Once a team schedule has been released it is up to the team captain or scheduler to submit vetoes for that specific match. Under no circumstance can an admin remove your already vetoed maps or reset your maps.
Vetoes must be submitted over 48 hours before the match is scheduled to start to lock in successfully.
Below you can find two simple scenarios of the process and the interface users will see:
Example Map Pool:
de_dust2, de_inferno, de_train, de_nuke, de_cache, de_mirage, de_overpass.
Team A: bans de_inferno, de_mirage, de_dust2
Team B: bans de_overpass, de_nuke, de_cache
One map left: de_train
Team A: bans de_inferno, de_cache, de_dust2
Team B: bans de_overpass, de_nuke, de_dust2
Two maps left: de_mirage & de_train
Therefore, there is a 50% chance the system picks mirage and a 50% chance the system picks train.
There is no downside to securing your vetoes earlier as only your team can see the maps. Your opponents, the general public and even our own league staff cannot see what you have selected. Teams must submit their vetoes before the deadline otherwise they will be treated as not having vetoed any maps. Admins cannot reset or remove any already vetoed maps so it is the responsibility of your team leader and scheduler to make sure this has been done and is correct.
The veto system will draw the map two days before the scheduled time occurs. If the match is brought forward and less than 48 hours remain then the system will instantly apply the vetoes and draw the map.
Any vetoes submitted after the 48 hours will not be accepted or secured and the predetermined maps will stand.
Please note: If teams are requesting to reschedule or confirm a new date via the match page (IE: rescheduling due to a LAN event, holiday, etc) the system will still draw the map 48 hours before the official scheduled time on the match page regardless of any agreement in the comments.
Important: Please do not leave it to the last minute to veto claiming a technical issue occurred because your team will not have another chance to veto