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Schlup
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« on: January 10, 2009, 03:14:49 AM »

Originally posted 9-21-07

1.00 League Information

1.10 Introduction

The Cyberathlete Amateur League (CAL) Counter-Strike: Source league has been modeled after todays prominent sports leagues, such as the NBA, NFL, and NHL. Both the rules and code of conduct of the league have been inspired by these professional sports. The CAL Counter-Strike: Source league is comprised of four quarterly (12-week) seasons per year. Team schedules consist of 8 regular season weeks, with qualifying teams advancing to the playoffs. After the completion of each season, the league will restart. Seasons contain 3 conferences with divisions in each conference based on US time zones; Pacific (PST), Central (CST) and Atlantic (EST). Teams choose their conference based on geographic location. What follows are the official rules of the CAL Counter-Strike: Source league. All those participating in CAL must be aware of these rules and at no time will any ignorance of the rules be a defense against violating them. Participation in CAL is a privilege, not a right. All participants are subject to adherence of the rules contained herein. Violation of any rules, whether written or un-written, may result in suspension or permanent suspension from league participation.

1.20 Definitions

ADMIN (Administrator): A league official
CLIENT VARIABLES (CVARs): In-game commands used to modify game settings.
HALF: One (1) 15-round game session. (There are two (2) halves per match.)
HOME TEAM: A team listed in the right (home) column of the schedule pagestarts the match as Terrorist.
LEADER: The lead representative of a team. A leader should be listed as Manager/Leader on his teams CAL page, though another player may act as leader in the absence of an official team representative.
MATCH: Scheduled competition held on a designated map consisting of two (2) halves of play.
POINT: A numeric score used in league standings. A match win yields 2 points, while a draw yields one (1) and a loss yields zero (0) points.
ROUND: One (1) 1.75 minute unit of play. (Each half consists of 15 rounds of play.)
SUSPENSION: A penalty issued by CAL against an individual, group of individuals, or entire team for violation of rules and/or code of conduct. Suspended players will receive notification via CAL Messaging System and will have a red statement in their profile included reason for suspension and length of suspension.
TEAM MANAGEMENT: The Leader and/or Manager of a team in CAL as designated by said teams CAL page. Team management is responsible for the management and conduct of its team.

1.30 Disclaimer

What follows are the official rules of the league. All participants must be aware of these rules, and at no time will ignorance of the rules be a defense against punishment for violations. Keep in mind that participation here is a privilege, NOT a right; as a result, all competitors are required to strictly adhere to the rules defined herein. Violation of any portion of this ruleset, whether written or implied, may result in suspension or permanent removal and barring from the league.

2.00 Player Rules

Players competing in CAL must adhere to the following rules at all times. Team management and/or leadership is responsible for ensuring that all members of their team understand and follow these rules set forth hereafter. At no time will ignorance of these rules be considered a valid defense. Teams that violate these rules are subject to penalties ranging from suspension of individual players or teams up to removal of a team or player from the league (suspension/ban). If you do not understand these rules clearly, it is your responsibility to make sure you get help from a CAL administrator so that you do.

2.10 Sportsmanship

All registrants are required to display the highest standards of conduct and observe common sportsmanship at all times. Profanity, harassment, derogation of one's religion, race, ethnicity, nationality, sexual orientation, or gender, defamation of CAL, the CPL, their staff or affiliates, public cheating accusations, sharing of private conversations, logs, emails or confidential information in public media, and/or other unsportsmanlike conduct, whether during or not during match play, will not be tolerated and may result in the suspension of offending player(s).

Individuals caught posting private conversations, logs or emails in public sites/forums or sharing the confidential information will be subject to individual penalties, and teams who post private conversations or matters on their sites will face repercussions, as well.

Logs and emails are not considered proof by themselves, as they can be easily altered or forged. Confidential and private matters should be respected, and logs from third parties should not be considered proof of any action or intention on their own.

2.20 Player Profiles

All league competitors must have their CAL player profiles, including full name and address information, completed accurately and honestly. (The collection of personal information will only be used for verification purposes pertaining to password recovery.) Any players competing without a valid SteamID or LAN Center ID in the "SteamID" section of their profile will not be permitted to participate in match play. (SteamIDs listed in the Comments field of a player profile are not valid.) SteamID or LAN center ID changes will not be made on match nights or at any other time that rosters are locked. It is a players responsibility to ensure their profile is in good standing and any IDs are properly listed.

All players are required to use their "handles" as seen on the roster for official matches. Failure to comply may result in a match overturn and/or suspension of offending player(s).

2.20a Privacy Policy

At no time will anyone from the Cyberathlete Amateur League ("CAL" or Cyberathlete Professional League ("CPL" sell or distribute your personal information any purpose. No CAL or CPL official will ever ask you for your personal information unless it pertains to password recovery. No administrators in CAL or CPL have access to participant telephone numbers, addresses or street/house numbers. At no time should participants ever divulge such information to anyone.

2.20b LAN Centers

Any team or player competing from a LAN center must do so from a CAL approved LAN center. To have a LAN center approved, a LAN center official must e-mail a division manager with the following information: Public IP address range, SteamIDs (all current ones), LAN center location and phone number, LAN center website. All LAN centers must e-mail the proper CAL official from a LAN center e-mail address (example: symmetry@mylancenter.com). At no time will CAL permit hotmail or other free access/free registration accounts from being a source of information regarding a LAN center. The list of valid LAN centers with applicable SteamIDs can be downloaded from the Files section of each Division.

