competition of the year in February, impressing many and unknowingly hosting what would be one of the only prominent offline events in the 2020 Counter-Strike calendar. They didn’t have the same privilege later in the year, however, as limitations had yet to be permanently relaxed in many locations. Nonetheless, they went on with their plans to host the BLAST Premier Fall Series, albeit online.

Another layer of absurdity was added as a factor of hosting an event, and that was the revelation of a spectating bug that spanned multiple years. With the Esports Integrity Commission — a body devised to maintain the integrity of competitive gaming — issuing bans to dozens of coaches, integrity questions were more prominent than ever during an online era, no less, where it’s harder to monitor the activity of teams and their coaches.

BLAST Premier Fall Series 1
Commentators Scrawny and launders arrived at the production location early to accommodate local restrictions.

Haworth’s background working on major music festivals and the Olympics Games means he’s no stranger to crafting contingency plans to put in place in case of a problem arising. Prior to hosting the Fall Series, they went through sessions of scenario testing with key department leads to devise numerous methods of still getting the job done.

Considering BLAST have deployed everything at their disposal to maintain competitive integrity within their events, Dexerto spoke with Haworth to see how they adapted their processes to move to a remote production while monitoring the gameplay itself both in and out of the server.

Going back to esports’ roots

“We were fairly lucky in the timing of the outbreak, we just finished our Spring Series in February and didn’t have another live event till the end of May,” he said. “Other tournament organizers didn’t and were thrown into that halfway through a show. We had a bit of time, purely by luck, to have a look at what we need to do for our Spring Showdown and our Spring Final.”

While esports, like most other sports, is fundamentally an entertainment product, the need for competitive integrity is essential. Fans tune in to watch the best players in the world face off against each other, and that’s no different during an era of online competition.

“If the fans don’t have faith in what we’re putting on if our broadcasters and sponsors don’t have faith in what we’re putting on, and the teams ultimately lose faith in it, then none of us can stand behind it proudly,” Haworth said. “So competitive integrity is in integral to what we do, none of us are arrogant enough to think that we’re perfect in that.

“There may be things that we’re doing now that we’ll review and determine haven’t worked quite as well or are not effective. Some of the things that we have done we want to ensure, while maintaining competitive integrity at all times, doesn’t affect the performance of play. We don’t want to be taking up computer performance for the matches because that isn’t going to gain the right tone with anybody.”

BLAST Premier Fall Series 2
The venue had no players in sight, with only production staff and broadcast talent being present.

With a change in circumstance comes a need to change the parameters in which events are run, and that filters all the way down to the gameplay itself. BLAST saw the need to adapt their guidelines early in the year, when LAN events no longer seemed possible, so all of the teams were on the same page.

“The rulebook gets issued at the start of every season, we generally review it and update it after every event,” Haworth said. “We did less of that last year — I think we only made one or two slight revisions from Spring Series into Spring Showdown because the former was very much for a LAN. We also have our competitive integrity policy, which is broadly drawn out of the rulebook and is a short, sharp summary to articulate to what we do. That’s on our website. We’ve worked with experienced tournament officials that have worked with other tournament organizers and in other settings, it’s important to us that they can see elsewhere what has worked, and equally what hasn’t worked, so we can pick up best practices.”

From bad to worse

All partners of ESIC — including the likes of ESL and DreamHack — vow to enforce rulings decided upon by the commission, and that was no different for BLAST. The spectating exploit utilized by at least 37 coaches rocked the CS:GO community and certainly begged the question as to what tournament organizers are doing to ensure fair play is had at all times.

Moving online adds another layer of difficulty to constantly and accurately monitoring the matches played, especially considering tournament officials can’t be present to see how teams are operating with their own two eyes. BLAST believes they’ve reached the pinnacle of monitoring at this precise moment.

“Some of the measures we put in place aren’t perfect but they’re the best available solution we’ve found so far,” Haworth told Dexerto. “There are methods that we’re developing and evolving. We are confident that the measures we have in place currently are giving the desired result in not allowing anybody to manipulate the system or take advantage of it.

“From a coaching bug point of view, the player cams that we’ve put in place have been a really useful feature. That’s something that we looked at, to start with, as a broadcast feature that had some great context and depth. It grew into something that we now utilize to ensure we can see what players are doing.

“We’ve worked with players on camera angles, we have down-the-line shots, coaches have cameras on them and we listen to TeamSpeak for both a broadcast feature and in terms of integrity,” he continued. “The MOss system is far from perfect but it allows us to know what’s open on someone’s computer, there’s a report sent to us post-match with that information.

Moving forward in the face of adversity

Despite having what they believe is a solid solution to both playing online and safeguarding the integrity of the tournament, it would be understandable if a tournament organizer decided to postpone an event due to the recent exploit revelation and subsequent disciplinary rulings. Haworth ensured Dexerto, however, that that wasn’t an eventuality BLAST considered.

BLAST Spike Nations
BLAST have undergone plenty of growth in 2020 so far despite the difficulties, expanding into new titles like Valorant and Dota 2.

“We’ve never really moved our date around. We put our 21 days in the international calendar [that’s shared by all CS:GO tournament organizers] in April this year to try and provide full transparency,” he said. “We worked on this straight after the Spring Final, there were a couple of bits that we thought we could include like the coach cams but there were also a couple of things that weren’t ready for the Fall Series. We played around with them but wasn’t sure if it would cause performance issues on players’ PCs so we didn’t want to risk it.”

There’s not the only difficulty in providing a fair and stable environment for the players, BLAST have plenty of staff that are needed to execute a full production. Having staff at home using personal internet lines isn’t the most confidence-inducing prospect, but the company has managed to execute a means of working that allows for maximum efficiency given the circumstances.

While online play, and the copious amount of events that are taking place, may not be ideal, esports has proven to be resilient in the face of extreme and unpredictable challenge. The Fall Series was revered by industry professionals and Counter-Strike fans alike, but it’s clear that BLAST are not resting on their laurels leading up to the next phase of the competition.