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Author Topic: TWL Counter Strike Source Rules  (Read 1256 times)
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« on: January 10, 2009, 03:16:17 AM »

TWL Counter Strike Source Rules
1.0 - General

The TeamWarfare NA Counter-Strike: Source League is played in a best 16 out of 30 format. Players switch sides after 15 played rounds and the game restarts. All 30 rounds are played.



1.1 - Teams
All teams that apply for the league must be based in North America. Any prizes (if applicable) will only be transferred to teams within North America.

To be eligible for play on the league, you must have at least 5 registered members on your team. The standard number of players to play in a match is 5, but you are allowed to play with 4. If you do not have at least 5 registered members on your team, you will not be assigned to a division if your team’s total number of players falls below 5 at any time during the season your team will be removed from the league.


1.2 - League Structure
The TeamWarfare CS:S 5v5 NA league is based on a two-tier league. The format will be a Main league and an Open League. Administrators will invite teams to the Main league based on:



Past TWL NA League performance

Current TWL NA 5v5 Ladder performance

Performance in other Leagues or/and Ladders.


Other teams will play in the Open League. Teams that have been invited to play in the Main league may play in Open league instead if they want.

If a team feels they should play in the Main league, they can contact the lead league admin and provide facts (not your opinions) why you feel you qualify.


1.3 - Point System
Each win is worth 3 points, each loss is worth 1 point, and a no-show means you get 0 points.


1.4 - Forfeit Rules
Teams that don’t show up for a match without any comments in the match comms will be removed from the league. If the team that does not show up told the other team this at least 1 hour in advance (by communicating in the match comms) they will receive a forfeit loss. Teams that receive their second forfeit will also be removed from the league.

If your opponents fail to show up to the match, DO NOT SUBMIT YOUR OWN FORFEIT WIN. You MUST submit a no-show dispute in order to receive your 16 rounds. Otherwise, you will receive 0 rounds for the no-show win which may lower your playoffs seed or prevent you from making playoffs further down the road.

Same rules apply for pre-season matches, however, once the regular season commences the slate will be wiped clean for teams that have not already been removed. If a team forfeits their preseason match(es) along with their first week of the regular season, they will be removed immediately.

Teams are encouraged to schedule make-up matches for their forfeit wins. Please see 6.1 - Qualifying for the Playoffs for more information.



1.5 - Game Version
The version used for match play must be the latest version of Counter-Strike: Source that is available on Steam.


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2.0 - Scheduling




2.1 - Default Date and Times
TeamWarfare Counter-Strike: Source League matches will take place: Open on Tuesdays / Main on Thursdays at your conference's default time:



Central Conference: 8:30 PM CST

Eastern Conference: 8:30 PM EST


You should have your team prepared to play on the default date and at the default time. These times and dates are already set and are standard in the CS:S league for a reason. Teams are asked to give common courtesy to each others situations but are not required to. If there are any problems trying to set an alternate date and/or time, the default time will be upheld and teams that fail to show will receive a no show, upon 2 no shows they will be removed.


2.2 - Match Comms
All match communication will be handled through Match Comms. The use pf E-mail, IRC, Instant Message, X-fire, or voice chat is not a substitute for exchanging server and match information. Please post in match comms your Server info if you are the host team as soon as the match comms become available for your team. If you fail to do so at least 24 hours before match you lose the right to post your server and the visiting team should post theirs. Teams should also post intent of playing a match in comms. Teams who fail to post in Match Comms and are no shows will be removed from the league with no questions asked.


2.3 - Rescheduling
Specific match times and dates can be negotiated between team captains. If no agreement can be made, then the default match time and date stands. Rescheduling more than 2 days past the default date is not permitted. All matches must be reported within 24 hours of match completion. NO EXCEPTIONS.


2.4 - Home and Away Team
Home team is Counter-terrorist first and has choice of sides in overtime.


2.5 - Uneven Number of Teams
Due to the possibility of having an uneven number of teams, it is possible that teams will be required to have a 'bye' week. When the opponent fails to show up for the match, or a BYE Week is scheduled, it counts as a forfeit win. You will receive three points and 16 rounds for a forfeit win. If a team fails to show up, file a match dispute as you normally would on the ladders and the league personnel will take care of it. DO NOT REPORT A FORFEIT WIN YOURSELF.


