BeatKhana Development

Match flows

Build reusable pick, ban and tiebreaker sequences that the coordinator panel can execute.

Why a flow is required

A match flow is the ordered state machine for map selection. The coordinator view uses it to know whose action is next and whether that action picks, bans or sets the tiebreaker. A map pool alone does not define this order. Create a flow before expecting picks/bans to work.

Flow fields

  • Flow name: an operational label such as BO5 standard or Grand final reset.
  • Intended pool size: expected number of available maps. The default editor value is 7; use the number in your rules.
  • Sequence: one or more ordered parts. Steps can be added, removed and moved.
Stored partEditor labelEffect
s1pSide 1 pickSide/team index 0 chooses a playable map.
s1bSide 1 banSide/team index 0 removes a map.
s2pSide 2 pickSide/team index 1 chooses a playable map.
s2bSide 2 banSide/team index 1 removes a map.
tbSetTiebreakerDesignates the tiebreak map.

Side numbering follows the saved match team order, whose indexes are zero-based in match management. Do not assume “side 1” means higher seed unless your seeding/side-selection procedure makes that true.

Validation and changes

A flow needs a non-empty name and at least one step. Intended pool size must be positive when supplied. Before saving, count bans, picks and tiebreakers against both the pool size and maximum match score. Test each flow from an untouched match.

Flows are reusable. Editing one can change subsequent matches that select it; do not edit a live flow to solve one exceptional match. Create a clearly named variant. Deleting a flow is permanent and can leave an operational plan without its expected sequence.

Worked examples

The examples below show how to translate a written rule into the editor. They are templates, not BeatKhana rules; the tournament rulebook remains authoritative.

BO3 with five available maps

Suppose each side bans once, then each side picks once, with the remaining designated map used as the tiebreaker:

s1b → s2b → s1p → s2p → tbSet

Set Intended pool size to 5. The two bans remove two maps, the two picks schedule up to two played maps, and the tiebreaker identifies the deciding map if the score becomes 1–1. Reaching two map wins ends the match; the existence of later flow steps does not require unnecessary maps to be played.

BO5 with seven available maps

Suppose the sides ban once each, alternate two picks each, then set the final map as a tiebreaker:

s1b → s2b → s1p → s2p → s1p → s2p → tbSet

Set Intended pool size to 7 and the match score limit to the value used by the tournament's BO5 setup. Verify that a side reaching the required map wins ends play even when unused picks remain.

Opposite opening side

If the rulebook gives the other side the first action, reverse the relevant side steps rather than changing team order merely to make the flow look right:

s2b → s1b → s2p → s1p → tbSet

Team order should be decided by the tournament's seeding or side-selection rule. The flow should then describe actions against that established order.

Using a flow in a match

  1. Create and save the flow before the match begins.
  2. Assign the correct map pool and flow to the match or coordination session.
  3. Confirm which team is side 1 and which is side 2.
  4. Read the next action aloud and let only the authorised side choose.
  5. Confirm the selected map before advancing the step.
  6. Stop normal play when the match win condition is reached, even if the flow contains later contingency steps.

Without an assigned flow, the coordinator panel has no authoritative next pick or ban. If the saved sequence ends too early, pause selection and correct the setup with authorised staff; do not invent extra actions privately. If a map becomes unavailable, follow the published replacement rule and document the change.

Pre-match checklist

  • Pool size equals the flow's intended pool size.
  • Every ban, pick and tiebreaker in the rulebook appears in the same order.
  • Side 1 and side 2 match the saved team order.
  • The match score limit agrees with the best-of format.
  • Staff know whether picks are played immediately or after selection finishes.
  • Replay, technical-failure and unavailable-map rules are published separately.
  • The exact flow has been tested on a non-live match.

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