***THESE RULES ARE ABSOLUTELY SUBJECT TO ANY TYPE OF CHANGE AND WILL BE DISCUSSED BOTH BY THE ADMINS AND THE TEAM LEADERS PRIOR TO THE LEAGUE OPENING MATCHES***
For
The Win Gaming League Common Rules
Rules
Summary
-
No griefing during matches, warm up or on the forums. Racism,
bigotry, hatred, and harassment are not tolerated.
- Players are
required to maintain demos from every match and present to an admin
if requested. Teams may also request one demo from an opponent each
week without having to officially dispute.
- Seasons are 8 weeks,
playoffs 3-4 weeks.
- All regular season matches consist of 2
maps, one for each color and 25 minutes in length. Teams receive one
point for each map won, and one point for winning overall rounds. If
overall rounds are tied, each team gets half a point.
- Playoffs
are best 2 of 3 maps.
- Score reporting should be done immediately
after the match, even if a team wishes to dispute.
1.
Purpose and Intent
FTWGL
is a for-fun gaming league for Urban Terror. It its operated by
volunteer administrators with the sole intent to provide fun
competition between teams who elect to compete. These rules are laid
out to maintain order and provide direction for the league
administrators, players and spectators. The administrators are
charged with the duty to make the league function properly, to
enforce the rules, to make on the spot judgments and to deal with any
sanctions, cheaters or other problems that arise. They have the
ability to employ the rules as they see fit, to interpret the spirit
of the rules over the letter if the need arises and to prevent any
exploitation of loopholes and to handle circumstances that the rules
do not describe. Players have the opportunity to challenge the
admin's decisions to a point, as set out below, but ultimately the
league admins will have the final say in all matters. It is the
fundamental right of every member of the league to be allowed the
chance to fairly compete and to understand the inner workings of the
league and to receive a ruling on an issue by an administrator.
Sanctions and bans will not be enacted without due process and
substantiated evidence. Let it be known that the admins will make all
details of their actions and the league public knowledge less they
have a material reason to keep matters private. All rules apply to
all divisions and gametypes of the league unless otherwise noted.
Some primary tenets will apply as underlying principles to these
stated rules.
2.
Player and Admin Expectations
League members have certain
responsibilities that must be fulfilled for the league to remain
functional. Those responsibilities include:
- All team members
are expected to be familiar with the rules. Not
having read them is never an excuse.
-
Team leaders are expected to keep current with their emails as it
will be the fundamental communication means for the league.
-
Team members are expected to keep current with all changes posted on
the website. This includes but may not be limited to: schedule
updates and league news.
- All team members are held
responsible for the actions of their team mates. Sanctions will be
applied both at the individual and team level at admin's
discretion.
- Team members are expected to behave in a
sportsmanlike way. Failure to do so will result in penalties and
sanctions.
- Any disrespect to league admins will be met with
harsh repercussions for individuals and their teams.
-An
attack on the Urban Terror Community at large, is an attack on FTW.
The FTWGL was created to be a positive competitive community gaming
environment and that individuals who launch attacks on others in the
wider Urban Terror community (and engage in hacking, excessive
harassment, stealing information, exploits, etc) are showing
themselves to not be the kind of people that should be a part of the
FTW community.
2.1 International Gamers
International
gamers are permitted but are subject to rules regarding ping flux and
maximum ping.
2.2 League Admins
League admins will be held to a standard higher than that of a normal player as they will have discretionary responsibility greater than that of a player, though they can still play in the league.
-
League admin are expected to maintain a high level of
professionalism, courtesy, and impartiality when dealing with
teams/players in any public forum relating to the league.
- League admins are not allowed to make final rulings that directly involve any team in which they are a member.
- If a player or a team feels like an admin is not performing one of or all of these duties, then they are entitled to file a complaint in the Team Leaders forum, and the matter will be dealt with by a vote after the evidence is reviewed.
3.
Team Eligibility
In order for a team to participate in the
FTWGL league, the team must supply:
- Team name
- Team
tag
- Up to date roster with a minimum of 6 players and a maximum
of 18
- Team leader
-
An Email Address for communication
3.1 Late Joins
Once
the season has started, a team may only join the current season with
the permission of the admins. On the match day three weeks before the
end of the season no team may join the league for any reason. Late
joins are eligible for byes.
Late Teams will be treated in the
rankings as if they lost all the games they missed. Specifically:
-
Starting points: 0 map round point for each missed week
- Starting
differentials: 0 differential for each missed week
3.2
Inactivity
A team is marked for inactive status if any of the
following conditions occur:
- Team has requested inactivity.
-
Team has forfeited two matches during the regular season of a
specific division.
Inactive teams are not scheduled for play.
For a team to become active again, it must meet the eligibility
criteria and must notify all admins.
4.
Player And Server Eligibility
In order to be eligible for
match play, players must:
-
Be registered with the league site and listed on their team's roster
for the gametype division of the match in question and not be listed
in red as ineligible (due to suspension or roster eligibility join
date rules or any other reason)
-
Use an in-game name that matches their FTW roster name with their
team's tag. If a player's name is "incorrect" on the FTW
roster, then they must fix it later, and use the current roster name
while in-game until the FTW roster name has been fixed.
-
Meet the ping requirements in Ping Limit and Ping Flux section
-
Conform to the Client Requirements section
- To be eligible for
the playoff matches, a player must have completed a minimum of 1 map
during the regular season
- Not be banned or currently suspended
from league play
-
Not have any duplicate accounts on the FTWGL website as this
corresponds to their IP identity. Questions or requests to delete
accidental duplicate accounts should be directed to a head admin
immediately.