2.30 Customization

Players must use default models, weapons skins, heads-up display (HUD), point-of-view ("POV", and sounds. Any use of enhanced or modified models, skins, sounds, HUD, POV, and/or sounds during match play may result in a match overturn and/or suspension of offending player(s).

Custom sprays, when allowed, are subject to specific guidelines; please see section 2.80 for further information.

2.40 Client Variables

No Client Variables (CVARs" that yield an unfair advantage are allowed in match play. These CVARs include, but are not limited to, any commands that alter weather, alter the effectiveness of smoke/flash grenades, remove or lessen ambient sounds, modify textures to an extent that would yield an unfair advantage, modify lighting to an extent that would yield an unfair advantage, make any solid object or surface see-through or invisable, modify hitboxes and/or player movement in an unfair way, or any commands restricted by CAL's designated serverplugin (Currently ZBlock Max). Interpretation of the legality of CVARs is left to the discretion of CAL administrators. Any use of restricted CVARs may result in a match overturn and/or suspension of offending player(s).

Changing any cvars that affect the game's visuals/graphics, or otherwise trigger materials / textures to be reloaded, is illegal as soon as the first screenshot of the screenshot round has been taken. Additionally, when / if a player reconnects, or otherwise connects at a time during which the match is already underway, changing any such cvars is illegal.

More information regarding which client variables are legal and/or illegal can be found in the exploit handbook (which can be found in the CAL CS Source "open division" forum stickies).

2.50 Messaging

Only acting team leaders are permitted to use public in-game messaging (messagemode1) during match play. Non-team leaders must use team chat only (messagemode2) during match play. Messagemode1 (MM1) is not to be used to engage in harassment or unsportsmanlike conduct against an opponent at any time during match play. Under extreme cases, infraction may result a match overturn and/or suspension of offending player(s). Examples of such inappropriate conduct include but are not limited to extreme antagonism or racism. Screenshots should be taken of any and each violation, and in the event of a match dispute, they will be required.

2.60 Screenshots

2.60a General Screenshot Information

Screenshots (default F5) will be used to verify models, skins, rendering settings, player participation, and match results, the details of which appear below.

All players are required to retain their match screenshots for the duration of the entire season, including playoffs if applicable. All players who participated in playoffs must keep their screenshots (and demos) for 4 weeks after the completion of the playoffs.

In order to take STATUS and RCON STATUS screenshots in your console you need to type jpeg and then hit the enter key AFTER the resulting dialog of those commands is displayed.

The value of the ConVar jpeg_quality" must be 80 or higher when taking any of the required screenshots.

ALL screenshots must be taken during the screenshot round. However if a player drops and reconnects an RCON screenshot of this can be taken at any time in the match.

ALL demos MUST include a screenshot round. For more information read the rules on screenshots and demos.

Fragging the opposing team during the screenshot round is considered to be unsportsmanlike conduct. When you complete your screenshots type kill in console and wait for the match to begin.

2.60b Player Screenshots

Each and every player, including team leaders, MUST take each of the following screenshots:

A Terrorist and Counter-Terrorist model
A developed smoke grenade
All screenshots require net_graph 3 to be on.
All screenshots require the players scoreboard (default TAB)

All of this can be taken on ONE single screenshot as long as it includes of all the above elements. Also, smoke should not obstruct player models.

Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).

In the event of a player reconnecting or being replaced, there needs to be an end of half screenshot round for this player, before switching sides or leaving the server.

2.60c Leader Screenshots

Team leaders, or the individual acting as interim team leader in-game, are required to take the following:

One screenshot of the results of CONSOLE STATUS (this is done by opening the game console, typing "status" and taking a screenshot of the resulting dialog by typing "jpeg"
One screenshot of the scoreboard at the end of each half as well as at the conclusion of any overtime half if applicable;
One screenshot of the results of console RCON STATUS per server as taken by the team with RCON access to the server on which the match is held. All players participating must be clearly listed in their entirety. (this is done by opening the game console, typing "rcon status" and taking a screenshot of the resulting dialog by typing "jpeg"

Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).

2.70 Demos

Match participants are required to record first-person point-of-view ("POV" demos of all league matches. All DEMOS MUST INCLUDE A SCREENSHOT ROUND, normally done at the start of each half.

Players found not to be recording with the above specifications may result in a match overturn, and/or suspension of offending player(s).

Players must record a separate demo for EACH HALF of play (including separate recordings for any possible overtimes). Players found to be recording 1 demo for both halves will risk suspension. Recording one demo for both overtime halves (total of 6 rounds) is permitted if no one has dropped or there is no delay at the halftime.

Demos (and Screenshots) must be kept for the duration of the season + the duration of tha playoffs for teams who did NOT make it to playoffs. For teams that make it to playoffs, you are required to hold onto your demos for a minimum of 4 weeks after the completion of the playoffs.. In the event of a dispute, a player will be required to upload said demos. Failure to upload all required demos in the event of a dispute will result in a match overturn (or part there of), and suspension of offending player(s). Longer suspensions may be used for repeat offenders of this rule.

It is no longer acceptable to place a negative value after starting your demo. (Example- record week2ctside -33)

While we encourage the sharing of screenshots and demos as a gesture of good sportsmanship and trust between teams, we will not force any team to participate in such sharing, nor will we contact any team on another's behalf for this reason without the presence of a formal dispute.