2.6 - Map List
Preseason:

Week 1: de_villa

Regular season:

Week 1: de_russka
Week 2: de_dust2
Week 3: de_inferno_pro
Week 4: de_train
Week 5: de_season
Week 6: de_cbble
Week 7: de_contra
Week 8: de_nuke


Playoffs:

TBA

There will be NO substituting of maps.


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3.0 - Servers




3.1 - Server Config

Download Server Config Files Here

//Official TeamWarfare CS:S NA server config
//To use this config type "exec twlcss.cfg" in console
//Report problems to asdlfef@teamwarfare.com or firehazard@teamwarfare.com
//Updated June 12th, 2007
//http://www.teamwarfare.com

rcon_password // Enter your rcon password before the double slashes.
hostname "TWL CS:S Match Server"

sv_lan 0
sv_minrate 5000
sv_maxrate 25000 // legal values for this setting are between 20000 and 30000
sv_maxcmdrate 100
sv_mincmdrate 30
sv_maxupdaterate 100
sv_minupdaterate 20
sv_client_cmdrate_difference 30
sv_client_predict 1
sv_client_interpolate 1
sv_client_interp 0.01
sv_unlag 1
sv_maxunlag .5
sv_voiceenable 1
sv_pure 2

mp_autokick 0
mp_autocrosshair 0
mp_autoteambalance 0
mp_buytime .25
mp_c4timer 35
mp_fadetoblack 0
mp_flashlight 1
mp_forcecamera 1
mp_footsteps 1

mp_freezetime 15
mp_friendlyfire 1
mp_hostagepenalty 0
mp_limitteams 6
mp_maxrounds 99
mp_playerid 0
mp_roundtime 2.00
mp_timelimit 999
mp_tkpunish 0
mp_startmoney 800
mp_dynamicpricing 0

sv_accelerate 5
sv_airaccelerate 10
sv_allowdownload 1
sv_allowupload 1
sv_alltalk 0
sv_cheats 0
sv_friction 4
sv_gravity 800
sv_maxspeed 320
sv_minrate 0
sv_stepsize 18
sv_stopspeed 75
sv_timeout 65
sv_voicecodec vaudio_speex

mp_allowspectators 1
decalfrequency 60
host_framerate 0
setpause 0
log on

//execute ban files

exec twlcssbanned.cfg

say "TWL CS:S NA League config executed (04-30-07)"
say "Report problems to asdlfef@teamwarfare.com or firehazard@teamwarfare.com"
say "Status screenshot, screenshots with net_graph 3, and demos required!"
say "You MUST enable the scoreboard for your screenshots!"
say “Rounds per side 15, rounds to win 16, League matches must play out to 30”

Download Ban File Here


3.2 - Server Requirements
Matches must be played on servers running the most current version of Counter-Strike: Source and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection. Listen servers are unacceptable. Cable, DSL, Satellite, or other broadband connections are not acceptable.

VAC2 must be enabled and the server must be running the most recent stable version of zBlock. sv_pure 2 must also be set on the server.

A server capable of handling up to 12 players is necessary for every match, which must be located within North America and in the conference of the teams playing. The server must be running in dedicated mode and following all of the necessary rules specified in the Server Config section. The server must be password protected. Please ensure the server's stability and capability to withstand 12 players before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

All server modifications must be disabled unless agreed upon by both teams in match comms. The CAL or any other competition league or ladder configs and/or mods are not allowed, and servers using these configs are considered invalid. Should teams choose to ignore this and continue the match, said team(s) will have NO recourse as to invalid server, cheating, and/or other disputes. TeamWarfare does not support the use of or the abilities of these configs or mods.

Mani mod is allowed in warmode.


3.3 - Server Choice
It is the Home teams choice to decide what server is to be used. Home team must make a decision about who is providing the server 24 hours prior to the start of the match. If the Home team fails to make a decision, then the Away team will provide the match server and the Home team forfeits their right to choose the server. Whichever side is supplying the server is responsible for posting connection information in Match Comms prior to the start time of the match.


