Fortnite - TDM - 2v2, 3v3, 4v4, 5v5

Fortnite
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  • Points
  • Teams (2 vs 2)
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Fortnite - Team Deathmatch (Creative)




Welcome!
This is a World Wide Ladder. There are no individual regions specified. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their Epic Games Display Name within their team profile to assist players finding each other.

To ensure both fairness and genuine activity, a Team may consist of up to 20 players. Of those members, only the required number of players for the match need to play at a time. Both teams must field the same number of players for the match to be valid.

Epic Display Names are case sensitive. Please ensure you include the correct name within your team profile.

Setting Up a Private Lobby with a Public TDM Map
1. One player (the host) opens Fortnite and goes to the Discover tab.
2. Search for a popular public Team Deathmatch or TDM map (or use a mutually agreed map code).
3. Select the map and click Play or Create.
4. Once in the map lobby, the host must change the privacy settings to Private or Friends Only so only invited players can join.
5. The host invites the opposing players using the in-game invite system or Epic party.
6. All players must join the private lobby.
7. Once everyone is in and ready, the host starts the match.

Important Notes on Map Selection
- Both teams must agree on the TDM map code before the match.
- Only public Creative maps are allowed unless both teams agree to a custom private island.
- The host is responsible for selecting the correct agreed-upon map.

Best of 3 Matches
The team that reaches the kill limit first or has the most kills when the timer ends wins the map. The first team to win 2 out of 3 maps wins the match.

Mode & Maps
Team Deathmatch (Creative)
Only agreed-upon public Team Deathmatch Creative maps are allowed. Common formats include 2v2, 3v3, 4v4, and 5v5.

MATCH SETTINGS
General Settings
Game Mode: Creative – Team Deathmatch
Team Size: 2v2, 3v3, 4v4, or 5v5 (must be agreed upon before the match)
Map: Mutually agreed public TDM map code
Privacy: Private / Friends Only
Fill: Disabled

Match Format
Number of Games: Best of 3
Win Condition: First team to win 2 maps
Map Win Condition: Highest kill count / first to reach the agreed kill limit

SCORING SYSTEM
Standard Team Deathmatch scoring applies (1 point per elimination).
The team with the higher kill total at the end of the match wins the map.

Restrictions
All weapons and items available in the selected TDM map are allowed.
No additional loadout restrictions unless both teams agree beforehand.

In-Game Restrictions
Teaming: Strictly forbidden outside of the assigned team.
Stream Sniping: Not allowed. Players caught intentionally stream sniping will forfeit the map.
Exploits / Glitches: Use of known game-breaking exploits or map glitches is not allowed. Matches involving exploits may be replayed or forfeited depending on severity.
Leaving Early: Leaving a match early without agreement will result in a map loss.

MATCHES & POINTS
Just for participating, you will receive 1 point for every successfully completed map. A win awards 3 points to the winning team. The goal is to accumulate more points than every other team on the ladder.

HOSTING
The hosting player is responsible for creating the private lobby, selecting the correct agreed map, and ensuring all settings are correct before starting. Hosting with incorrect settings or the wrong map will result in a forfeit of that map.

DELAY BETWEEN MAPS
Teams may not delay the match for more than 5 minutes between each map.

TIE GAME
If a map ends in a draw, the map will be replayed with the same settings and map code.

LAG / CONNECTION ISSUES
If a player experiences severe lag or disconnects, the affected team must finish the map if possible. Proof (video showing ping spikes or disconnect) must be submitted via support ticket within 30 minutes of match completion for review. The ladder admin will make the final decision on whether the map is replayed or stands.

DISCONNECTIONS
If a player disconnects early in the match, the map may be restarted if both teams agree.
If a player disconnects later in the match, the remaining players must continue. The disconnected player may rejoin if possible.
If a team fully leaves the match without attempting to continue, they forfeit the map.

NO SHOWS
A team has 10 minutes from the scheduled match time to have all required players ready and in the private lobby. Failure to do so will result in a forfeit.

If a team does not show, the opposing team must submit a support ticket within 45 minutes of the scheduled time with proof (screenshot of empty lobby or chat) to claim the no-show win.
ResultMatch Date