2.80 Custom Sprays

The use of custom sprays (such as the one present in the CPL GUI or anything otherwise not included by default in a Counter-Strike install) is generally considered acceptable if and ONLY if it meets the following guidelines:

It does not contain racism or prejudice and is otherwise not immediately offensive and could not be reasonably seen as such;
It does not resemble a character or weapon model, bombsite logo, explosion mark, or anything of a similar nature;
It is not made and/or used with the specific intent of creating contrast (such as plain white on the other side of a dark area), and;
It is not of an otherwise obviously exploitative nature.

The presence of a custom spray is NOT grounds for dispute and possible subsequent suspension and/or overturn in and of itself; in all cases, league administration will make the final ruling on whether a particular spray or instance of a spray is illegal. If you have doubts about whether your spray is allowed, it is up to you to contact any administrator in your division to receive clarification and/or judgment.

Use of a spray deemed illegal under this section will result in the suspension of the offending player(s) and possible match penalties against the offending team as determined by CAL officials.

3.00 Match Information

3.10 Scheduling

3.10a Season Scheduling

Weeks 1-4 of regular season play generally consist of intra-divisional matches, meaning teams play only teams within their own division. Weeks 5, 6 and 7 generally consist of interdivisional play (outside of ones own division), while week 8 is a positional round. Teams will only play within their own conference during all 8 weeks of play. Season scheduling may vary depending upon the number of teams in each conference and division.

3.10b Match Scheduling

Default match days and rescheduling limits, if applicable, will be posted in the news section of your division prior to the beginning of each season. The default match time is 8:30pm in your conference time zone. If teams cannot agree on an alternate time and date, the match is to be held at the default time and day specified in your division.

The use of the Match Comms system is MANDATORY for match scheduling. NO other means of scheduling will be accepted as proof of scheduling.

The scheduler of each team is REQUIRED to contact their opponent scheduler at least one day prior to the default match night by 11:00pm in their conference time zone to discuss match information, including but not limited to scheduling, server connect info, SRCTV, and scorebot arrangements. Failure to do so WILL result in a forfeit loss against your team.

Matches that are scheduled and set by both teams in Match Comm may be cancelled ONLY if notification is given 24 hours in advance of the DEFAULT match time. The match time is then reset to the default match time unless a rescheduled time can be agreed upon.

Matches must be scheduled and played by that week's deadline as indicated by the Division Manager in the News section of the website, and cannot be scheduled to be played after the deadline. Matches not played and/or reported are subjected to being reported as a forfeit loss for each team (double forfeit). Pursuant to section 5.140, match results are to be reported within 24 hours of match completion or by the deadline, whichever comes first.

If a match is scheduled but a team is unable to have all 5 players in the server 15-minutes from the schedule time, a forfeit win of 16-0 can be reported. In the event of being scheduled against a BYE for a given week, your team must report a 16-0 forfeit win by pressing the "Report Forfeit Win" button prior to the designated match reporting cutoff time. You may then proceed to find a makeup match.

3.20 Players

Five on five play is MANDATORY; the only time at which 4 vs. 5 play will be accepted is in the event of connection issues causing TEMPORARY mid-match problems with any given player. If a player dropped in the first half and has not come back to the game, that team may continue with the 4 players from the first half pending the return of their fifth player (or the join of a substitute player).

Any player who is on a team's roster at the exact time at which the match is played is considered eligible, even if they were not rostered on the default date the match was officially scheduled for. This rule also applies to rostered players who are suspended on the default day but have since become unsuspended at the time of the rescheduled match. Note: Teams are under no obligation to reschedule, and maintain the right to forfeit so long as all other rules on scheduling and forfeiting have been observed.

As suggested by several other portions of this ruleset, the use of non-rostered, suspended, or otherwise ineligible players in a CAL match is not allowed under any circumstances. Doing so will result in a suspension or extended suspension of the individual in question, suspension of relevant team management, and may result in match overturn.

3.30 Voice Communication

The use of the in-match voice communication software is the preferred form of voice communication. Other types of voice communication software are allowed to be used as well.

3.40 Substitutions

As in all sports, substitutes are allowed. Furthermore, substitutions may be made at any time during the match. In the case of a substitution, the member that is being subbed OUT must leave the server BEFORE THE ROUND IS OVER/ PRIOR to when the member subbing IN arrives into the server. This prevents unbalanced teams during a substitution. Substitutes must be on the roster and no exceptions will be permitted at any time.

Therefore there is NO TIME where there should ever be 6 players from the same team in the server.

3.50 Pausing a Match

No pausing during match play is allowed under any circumstances unless requested by a CAL admin currently in the server.

In the rare event of a server being paused during match play, all players must start recording a new demo and all players will be required to participate in an end-of half screenshot round before stopping their new demo from recording.

3.60 Calling the Match

No match should end prior to the completion of all 30 rounds. If a team leaves the server prior to the completion of 30 rounds of play, the team that remains in the server will be awarded all remaining rounds as wins. If there is a 15-15 tie at the end of regulation and a team leaves prior to the completion of one overtime (6 rounds), the team that remains in the server will be awarded all remaining overtime rounds as wins.

During Playoffs, matches will be played until a winner is decided. No ties will be permitted during playoff competition.

3.70 In-match Techniques

3.70a Bomb Planting

It is legal to plant the bomb in hidden areas or in areas not normally reached through the use of boosting or jumping outside of the normal bomb zone so long as it is possible to defuse the bomb through normal means, including the use of boosting of a player to reach the bomb. If a bomb has been boost planted and the opposing team is unable to reach it due to a lack of players to reach the bomb, the plant is still legal.

It is LEGAL to cover the bomb with objects, however, it is NOT legal to intentionally cover a planted bomb with objects so as to make the bomb undefusable.

It is also NOT legal to plant the bomb in places that will/may make the bomb undefusable.