3.4 - Major Ping Discrepancy
In the event of a major ping discrepancy (+/- 50 ms average difference between teams), a third-party server can be tried. Otherwise, the best available server must be used or the match can be rescheduled if the problems are temporary.


3.5 - Server Crashes
In the event of a server crash, the map will be restarted with the remaining rounds and score intact. If the server crashes more than two times the other team’s server should be used. If no such server is available and you can't agree to play on, an admin has to be notified right away to try and find a solution. If no solution can be found before the score is due to be reported as determined in the rules, the team that provided the server may be forced to lose by forfeit.


3.6 – Dropped Players
If a player drops from play during the process of a match going live (lo3), the match is to be stalled until the player returns (within the regular limits mentioned under "failure to appear" at which point the match is restarted. Dropped players during live rounds are considered casualties of war. The match will continue and the team with the dropped player(s) will continue one or more players short until the dropped player returns or they find a rostered substitute to join (see 3.7 - Substitutions).

Abuse of this rule with the intent to ghost, drop weapons, rejoin after a death, etc., will not be tolerated. Penalties for this include the overturning of rounds and/or matches.


3.7 - Substitutions
At anytime during the match, any number of player substitutions are allowed. Since opposing teams are unable to check the legitimacy of the substituted player, any round played with an unrostered or ineligible player will be overturned. No substitution should ever result in a team having more than 5 players in the server at one given time. Substituted players must begin their demos immediately upon connecting to the server.

If a player is substituted in during the first half, the replacement MUST get the required screenshots immediately at the end of the first half. This will mean that there are two screenshot rounds at the half- one for the substituted player and another for the beginning of the second half. If a player is substituted in during the second half, the replacement MUST get the required screenshots at the end of the match. Opposing teams must allow for the extra screenshot round, or they may face unsportsmanlike conduct penalties and risk their ability to dispute that player.

The substituted player must not bring the teams out of the 50ms average ping discrepancy (see 3.4 - Major Ping Discrepancy) or rounds may be overturned.

Once a substitution has been made, both leaders need to get a new "status" or "rcon status" screenshot.


3.8 - SourceTV and IRC Scorebots
SourceTV and IRC Scorebots can be used if both teams agree. If SourceTV is used, the delay must be set to at least 90 seconds. If an IRC scorebot is used, no messagemode (chat) information may be broadcast.

Please post public SourceTV info on the league forum for everyone's enjoyment.


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4.0 - Match rules




4.1 - Pre-Match
Each team should be ready to start the match at 15 minutes past schedule time at the latest. If a team does not have the required amount of members on the server and/or is not ready to start, the match can be considered a no-show.
Each team is allowed a dead round to sort out strategy for the current map. This round is also used to take screenshots of both sides' skins and to start their demo recordings.

Teams must also take this time to make sure that the players on the opposing team are on the roster and eligible to play the match. Once the match goes live this issue cannot be disputed. The suggested order would be to check SteamIDs, start demo, and then take screenshots. When everyone is done the match can be started via the Live-On-3 (lo3.cfg) config supplied by TeamWarfare or via "rcon mp_restartgame 5". The lo3.cfg or mp_restartgame commands are to be used to start the second half.

Download lo3.cfg Here


4.2 - Net_Graph 3
Players are required to take multiple screenshots throughout the game, therefore net_graph 3 MUST be enabled at all times. This can be done by going to the console and typing "net_graph 3". Any information submitted to TeamWarfare Admins will require this setting to be enabled.


4.3 - Unsportsmanlike Conduct
Unsportsmanlike conduct during matches will not be tolerated by TeamWarfare. If an admin is called in to resolve an issue regarding unsportsmanlike conduct the judgment/punishment will be swift, efficient and final. Sportsmanship issues will result in the following punishments (except in certain situations that merit further punishment).



1st Offense: Warning letter

2nd Offense: Player(s) suspended for 15 days

3rd Offense: Player(s) suspended for 30 days, team dropped from the league.


