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How map veto works

How it goes

The veto takes place on the match page, and every move is posted to the match room. The teams take turns following the template for the game and match format:

  • ban — the map is removed from the pool;
  • pick — the map goes into the match;
  • decider — the last map left in the pool;
  • side choice — a team picks its side on the map chosen by the opponent;
  • server choice — if the tournament offers a choice of location.

The tournament decides who starts. Any member of the team roster can make the team's move — player, substitute, coach, manager or captain — and the first click counts. So agree within your team before the match who clicks during the veto.

Time limit

Each move has a time limit shown in the countdown. If a team runs out of time, it loses the move: the opponent makes it instead, with a new limit of the same length (this applies to bans, map picks, sides and servers). If the opponent also runs out of time, the system takes the first available option in pool order — that order is shown during the veto. Nothing is drawn at random, and every such move is posted to the match room. There are no extensions — discuss your bans as a team before the match.

After the veto

The veto result stays in the match room. In CS2 matches on a match server, the maps and sides go straight into the server configuration.

Something does not work

If the page does not accept your move, refresh it — someone may have already made that step. If there is nothing to choose from or the problem persists, call the referee.

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