3.70b Bomb Defusing

It is not legal to defuse/initiate/start defusing (whether fully or partially) the bomb through an object where the bomb is not visible, such as defusing from beneath the bomb train on de_train. Exploitative bomb defusing may result in the forfeiture of rounds, a match overturn, and/or suspension of offending player(s).

3.70c Boosting

Player boosting and stacks are legal with any number of players. Any map area that can be reached through boosting is considered a valid position so long as the position is not used to exploit the map by seeing or entering into areas that are not intended (sky walking, wall clipping, etc.) Exploitative player boosting may result in the forfeiture of rounds, a match overturn, and/or suspension of offending player(s).

3.70d Flash, HE, and Smoke Grenades

The throwing of Flash, HE, and Smoke grenades over walls and buildings, such as over the wall of bombsite B on de_dust2, is legal. It is not legal to exploit such grenades in a means to flash or smoke areas other than where said grenades are thrown. Exploitative grenade usage, whether through known or unknown means, may result in the forfeiture of rounds, a match overturn, and/or suspension of offending player(s).

3.70e Map Exploits

The use of any of the following exploits in an official CAL match will result in the forfeiture of that round as well as three additional rounds by the offending team. In all cases, the league will make final determination on whether something is an exploit.

Reaching map areas through the clipping of walls, floors, roofs, and/or any other normal perimeters, whether by boosting or other means, is not legal. Using an acquired position to view areas through or over such perimeters is also not legal.

Exploitative map behavior may result in the forfeiture of rounds, a match overturn, and/or suspension of offending player(s).

You can find a list of map exploits in this thread: http://forums.caleague.com/showthread.php?t=64233

3.70f Variables Exploit

Any client or server variable that allows for or forces an object to be translucent or invisible will be suspended. This rule applies to all objects or props whether detail or static and is not limited to any specific type. If a violation of this rule is discovered, a penalty of up to one year will be imposed on any players caught. A violation of this rule will also yield a single match overturn for the match it took place in - no overturns will be issued for past matches unless this violation is detected in them as well.

3.70g Sound Exploits

Individuals are not to attempt to use the sound effect generated by activating the flashlight and defusing a planted bomb at the same time so as to eliminate the unique sound generated when a Counter-Terrorist begins to defuse; this is considered inappropriate and has no place in competitive play.

3.70h Movement Exploits

"Speed walking" or "crouch walking", repeated crouching to walk at a faster than usual pace and still generate no sound, is NOT allowed. Note, however, that crouch jumping is still permissible, as is the occasional use of crouching while strafing as often used by individuals peeking from cover.

3.80 Makeup Matches

Teams with forfeit wins are allowed to make up said matches at their discretion. It is a teams responsibility to find and play makeup matches. Makeup matches must be played against teams in your own conference for the same map and week. A makeup match must be done against an opponent with the same match date if there is more than one match per week.

A forfeit loss cannot be made up. All 16-0 forfeit wins, regardless of cause, can be made up. Overturns by CAL Anti-Cheat or other, which are 17-0, are not to be made up, nor do these wins count towards the total forfeit wins allowed for playoff qualification. It is recommended that makeup matches be played as soon as possible, as deadlines for said matches will be posted during the season. The maximum number of forfeits allowed for playoffs may vary, and will be posted in the News section of each division near seasons end.

For weeks 1 through 5, makeup match results must be reported as according to your division manager's request in your specific division by the end of week 6.

Deadlines and other information for makeup matches on weeks 6 through 8 will be announced in your division.

Team management should utilize the official CAL forums to find makeup matches; week-specific threads will appear in their respective divisions as the season progresses. It is your team's responsibility to find and organize these matches.

Makeup matches may not be scheduled and played until the week AFTER the forfeit is reported in order to allow for time to handle any disputes filed.

3.90 Playoffs

Standings are based on total points, followed by RPI, with head-to-head results as a tie breaker. The number of teams that will advance to the playoffs is determined each season based on the number of teams actively participating in that season. Admins will not tell a team its chances of making playoffs. Playoff information will be posted in the News section of each Division when it becomes available. Playoff matches will be required to be played at the times scheduled. If a team is unable to play at the scheduled time, team management should contact their Division Manager to discuss playing the match at alternative time.

Forfeit wins will count as 1 point in the standings (as opposed to the 2 points given for a win) ONLY when determining move ups, move downs, and playoff seedings.

In the playoffs, the higher seeded team is the HOME team, and they may choose which side of the map they wish to play first.

4.00 Teams

4.10 Rosters

Any competing team must, at minimum, have five (5) players listed on its roster in order for the team to be considered active and be scheduled for matches. In situations where a fifth player is removed from the team, a replacement should be found as soon as possible.

The maximum number of players on a roster is as follows:

Open 20
Euro Open 20
Intermediate 14
Main 12
Euro Main 12
Invite - 10

4.10a Roster Changes

Teams may only make roster changes on the set day(s) for their division. CAL will not unlock the rosters for any reason. If a player accidentally leaves a team, it is that players responsibility to rejoin the team when the rosters open. CAL will not forcibly re-add players to a roster. Open roster days will be posted in the News section of each Division prior to the start of the season.

4.10b Roster Lock

After completion of 6th week of play, team rosters and SteamID changes will be locked. This will prevent players on losing teams from jumping to teams that are sure to make the playoffs. Checking IPs and SteamIDs will be used to enforce this rule.