Racist or sexist remarks will not be tolerated and may merit harsher penalties.

Simple, straight forward... Play nice.

No custom sprays of any kind are allowed from the moment of joining the server, especially those with pornographic or demeaning content. Players who use custom sprays may be punished according to the unsportsmanlike conduct rules. Tactical use of sprays (such as sprays that resemble an object of the game such as player models, gun models, bomb/grenade models, etc) is seen as exploiting and will be dealt with as other exploits. Since sprays do not always show in demos, you must take a screenshot of sprays if you intend to dispute. If you do not have a screenshot and spray does not show in the demo, your dispute will be thrown out.

Default sprays are legal.


4.4 - Screenshots
Before each half (and any subsequent OT halves), a screenshot round is required to help ensure fair play by both teams. Both teams need to peacefully meet at a location on the map to take the required screenshots. Each player is responsible for taking any number of screenshots which include at least one counter terrorist and terrorist model with a fully developed smoke grenade in the background. Also, the scoreboard (default key is "tab" and net_graph 3 (type "net_graph 3" in console) are both required to be enabled for each these screenshots.

Captains from both teams are required to take additional screenshots. Before the match starts, the hosting team's captain must take an "rcon status" screenshot (type "rcon status" in the console and take a screenshot of it) and the visiting captain must take a status screenshot (type "status" in the console and take a screenshot of it). Additionally, the captain on both teams must take end of half screenshots of the scoreboard.

All screenshots must be taken with the in game "jpeg" command (default key is "F5" and are required to be kept by all players for a minimum of two weeks.

Players who do not submit screenshots or submit altered screenshots when requested by TeamWarfare staff will be subject to the penalties outlined in Demo Requirements.

Screenshot Summary:



CT and T models with a developed smoke in the background (with the scoreboard enabled)

Console screenshot with status or rcon status (captain)

Scoreboard with final score from each half (captain)

ALL SCREENSHOTS MUST HAVE NET_GRAPH 3 ENABLED


4.5 - Demo Requirement
NOTE: SOURCETV DEMOS ARE NOT REPLACEMENTS FOR PLAYER DEMO'S.

NOTE: SOURCETV DEMOS ARE NOT REPLACEMENTS FOR PLAYER DEMOS.

Every player is required to take client demos of every match. Demos are to be held for a minimum of 2 weeks after the match date. A seperate demo must be taken for each half of play, including OT halves. The demo MUST be started prior to the screenshot rounds. Once the first half is over, stop your demo and start a new one with a slightly modified name to ensure you do not overwrite your first half demo. Once everyone is recording their second demo, you may start the second half screenshot round.

If a substitute player is brought in during play, it is required for them to get an additional screenshot round immediately after the first half or the match. Please see 3.7 - Substitutions for more information.

Demos are to be handed over to a TeamWarfare admin upon request, where they will be subject to review by multiple TeamWarfare admins. Demos will not be requested unless you are accused of cheating and the accuser has ample proof that you are cheating. If you are unable to send us your demos when requested, you will be punished according to the guidelines below.

1st Offense - 15-day suspension of player involved. Team forfeits match.
2nd Offense - 30-day suspension of player involved. Team forfeits match.
3rd Offense - 60-day suspension of player involved. Team forfeits match.

Additionally, once a match has concluded and been reported, TeamWarfare staff may launch its own investigation. Players will be required to submit demos, if requested, to TeamWarfare staff at anytime during the 2 week "demo retainer" timeframe for the purpose of investigating player activity after the match has been reported. These demos that are requested will be reviewed by the league admin. If players are found in violation of any set rules they will be held accountable for those actions. Punishment for those actions may vary depending on the nature of the issue. Teams where the player competed on will not be subject to any punishment but this may also vary dependant on the severity of the issue.

-Commands:
record demofilename
stop
playdemo demofilename

Demos are saved in a similar directory with the file extension .dem:

\Steam\SteamApps\account_name\counter-strike source\cstrike


4.6 - Match Eligibility
Members must be on the roster by 11:59 PM EST the previous day of each week’s matches to be eligible for play. If a team cannot field at least 4 members, they must forfeit the match. 4v5 or 4v4 is allowed in League play. Teams may NOT agree to play with more than 5 players per team.

