IEM Beijing-Haidian 2020 final placements and results - Dexerto

IEM Beijing-Haidian 2020 final placements and results

Published: 22/Nov/2020 21:45 Updated: 23/Nov/2020 21:52

by Marco Rizzo


IEM Beijing-Haidian has concluded, and after two weeks of incredible Counter-Strike, we finally are able to crown the best teams in one of the largest tournaments of the Online Era.

The online event hosted 24 teams across four regions: Europe, North America, Asia, and Oceania. Winners fought for spots in the upcoming IEM Global Challenge and for prize pools of $150,000 (EU), $70,000 (NA), and $15,000 (Asia, Oceania).

IEM Beijing 2019 saw Astralis being crowned champions after sweeping Australians of 100 Thieves in a best-of-five final.

Europe and North America featured a double-elimination group stage, with a single-elimination playoff bracket. Every game was a BO3 match, except for the BO5 final. Asia and Oceania presented a double-elimination playoff bracket, with BO3 games and a BO5 final.

IEM Beijing 2019
The Australians were not able to overcome Astralis led by an in-from gla1ve.

IEM Beijing-Haidian 2020 Europe placements and results

The European group stages saw Astralis, Heroic, FaZe, and Complexity proceeded undefeated to the playoffs, followed by Vitality, G2, NaVi, and BIG.

Vitality powered through the playoffs by first dispatching Heroic in the quarter-finals, their Danish nemesis had previously denied the French roster two trophies at ESL One Cologne and Dreamhack Open Fall.  They reached the finals after a swift 2-0 victory against the Complexity juggernaut.

On the other side of the bracket, NaVi dominated Astralis in the quarter-finals, brushing them aside after two 16-9 maps. The CIS squad then faced a new-look G2 esports, destroying them on Nuke in the last map of the match.

The Grand Final saw Oleksandr  ‘s1mple’ Kostyliev dominate Vitality in the first two maps displaying a +41 K/D differential. The Frenchmen fought back on Overpass and Inferno extending the finals all the way before taking the trophy on Mirage after a stellar performance by Mathieu ‘ZywOo’ Herbaut.

Group A Results Group B Results
Complexity 2-0 Astralis 2-0
FaZe Clan 2-0 Heroic 2-0
NaVi 2-1 BIG 2-1
Vitality 2-1 G2 Esports 2-1
MAD Lions 1-2 NiP 1-2
Spirit 1-2 Mousesports 1-2
OG 0-2 North 0-2
Fnatic 0-2 ENCE 0-2

Stage Game
Quarterfinal 1 Faze 0 – 2 G2
Quarterfinal 2 Na’Vi 2 – 0 Astralis
Quarterfinal 3 Complexity 2 – 0 BIG
Quarterfinal 4 Heroic 1 – 2 Vitality


Stage Game
Semifinal 1 G2 1 – 2 Na’Vi
Semifinal 2 Vitality 2-0 Complexity


Stage Game
Grand Final Na’Vi 2-3 Vitality 

Place Team Pro Tour Points Prize Money (USD)
1 Vitality 400 $60,000
2 Natus Vincere 265 $30,000
3-4 Complexity 160 $12,000
3-4 G2 Esports 160 $12,000
5-8 Heroic 75 $5,000
5-8 BIG 75 $5,000
5-8 Astralis 75 $5,000
5-8 FaZe Clan 75 $5,000
9-12 Team Spirit 45 $2,500
9-12 MAD Lions 45 $2,500
9-12 Mousesports 45 $2,500
9-12 NiP 45 $2,500
13-16 OG 0 $1,500
13-16 Fnatic 0 $1,500
13-16 ENCE 0 $1,500
13-16 North 0 $1,500

IEM Beijing-Haidian 2020 North America NA

IEM Beijing-Haidian 2020 North America placements and results

North America saw the most unexpected results, with both favorites being knocked out in the semifinals of the tournament.

Team Liquid faced an in-form Triumph, with Paytyn ‘junior’ Johnson appearing as one of the most interesting talents in NA and producing several highlight plays throughout the series.

EG meanwhile faced eventual winners Chaos which powered through the tournament to claim their first A-tier tournament.

Group A Results Group B Results
Team Liquid 2-0 Evil Geniuses 2-0
Chaos Esports Club 2-1 Triumph 2-1
Rugratz 1-2 Team One 1-2
New England Whalers 0-2 Rebirth 0-2
Stage Game
Semifinal 1 Liquid 1 – 2 Triumph
Semifinal 2 EG 1 – 2 Chaos
Stage Game
Grand Final Triumph 1-3 Chaos


IEM Beijing ASIA
Tyloo have historically been the best Chinese team

IEM Beijing-Haidian 2020 Asia placements and results

The Asian event saw ViCi finally overcome their Chinese rivals Tyloo, beating them in the upper bracket final and again in the grand final without dropping a single map through the entire event.

Stage Game
Semifinal 1 Tyloo 2-0 D13
Semifinal 2 Invictus 0-2 ViCi
Stage Game
Lower Semi Invictus 2-0 D13
Stage Game
Upper Final Tyloo 0-2 ViCi
Stage Game
Consolidation Final Invictus 0-2 Tyloo


Stage Game
Grand Final Tyloo 0-3 ViCi


Place Team Pro Tour Points Prize Money (USD)
1 ViCi 185 $8,000
2 Tyloo 85 $4,000
3 Invictus 45 $2,000
4 D13 0 $1,000
Teams invited to the Oceanian event.

IEM Beijing-Haidian 2020 Oceania placements and results

The Oceanic tournament did not see too many surprises as the Renegades led by Chris ‘dexter’ Nong managed to take the $8,000 and their ninth regional trophy in a row.

Stage Game
Semifinal 1 AVANT 2-1 ORDER
Semifinal 2 VERTEX 0-2 Renegades


Stage Game
Lower Semi ORDER 2-0 VERTEX


Stage Game
Upper Final AVANT 0-2 Renegades


Stage Game
Consolidation Final ORDER 2-1 AVANT


Stage Game
Grand Final ORDER 0-3 Renegades


Place Team Pro Tour Points
Prize Money (USD)
1 Renegades 185 $8,000
2 Order 85 $4,000
3 Avant 45 $2,000
4 Vertex 0 $1,000

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.