4.10c Ringers

Under no circumstances may a player not on a competing team's CAL roster play for said team in a match. If an opposing team is using a ringer, the match will not go live. Should a team be unable to field 5 players on its CAL roster within 15 minutes of the scheduled match time, the opposing team may file a forfeit win.

It is each team's responsibility to check the opposing team's SteamIDs during the screenshot round. Once a match has begun, both teams effectively consent to the use of all players in the server at that moment, and disputes on SteamIDs CANNOT be filed.

No teams may agree to allow the use of a ringer. Ringing, allowing an individual to appear as you, or allowing an opposing team to use a ringer in an official CAL match will result in suspension from the league.

Please see rule 3.20 for more information about ringers.

4.10d Team Jumpers; Multiclanners

Team hopping will not be tolerated. Team hopping refers to players who join a team specifically to play in matches, usually for one or two days, and then leave afterwards to join another team. If a team hopper or match ringer is suspected, notify CAL officials in the relevant division immediately.

No player may be on more than one Counter-Strike: Source team in CAL; that is, if you are currently rostered on a CAL-Open team, you may NOT appear on any other roster in any other division, including Open, Intermediate, or any other. Please note that this excludes other games, such as Counter-Strike: 1.6, Counter-Strike: Condition Zero, Call of Duty 2, and so forth; you may play in a 1.6 division and Source division simultaneously (or any such combination) if you so choose. This does not apply to other leagues.

4.20 Team Names

4.20a Unacceptable Team Names

Unsportsmanlike team names will be not allowed. Team names that are offensive in any way, including but not limited to, names with profanity, that condone the use of drugs or violence, which provokes hate towards any race or religion, or are generally vulgar, will not be permitted. Teams with unsportsmanlike names may have CAL select an appropriate name for them.

4.20b Team Name Changes

Teams are allowed one (1) name change per season. A team wishing to change its name should use the name-change thread on the CAL forums for its corresponding league. Name changes will not be permitted after the final roster lock.

4.30 Forfeits

While we understand forfeits are a fact of life, CAL expects you to play your matches. Therefore, teams reporting a forfeit without having attempted contact via the MATCH COMMS system will be deactivated and removed from the league.

Forfeit wins should appear as a 16-0 win for the team reporting the win; as aforementioned, Anti-Cheat overturns and match overturns will appear as 17-0 wins.

No team leader or manager should report a forfeit win prior to default match time, plus the 15-minute grace period, unless there has been no Match Comm post by the opposing team by the Match Comm deadline (see 3.10b Match Scheduling for more information). Failure to utilize the "forfeit win" function on the report match form or otherwise correctly report a 16-0 win may result in the match being overturned against the reporting team.

Forfeit wins will count as 1 point in the standings (as opposed to the 2 points given for a win) ONLY when determining move ups, move downs, and playoff seedings.

4.40 Managers

The Manager position applies to Main and Invite teams only and designates the sole owner and proprietor of a team from the league's standpoint. A participant may be a manager on only one (1) team per game (e.g.: Counter-Strike: Source and Day of Defeat but not Source Main and Invite). If a team wishes to eject the manager from his or her position, 80% or more of the roster must request as such in a vote as sent to their Game Manager by email (julian.salinas@caleague.com). The email MUST contain the team name and concern at hand in the subject line, and the body of the message must clearly state the voter's full name, the current manager's full name, and the nominated manager's full name.

Please note that this also pertains to leader changes. Further information on such requests will be posted by division managers in their respective divisions.

Note: Complete roster changes by a Manager, though allowed, may still place the team at risk of a move down for excessive roster changes. (See section 4.50)

4.50 Hijacking / Excessive Roster Changes

While the manager retains to right to modify a teams roster, CAL reserves the right to move down or remove teams from higher-tier leagues for excessive roster changes and/or hijacking.

Any team that does not have a minimum of 3 active players on their roster from the previous season will be considered hijacked. A player's active status will be determined by the number of matches that they participate in. Teams that are deemed hijacked will be set to inactive and deleted at the end of the season. Hijacked teams in Main and Invite may receive a move down to the next lower division as an alternative to deletion if approved by the GM or DM. There will be NO exceptions to this rule.

A player is an active member of the team if he/she has played over 50% of the previous season's regular and postseason matches and continues to play in at least 67% of the matches as the current season plays out. It will be up to each individual DM to decide whether a team is hijacked or not. Any appeals concerning hijacking decisions may be emailed to the GM as listed on the website.

It is the responsibility of team management to see to their user account security so as to prevent malicious tampering with the roster.

The selling or giving away of teams is not permissible. Teams found doing so may be subject deletion. Those found guilty of selling a team spot, or selling player spots on a roster, may face suspension from the league.

4.60 IRC

Teams are required to register and maintain an IRC channel on the GameSurge network; please see http://gamesurge.net for more information. When necessary, league officials may join your channel to request information or discuss other issues pertinent to your team or your participation in the league.

4.70 Team Agreements

No agreement can ever exist between two teams to play a CAL match in violation of official CAL rules.

Please note that this section is relevant only to situations regarding competing players, score reports, and other substantial issues and will not be applied to commonplace, "harmless" adjustments such as mp_maxrounds 0, changing a server's hostname in the CAL server configuration, and so forth.

5.00 Servers

5.10 Anti-Cheat

Valve Anti-Cheat (VAC) is required on all servers used in CAL matches. No other plug-in and/or 3rd-party software, other than zBlock, is to be installed on servers used in CAL match play. CAL takes no responsibility for the use of any 3rd-party software. Should a match be compromised due to the presence of such 3rd-party software, the hosting team will be held responsible.