It is the responsibility of the opposing team to check the eligibility of the players from the other team. It is a good idea to have a copy of the other team’s roster available to review this at match time. If a team fields an ineligible player, it is the responsibility of the opponent to refuse this player and notify an admin. If this is discovered AFTER the match has been played then neither team has grounds for a dispute.

However, if after the match a team discovers a player on the opposing team was a smurf (rostered on a different team) or suspended player, the team is still allowed to dispute the match results.

Rosters will be locked the Sunday of Week 6.


4.7 - Messaging
Only team leaders or captains are allowed to use public in-game messages (messagemode1 or mm1) within a game. This rule also applies when dead. Use of mm1 by any member but the leader or captain could result in a forfeit, loss of rounds and/or loss of match. Other team members must only use team messages (messagemode2 or mm2) while in the game.

Only two captains from each team can use mm1 before and during the match. However, any amount of captains are allowed to participate in a match. There is no limit to how many captains may be on a team, but keep in mind that only two of them are allowed to use mm1.


4.8 - Winning the Match
The team that first reaches 16 rounds is considered the winner of the match. However, teams are required to play out the remaining rounds. If a team leaves the match after 16 rounds have been achieved, the rest of the rounds are forfeited. Scores reported must total 30. If the game ends with a score of 15-15, then the match goes into overtime.

Since accurate score reporting affects the playoff seeding, teams incorrectly reporting scores will be punished according to the rules of unsportsmanlike conduct.


4.9 - Overtime
Overtime is a best 4 out of 6 rounds played. The home team choses which side they would like to start. Three rounds are played and then the teams switch sides. The first team to 4 wins the match. Scores are reported for only the tie-breaking overtime (e.g. – first overtime is 3-3; second overtime is 3-3; third overtime is 4-2; score would be reported as 19-17).


4.10 - Makeup Matches
Teams who have received a forfeit win due to a no show and wish to make it up are allowed to do so against another team. Both teams must be in the same conference and have forfeit wins in the same week. There will be no match comms for makeup matches, you must coordinate the date and server information via another form of communication. Since we have no way to properly verify when they were scheduled, we will not be accepting no show disputes for makeup matches.

Once the match has been played, the founder of the winning team needs to report the results of the match to the Lead League Admin with the following elements:



URL links to BOTH teams

final score

rcon (or rcon status if you're home) screenshot

BOTH end of half screenshots to prove the score


If you are missing any of these elements, we will not post the score.


4.11 - Exploits
The intentional use of map and/or game exploits to give your team an advantage during a match is prohibited. Uses of flaws in maps are illegal as determined by the league admin. Any disputes regarding game play, exploits, cheating or tactics must be submitted via a dispute along with proof of the occurrence and a detailed description including the associated times. If this is not included, the dispute will be thrown out. All Counter-Strike: Source game play in TeamWarfare is to be perceived as tasteful and fair.

Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that the use of a bug or game engine flaw is legal. Contact the lead admin if you have any questions.

The use of CVARs that give any player an unfair advantage over another player is not allowed during match play. An example of allowable CVARs would be an FPS tweak such as removing dead bodies. An example of an illegal CVAR would be turning off an environmental part of the game such as fog or rain which would clearly give the player an advantage over another. Anything that would make a Flash or a Smoke less effective would be seen as an exploit, similar with changing your sounds to give an advantage. Texture tweaks that in turn change the behavior of hit boxes are not acceptable. Basically common sense is required as to what would be deemed legal or illegal. The decision lies with the TeamWarfare admins and the use of an illegal CVAR will be considered a game exploit. If you are unsure of a CVAR, please contact the lead admin to get an official ruling.

Boosting or "superman boosting" with any number of players is legal. It is not legal to boost if the map is being exploited by positioning players in locations not within the map. It is not legal to boost a player to the point where he/she remains within the map but is able to view areas not intended to be seen from that location. Smoke (or any other grenade) boosting is NOT legal and will be processed as an exploit.