5.10a ACS Client

All players are required to run the latest version of the ACS client in every match. Any match in which a player fails to comply with this will be overturned in favor of the opposing team and the player(s) will be suspended for two (2) months. The ACS client can be found in the Files section of the website, and instructions for how to run it can be found in the readme that is enclosed with the client itself.

It is also recommended that players familiarize themselves with the CVAR list and if possible, utilize the CVAR lock cfg file. Both of these items may also be found in the Files section of the website.

5.10b zBlock

All servers are required to have the latest version of zBlock installed for every match. The latest version of zBlock can be found in the Files section of the website or at this link: http://zblock.cs-resourced.net/

The zBlock version can be checked in the server by typing "zb_version" in console. Once a match has begun, the visiting team effectively consents to the zBlock in the server at that moment, and disputes on the zBlock version CANNOT be filed.

5.20 Server Usage

CAL does not provide servers for matches. Teams are required to provide servers for their matches.

Teams may utilize their own dedicated (non listen) server as long as it falls within the ping imbalance rules (see section 5.50). Please note that ANY and ALL issues arising from server problems will be the sole responsibility of the hosting team. This includes, but is not limited to, issues such as incorrect passwords, server reboots, and non-players joining the server. If neither team can obtain a server to play the match before the reporting deadline, both teams will receive a forfeit loss.

It is strongly recommended to test/ping your opponents server ahead of time to see if any possible server issues may arise.

In the event of a non-player joining the server, an rcon screenshot will be required so that the offending player can be traced.

5.30 Server Assignments

Because CAL is a predominantly North American league, matches must be played on servers located in North America, and in the conference of the teams playing. The team scheduled as HOME is to play the first half of the match as Terrorist. The HOME team will also host the first half of the match on their server if they choose to do so. The second half will be played on the AWAY teams server if they choose to do so. Both teams can agree to use one (1) server for the entire match.

5.40 Mandatory CAL Server Configuration

Servers used in match play must have the most current version of the CAL Server Configuration (and zBlock, see rule 5.10b) installed and executed prior to the commencement of match play. (The most current version of the CAL Server Configuration is available under the SERVER CONFIG link for each division.) Both teams should verify that the server configuration is CAL-compliant before agreeing to go live. If no objections are made prior to play commencing, no team may challenge the settings during or after play. Spectator settings may only be changed if a CAL admin is present or CAL has given permission for the match to be broadcast.

Note: The convar, mp_maxrounds, may be modified to prevent a map change at the end of a half.

5.50 Ping Imbalance

Although both teams agreeing on any server can bypass this rule, the ping rule can and should be used if it is desired by at least one of the competing teams.

The difference between each team's average pings to the agreed server can be no greater than 55ms. Pings must be confirmed in the server in question and not solely through pinging tools such as GameSpy or from a command line. Loss and choke will in no way be an acceptable reason not to play in a server.

If only one team has a playable server, the team with the playable server will host the entire match. Should neither team be able to provide a playable server during the schedule match day, the match must be reported as 0-0 until a new server can be found.

Note: Individuals playing on dial-up connections or participating from outside of the US and southern Canada waive their right to the ping imbalance rule. Secondly, when one team deems a server to be unplayable that team must use the same 5 players that were pinging the server in question during play on an alternate server.

5.60 Server Crashes / Map Changing

In the event of a server crash or map change before the 4th round, the match must be restarted and the rounds replayed. In the event of a server crash or map change during or after the 4th round, the match must be restarted with the existing score and mp_startmoney set to 5000, and proceed until the remaining rounds have been played. (Maxrounds can be adjusted to compensate for the rounds played before the server crash / map change.) In the event of a second server crash or map change, the match must stop and both teams must contact an admin in Live Support or #CALeague-css.

Note: If it is suspected that the hosting team intentionally crashed the server or changed the map, a dispute must be filed. Should it be proven the server crash / map change was intentional, the hosting team will forfeit the match.

5.70 SourceTV

SourceTV may be utilized if both teams agree to its use. CAL may also select some matches for broadcast via SourceTV as a Match of the Week. If teams decide to use SourceTV, the delay must be set to 90 seconds. If SourceTV is used without the consent of the opposing team, the match may be overturned at the discretion of an admin.

As defined in this section, improper usage of a SRCTV proxy by any team will result in that team's suspension for one week of play.

Failure to disagree to the use of SRCTV during the scheduling process will constitute Implied Consent to the use of SRCTV. This can and will be verified in the MANDATORY MATCH COMMS.

5.80 IRC Score Bot

As is the case with SRCTV, the use of an IRC scorebot is permissible only under agreement from both teams; however, messagemode commands should NEVER be broadcast by such a bot. Illegally-configured bots or unauthorized use of such will result in suspension of the offending team for one week of play and match score overturned at the discretion of an admin.

Failure to disagree to the use of IRC Scorebot during the scheduling process will constitute Implied Consent to the use of IRC Scorebot. This can and will be verified in the MANDATORY MATCH COMMS.

5.90 Media Organization Policy

No CAL-Source team is permitted to refuse coverage from any verified media organization.

There are currently no stations in Agreement at this time (7/13/07).

Any organization that wishes to be a verified media organization for CAL-Source should email an application to Chris Kitto at chris.kitto@caleague.com.

5.100 Match Time

Teams should have five (5) members in the server by the agreed upon time. However, a team must be given 15 minutes after the agreed upon (or default) time to join the server. Should a team fail to have five (5) members (of which all 5 are on the teams CAL roster) within 15 minutes of the agreed upon (or default) time, the opposing team may report a forfeit.

One dead round is allowed at a teams request to discuss strategies and prepare for the match. During this round, both teams should remain in spawn and no killing is to take place.

5.110 Player Drops/Connectivity Issues

CAL is not responsible for players who experience connectivity problems. Teams should have backup players ready to join if a player gets disconnected or lags out.

If a player drops from play during the process of a match going live (live on three), the match is to be stalled until such player (or a substitute) returns at which point the match is restarted. Likewise, if a player lags out within the first minute of play, the match is to be restarted. If the match is stalled because a player dropped, the player or a sub has 10 minutes to enter the server, after the 10 minute period the opposing team can report a forfeit win. However if they agree, they can wait longer or reschedule the match (which we will encourage).

If proof of malicious activity against a server or individual is provided post-match and is deemed conclusive or otherwise acceptable by league officials, the replay of a match or portions of a match may be requested. Such evidence needs to be made available as soon as possible.

Players that drop from the server but return must be sure to restart their demos as soon as they re-enter the server. An additional screenshot round is required for them at the end of the half; they are to take them before they stop their demo for that particular half.

Please also check sections 3.20 and 3.40 for more info on player drops.

5.120 Screenshot Round

Prior to the commencement of each 15-round half and overtime round, a screenshot round must take place. All players must meet in the middle of the map, with the leader of each team responsible for the required smoke grenade. All players should then take their required screenshots for the match (see section 2.60).

Teams should verify player SteamIDs during this period. Once a match has begun, both teams effectively consent to the use of all players in the server at that moment, and disputes on SteamIDs CANNOT be filed.

Fragging the opposing team during the screenshot round disrupts the process of taking screenshots as well as checking steamIDs and will result in suspension from the league for all players involved if disputed.

All screenshots must be kept for the duration of the season and its playoffs.

5.130 Half-Time

At the conclusion of the first half of match play, teams are allowed an optional 10-minute break. Should the current or new server be used for the second half, teams will have 10 minutes to have all 5 players in the server. If a team fails to field 5 players within this time, the opposing team may report all 15 rounds of the second half as their own should they choose to do so.

If a player dropped in the first half and has not come back to the game, that team may continue with the 4 players from the first half pending the return of their fifth player (or the join of a substitute player).

5.140 Post Match

At the completion of match play, the winning team must complete the form on the REPORT WIN page within 24 hours. Ideally, the score should be reported immediately after the conclusion of the match.

All teams now submit RCON status and halftime scores when reporting the match during regular season and playoffs. The following are the steps and rules that each team must take:

1. The leader/scheduler/manager of the winning team must report the match, as usual.
2. The winning team HAS to submit the screenshots, regardless of who hosts the server. It will be the winning team's job to retrieve the rcon status screenshot from the other team, if they didn't host.
The following screenshots MUST be taken: (1-2) RCON status screenshot per SERVER*. (1) Screenshot of the scoreboard for the end of each half, so (2) Scoreboard screenshots total. *This means if you decide to play half on one server and half on the other, you must get BOTH RCON status screenshots.

If an overtime half takes place, the end half screenshots from the winning overtime half will need to be uploaded.

Failure to Submit Screenshots:
1. If you fail to submit any screenshots when reporting the match, the CAL site will automatically not allow you to submit. You MUST have the screenshots listed above.
2. If you fail to upload the right screenshots, or only some of them, you may possibly face a suspension depending on the severity of the error.

Failure: Opposing team sending screenshots

If you request screenshots from the losing team and they refuse to give them to you, then do the following: Contact a CAL admin, and we will request them personally. If the opposing team refuses, or forgot to take them entirely, then we will take action from there.

5.150 Ties / Overtime

In the event of a tie, teams are required to complete the match in overtime. One (1) overtime consists of two 3-round halves and will be played until the tie is broken. Only the tie-breaking round is to be reported. (For example: First Half Score (7-8), Second Half Score (8-7), Overtime (3-3), Double Overtime (3-3), Triple Overtime (4-2). When reporting the match you would not include the 3-3 overtime times.) If at least 1 overtime round has been played and the score is still a tie, both teams may agree to report an 18-18 tie.

During Playoffs, matches will be played until a winner is decided. No ties will be permitted during playoff competition.

The HOME will again start as Terrorist for the first half of overtime play.

6.00 Violations

6.10 Disputes

Like in any sport, disputes or "play reviews" are taken very seriously in CAL. Teams are allotted a set number of disputes, based on type, during the season. Any teams who extinguish their disputes during regular season will not be given any additional disputes until post-season.

There are two types of disputes: General and Cheating. Teams are allowed to file General disputes for up to half of their matches. Teams are allotted 2 Cheating disputes per season, and 2 post-season (playoffs). Once a team has used its allotted number of disputes, further disputes received will be closed without action.

Disputes are not a public matter and should only be handled by an admin. Posting disputes on public media may result in the suspension of offending player(s). A link will be provided for disputed players to upload demos and screenshots.

Contacting multiple admins regarding the same dispute outside of the appeal process will not be tolerated. Abuse of dispute procedures may result in the suspension of the disputing team and/or offending player(s).

6.10a Filing a Dispute

Should a team need to file a cheating or a general dispute, it must be filed within 24 hours of the match having been reported. When filing a dispute, the proper dispute type must be submitted. Cheating disputes filed as General disputes will be closed without action, and vice versa. If a team uses a cheating dispute and the opposing team is found to have cheated, that dispute will be given back to the disputing team.

After the opposing team has reported the match, the leader, manager or scheduler must login to the CAL site and click REPORT MATCH. Next to the reported match that you wish to dispute, click FILE DISPUTE. Please read the instructions and fill out all the fields that are listed. Only one (1) person per team can be disputed.