Planting through the use of boosting is legal if it is possible for the opposing team to defuse with such boosting. If the opposing team does not have enough players to boost to the location of the bomb, this is still legal.

Scripts are considered illegal if they give a player an unfair advantage. An example of a script that does
not give an unfair advantage is a buy script. An example of a script that does give an unfair advantage is a bunny-hop script. Any players found to use unfair scripting will be considered cheating.

The use of grenades over walls is legal.

Non compliance with these rules may result in a forfeit loss.


4.12 - Spectators
Spectators may be allowed pending approval from both team captains. Spectators may include shoutcasters (with an admin’s approval) and/or TeamWarfare administrators. This should be cleared prior to match time as in game observers are not allowed if not cleared beforehand. TeamWarfare admins may be available to spectate and referee matches if a team desires. Requests for a referee should be emailed to the league admin as early as possible so arrangements can be made. There are no guarantees that an admin will be available to spectate a match, we will try however.

A TeamWarfare admin reserves the right to observe any TeamWarfare match without prior notification or approval. The admin's identity can be verified by contacting them on IRC during the match or validating their steam-id. Any attempt to impersonate TeamWarfare staff will result in a permanent site ban.


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5.0 - Players




5.1 - Steam ID's
ALL players must have a valid Steam ID number and that number must be recorded in the player profile prior to joining competition. If this number is not in your profile or incorrectly entered, you will be temporarily suspended from competition until the problem is resolved. See the following link on how to obtain and add your Steam ID to your player profile: Click Here.

Please note that there is a Copy and Paste bug with Steam that will sometimes clip off part of the Steam ID number, therefore you need to double check to make sure that the number is correct and properly formatted.

It is the OPPOSING team's responsibility to verify Steam ID's BEFORE THE MATCH. Agreeing to live on 3 (lo3) will concede the roster and invalid Steam ID's will not result in an overturned match. The only exception to this is if there is a proven SMURF (registered with another team) post-match. Simply being ineligible will not result in an overturned win or forfeit of the match once it has been played. The ineligible player will be punished, but the match will not be overturned.

Note: All Steam ID’s should be formatted as x:x:xxxxxx, if a Steam ID is missing any part. the player is considered ineligible for the match.


5.2 – Player Info
All players must use the default player and weapon models/skins. The default hostages, bombs, grenades and all items must be the default ones. The same applies to sounds.

Custom Huds are allowed as in font, font color, font size, and hud arrangement. If at any time TWL finds that something can be coded into a custom hud to give a player an ingame advantage, we will revert back to stock huds.

Players must use the default sprite files.

The in game variable r_drawviewmodel must be set to 1 (on).


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6.0 - Playoffs

The playoffs will be played in a single elimination tournament.



6.1 - Qualifying for the playoffs
Once the regular weeks are over, qualified teams will advance to the playoffs. Position in the standings is based on total points. If there is a tie when seeding playoff teams, win-loss record and rounds won-lost differential will be used. Teams with more than 2 no-show forfeit wins will not be eligible for playoffs. Therefore, teams which forfeit wins are encouraged to schedule make-up matches with other teams.

The top team from each division will be compared against each other to fill the top seeds. The remaining teams will then be thrown in a pool together to determine ranking.


6.2 - Playoffs matches
All playoffs matches must have a winner; the match may not be a draw. In case the teams are tied after 30 rounds, overtime will be played. Overtime follows the same rules as in the regular season.

The higher seeded team is always home, even if the site says that the lower seeded team is home.

Playoff matches For Open will be held on the same day and time of the week as regular season. Only the Finals will have a different default time (9:30 PM EST) to compromise between the Central and Eastern Conference teams.

Playoff matches for Main will be 9:30 EST as Eastern and Central are matched up against each other throughout the playoffs.

Teams are not allowed to refuse shoutcasting coverage in the playoffs from legitimate news sources. It is up to the League Competition Manager and Lead Admin to determine whether or not the coverage will be required.


--------------------------------------------------------------------------------



7.0 - Contact




7.1 - Disputing
Since winning teams can report match results in league, it is important for captains to state at the end of the match if they intend to dispute. If one captain states that he intends to dispute, then neither captain should report match results. Captains must also post in match comms that they intend to dispute.

If match has been reported by a winning team, then the team wishing to file a dispute may do so by emailing an admin with the details stated below.

Whether you are disputing or being disputed, be prepared to produce all requested materials. Demos, server logs, player screenshots, status screenshots, and score screenshots may all be requested at the admin's discretion. To resolve disputes in a timely manner, once requested, all materials must be produced in under 48 hours (for matches rescheduled after default date, the deadline is reduced to 24 hours).

Cheating disputes must be accompanied by the specifics of the accusation. The disputing team needs to provide the following information:

* Who is suspected of cheating

* When did the events take place, i.e. Side, round, etc.

* What is the suspected cheat, e.g. wallhack, aimbot, etc.

Teams are encouraged to take the hour immediately after the match to review their own demos before filing a cheating dispute. Log the round number, side, and time that they believe the opponent was cheating and provide that information with the dispute. Cheating disputes without specifics may be thrown out.


7.2 - IRC Info
irc.gamesurge. net
#twl_cs


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General League Rules

Rescheduling

Dates can only be rescheduled on a different night (prior) to the match night as long as both teams agree and the admins are contacted by email 24 hours in advance.

Default times are determined by League rules.

Team Rest

If your team chooses to rest or go “inactive” your options are:

1) Request to be dropped from the league
2) Stay and receive forfeits until you become active again.


Team Roster Management

Each team is to have the minimum amount of players as determined by the specific League rules. TeamWarfare Team Rosters will be CLOSED on a night determined by TeamWarfare. Check you league specific rules regarding Roster Locks.

Team founders and Captains are responsible for maintaining a clean and Smurf clear Roster. Failure to do so can lead to Disciplinary Action.

Match Eligibility

Members must be on the roster by 11:59 PM EST the previous day of each weeks matches to be eligible for play.

It is the responsibility of the opposing team to check the eligibility of the players from the other team. Its a good idea to have a copy of the other teams roster available to review this at match time. If a team fields an ineligible player it is the responsibility of the opponent to refuse this player and notify an admin. If this is discovered AFTER the match has been played then neither team has grounds for a dispute.

*However if within the Allotted 24 hr Dispute posting time. A team discovers a player on the opposing team is a Smurf,Doubleclanner,ringer or suspended player. The team is allowed to Dispute the Match results.

Server Crashes

In the event of a server crash, if both teams can agree upon the remaining time and score, the map will be restarted with the remaining time and score intact. If there is a dispute the entire map will be restarted. In the event that a team loses a player due to connectivity issues, (or his Mom/Dad tells him to get the hell off the PC...LOL) the team may substitute the player immediately with someone from their roster. Substitute players, brought in during match, that are not eligible players, will force an immediate forfeiture on the part of the team they were playing for.

Punctuality

Teams are expected to be on the server and ready to play with the minimum number of players at the scheduled or agreed upon time. Any team that fails to be present with the minimum amount of players and ready to play on a server 15 minutes after the match start time will forfeit the match.

Sportsmanship and Cheating

Un-sportsmanlike conduct during matches will not be tolerated by the TWL. If an admin is called in to resolve an issue regarding un-sportsmanlike conduct the judgment/punishment will be swift, efficient and final. We here at the TWL suggest you conduct yourselves accordingly. See the specific ladder areas by this name for the specifics for that ladder and game.

Racist or sexist remarks will not be tolerated.

Simple, straight forward... Play nice.


Smurfing/Ringing/Double Clanning Policy

Smurfing/Ringing/Double Clanning is signing up for more than one team (or the same team) in the same League, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.

Some Games have different levels of League Competition Within a Game. Such instances where a game League has more then 1 league such as an Beta, Alpha and Invite. A player is allowed to play on only 1 team within the Game. There will be no crossover from 1 league to the other within a GAME. Players Caught playing on more then 1 league team will be suspended and the team will at the discretion of the admin receive either forfeiture, suspension or removal of the league.

Teams that recruit higher level players will be subject to removal from a lower competitive League and placed in a League more suitable for the level of the players within the team.