Disputes must be completed in plain language and be descriptive. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have reasons to back that up. A description simply consisting of "walling" or "blatant" is unacceptable, and the dispute may be thrown out. Any evidence (such as screenshots, logs, etc.) that would support your dispute should be provided when filing the dispute. An admin may ask you for additional information or you may put additional information into your dispute ticket by typing it into the space provided and clicking UPDATE TICKET.

6.10b Cheating Disputes

All cheating disputes are handled by the CAL Anti-Cheat Team. AC admins may not be listed under the ADMINS link on a division's page. After filing a cheating dispute, the VIEW DISPUTE link will be the main point-of-contact between AC admins and players. AC admins will not discuss disputes via any means other than the dispute ticket itself. Any additional information requested must be provided to the AC team in a timely manner.

When filing a dispute if there isn't a sufficient description the dispute will be reviewed, however the user who filed the dispute will be suspended for 1 week.

6.10c Dispute Conduct

It is not permissible to make intentional false accusations against a team or player(s). Retaliatory, bogus, or otherwise unreasonable disputes may result in the suspension of the disputing team and/or offending player(s).

6.20 Evidence Requests

6.20a General Disputes

Because of the broad range of subjects of general disputes, a wide variety of evidence may be required to expedite your dispute. This evidence includes but is not limited to, screenshots, demos, chat logs, server logs, emails, etc. Teams will have a maximum of 48-hours to provide convincing evidence to support their case. A disputed player will also have 48-hours to provide evidence supporting his case. Failure to provide evidence on the part of the disputing team will result in the closing of the dispute ticket. Failure to provide requested evidence on the part of the disputed player may result in suspension.

6.20b Anti-Cheat Disputes

A disputed player will receive a CAL Private Message from the AC Team requesting his demos and screenshots. Said player will have 48-hours to upload his evidence in a .ZIP or .RAR format to a provided URL [it is recommended to include a text file regarding any special circumstances that occured during the match (ie: time outs, or playing for less then the entire match)]. Should a disputed player fail to upload said evidence according to instruction within this timeframe, or the evidence be found to be incomplete or corrupt, the match will be overturned and the offending player will receive a suspension for a length that varies depending on the amount missing (see rule 6.40).

6.30 Rule Violations

Teams or players who violate any rules may be subject to disciplinary action. This includes the specific penalties listed, such as suspensions, forfeits, replays, removal from the league, and loss of points. CAL reserves the right to modify suspension lengths at any time without notice. Habitually disruptive teams or players may be purged from the league.

6.40 Suspension Lengths

Any player found to be cheating will be suspended from all CAL Divisions for one (1) year. In addition, the player's team will be demoted one (1) or more tiers and will be suspended for the remainder of the season. Teams harboring suspended players will be removed from the league. Players knowingly harboring suspended players will receive a 6-month suspension. Players suspended for cheating who are found to be re-entering the league prior to the lapsing of their original suspension will receive an additional 6-month suspension.

Any player having no valid screenshots for any part of the match may be punished with a suspension of up to two (2) months.
A screenshot requires to have been taken during the recording of the demo said screenshot would be relavant to, and requires to include atleast netgraph or a scoreboard for it to be valid. Please note that, even though a screenshot can be considered as valid when missing netgaph or the scoreboard, both elements are essentially required, and the lack of either may be punished with a suspension of up to three (3) weeks.

Missing any of the remaining elements required to be captured in the screenshot round (player models and a smokegrenade) will also be punished with a suspension of up to three (3) weeks per missing element.

The length of screenshot based suspensions may be lowered depending on the amount of rounds said screenshots would be relavant to.

Any player having no, or incomplete demos will receive a suspension of up to two (2) months, the length of the suspension may be reduced depending on the number or rounds not recorded on demo.

Any player found to be recording one (1) long demo, instead of breaking the demo up into 2 halves, may receive a one (1) week suspension.

Any suspension may be issued with increased length when the offense is repeated.

CAL also has a league-wide rubric standard for varying types of infractions along with their suspension lengths. You can find that list in this thread:
http://forums.caleague.com/showthread.php?t=132027

Ultimately, suspension lengths rest on the discretion of CAL and its administrators and are subject to change at any time. (See section 7.30)

6.50 Appealing a Ban

Any player requesting to appeal a ban implemented by CAL's Anti Cheat team will need to do so through the Anti Cheat Manager. You can find that particular admin listed under "Admins" page of your game and division.

7.00 Agreement

Registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the CPL or CAL, CPL or CAL staff, CPL event or CAL divisions, CPL or CAL Sponsors, in any public forum, or format, including but not limited to, websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, television, etc. If the Registrant fails to abide by this requirement, Registrant may be disqualified from the CPL event, forfeit prizes, be barred from future competitions including all divisions within CAL, and/or be subject to appropriate civil penalties.

7.10 Copyright

No portion of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording or any information storage and retrieval system now known or to be invented, without permission in writing from the President or managing director of the league.

7.20 Image Copyright

All images or artwork pertaining to the Cyberathlete Amateur League or Cyberathlete Professional League including the official league logos are the property of the Cyberathlete Amateur League or Cyberathlete Professional League respectively. No artwork or images featured on the CAL website may be reproduced, modified, retransmitted in any form or manner without permission from the managing director or president of the league.

7.30 Changes

This document and all rules are subject to change at the league's discretion. Changes may include versions or patches of the match used. Last updated 13/07/07.

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