Playing for a team you are not registered to play for is prohibited. Playing on more than one team per league is also prohibited, as is registering multiple accounts for use on the same team or ladder.

Any player caught smurfing will be Suspended or expelled from the League and may be banned from TeamWarfare. Second offenses will result in the team or teams involved being remove from the League. Teams are also subject to receiving forfeit losses of there match if found to have Played Smurfs.


Team Management

Teams have one (1) Owner and any number of Captains. Captains are assigned at a League level. Founders are captains on all Leagues. The team Founder should determine who should be in charge of issuing challenges per League and maintaining the team information. Multiple team captains can be assigned to perform such duties.

Access to the Team Admin Console is available to all Captains………… NOTE - You must login to the League in order to administer your team. You will also be able to see that the home/visitor status , as well as issue match communications and report the results of your matches in the admin panel.



Match Reporting and Disputes

Once a match has started, it is understood that both teams agree to the terms of the match (number of players, time limit, rosters, etc). If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.

Match results can be reported in your team admin panel by "EITHER" team or if you are disputing the loss you must report it to your League Admin within 1 hour of match end.
By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff).

Failure to Appear

For each league there is a minimum number of players needed to proceed with a match. Teams should have the minimum number of players on the appropriate server no later than 15 minutes after the scheduled match time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party. Both teams should be ready to play no later than 30 minutes from the scheduled match time (Unless agreed upon by both parties). Failure to agree to start the match at this time will result in forfeiture by the non-compliant party. A TWL admin should be contacted immediately (mIRC - #teamwarfare) for a ruling to be made.

Server Choice

Server choice must be communicated through in the “Match Communications” section in your teams League control panel 48 hours prior to match time. Failure to keep these deadlines may result in your forfeit of these options at the opposing team’s (and admins) discretion. It is each team’s responsibility to provide a server for the rounds that they are responsible for. If a team cannot supply a server they are to use the server there opponent has supplied. If neither team can supply a usable server on a match night then the match will be canceled and both teams will not receive points.

****ANY SERVER USED MUST be running TWL MATCH CFG to be considered eligible servers, unless agreed upon by both teams and approved by an admin.

Complaints about servers are waived after a match is completed.


League Map Schedule

The Map Schedule for the Leagues are to be strictly adhered too. Teams are not allowed to play any other maps than the one listed for that weeks play.
This is not negotiable. Unless the Admin changes the Map for the whole league, teams will play the listed Map.

HACKING

TWL has a ZERO tolerance policy regarding Game Hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule.

"Testing" or "Trying out" Hack Programs will not be accepted excuses. Simply put, "Do Not Install Hacks for any reason"



Leagues:

1. Hacker caught in TWL Match:

- forfeiture of the existing game
- Player Permanently banned from TWL.
- Team will forfeit any match (for the present season) that the offending player was *proven to have played in.


2. Hacker Caught in Match outside of the ladder (League match) or in a match outside of TWL:

- Player Permanently banned from TWL.
- Team will forfeit any match (for the present season) that the offending player was *proven to have played in.


3. Hacker caught in a Pub/Scrim :

- Player banned from TWL for 1 Year.
- 2nd Offense Perma Banned.

* Opposing teams will have to provide proof to TWL Admins in the form of Demos, Screenshots or Server logs that the opposing team did have this player on their team. Proof must be provided within a 48 hr period.


Circumventing your ban, either by creating new accounts, or smurfing as another player will result in the player(s) being Permanently banned from TWL.


***NOTE- Each individual game has the option of preventing a person from participating in their specific game that has been caught cheating on the pubs, regardless of how long ago the violation has occurred. This will affect that game only. The player will not be site banned/suspended or prevented from playing another game that allows them to, if the violation is over one year old.


Admin Notes:
- TWL will continue to support teams who Police themselves of hackers and cheaters. In the case where a team Purges a hacker from their ranks and brings it to the attention of TWL staff. TWL will (waive the Drop in ladder rungs or forfeiture of past league matches.)

PLEASE NOTE

****League Specific rules superceed the corresponding general League rules.****

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