If a team wishes to play an ineligible player,
they must explicitly state this request to the opposing team's
leader. If the team leader understands and explicitly accepts, then
the ineligible player may play. The player must be using their
correct name and not be aliasing. If the request was made under any
false pretenses or misrepresentations the agreement is not valid and
the match results are subject to forfeit. Under no circumstances may
a banned or suspended player play in a FTW league match, even if the
opposing team agrees, the match will be overturned and the team and
player will receive further penalties.
4.1
Player Names
Players
must use the same name in-game as they use on their FTW roster.
Player names must be sufficiently unique from their teammates. Also,
using a name that is virtually the same as someone else's is
unacceptable. Player names must not include web addresses. Also they
must not include offensive or objectionable content. If you want to
change your name, do NOT create another account, as multiple accounts
are illegal. Instead, post a name change request to an admin.
4.2
Roster Restrictions
All teams are responsible for maintaining
an accurate roster during the season. Rosters are subject to the
following restrictions:
- For each division, roster changes
cannot be made on match days
- Players do not become eligible for
match play until they have been on a roster for 7 days (does not
apply for week 1 of the season). That means if you add someone on
Monday, they will not be eligible till the following Monday.
-
Players cannot be on more than one team's roster at a time in any
given division, under multiple accounts or under the same account.
-
For each division, the rosters become permanently locked for the
remainder of the season the night before the 6th regular season game
of the season at midnight.
4.3 Aliasing, Fake Nicking,
Impersonation
Any player pretending to be another player
during a match, even if that player is a member of the same team,
either by falsifying name, IP or other identification tools will not
be tolerated and will be met at the minimum with player and/or team
suspension and at the maximum of player and/or team banning. A
player's identity can be disputed after a match. It is the
responsibility of team leaders to investigate the identity of the
players they use in a match and the team will be held accountable as
well. If an ineligible player impersonates an eligible player in a
match, the match results may be overturned and a forfeit declared.
Using a name other than your own makes you ineligible.
4.4
Proxy Servers and IP Masking
It is illegal to obscure your
real IP by routing through a proxy server or any other means of
masking your IP address. Anyone caught doing this will be permanently
banned and match results will be overturned. Electronic gaming is
inherently subject to uncertainty in identity and therefore
conclusive evidence that an identity of a player was intentionally
concealed will be the sole judgment of all sitting head
administrators of the league.
4.5
Server Requirements
In order to be eligible for match play,
servers must:
- Be running the latest FTW approved version of
ioUrbanTerror
- Have the current official FTW config files loaded
and executed:
http://www.ftwgl.com/files/ftw.cfg
http://www.ftwgl.com/files/ftwbomb.cfg
-
Not have any auto-balance or auto-kicking scripts or settings loaded;
Any server helper bots should be disabled prior to the match.
-
Not have any automated console or bigtext spam messages. An example
of this would be a repeating console or bigtext message telling
players to visit a clan's website. Failure of a host teams to remove
console spam after a match has begun will result in a 5% penalty to
that week's percent differential.
- Be running on a decent
connection, such as a dedicated server or game hosted server; home
cable connections are not allowed
- Must allow all eligible FTW
players to join (if a team's player(s) are banned from the server and
are NOT banned or suspended from FTW, then they must be unbanned or
the server cannot be used)
- Must provide reasonable pings to all
players
- Be running a pure unaltered version of Urban
Terror
4.6
Client Requirements
In order to be eligible for match play,
clients must:
- Be running the latest FTW approved version
ioUrbanTerror
- Have all fun stuff turned off
- Be running a
pure unaltered version of Urban Terror
4.7
Ping Limit and Ping Flux
No player may play in a match with an
average ping greater than 250ms, unless the opposing team agrees to
allow it. The player also becomes ineligible if their ping is shown
to flux more than 50ms consistently during the match. All questions
of player eligibility relating to ping and flux must be addressed
before or during the match. Retroactive disputes related to either of
these issues after the match has been completed will be given little
or no consideration except in the most extreme circumstances and at
the full discretion of the administrators.
5.
Scoring and Scheduling
A maplist will be posted at the
beginning of the season for all divisions. The schedule of maps and
the relevent server variables (ie. different respawn delays) will be
posted on the website no less than 7 days prior to match time.
5.1
Scoring
Scoring is based on winning map rounds and the total
round or captures between all maps. Teams are awarded one point for
each 25-minute map that is won, and 1 point for winning overall
rounds, plus an adjustment to their total percent differential which
is a metric used to break 3-way ties in overall standings.
Map
Points:
- One point is awarded for winning a map.
-
One point is awarded for winning overall caps between both maps.
-
No points are awarded for a forfeit loss.
- Three points are
awarded for a forfeit win.
- Three points are awarded for a
bye.
Percent
Differential: (abbreviated "%dif")
Note - Percent
differential looks slightly complicated, but what it is fundamentally
doing is using the scores from the game to generate a statistic
representing the difference in skill of the two teams independent of
the map, adjusting differential scores so that high-scoring maps
don't count for more then low-scoring maps.
Percent
differential from one match is
calculated:
[IMG]http://i259.photobucket.com/albums/hh293/sharwood16/diffPic.jpg[/IMG]
- Forfeit wins and byes receive the average positive differential of all teams for that week.
- Forfeit losses receive no differential.
-
Notice that percent differential is the TOTAL captures/rounds, not
calculated separately for each map.
- The extra math is to adjust
scores so that all maps are of relatively equal value.
- Note that
a losing team's percent differential is a negative number
- For
simplicity, consider the percent differential as the number of times
you "rick-roll" a team or completely shut them out while
scoring high yourself (giving a value ~ +1).
Examples
Case
1: Split maps
Team
A beats Team B on Team A's server (map 1) by 12-4 and then Team A
losses to Team B on Team B's server (map 2) by 3-4:
-Team A is
awarded a total of 2 map points (1 for winning overall rounds, 1 for
winning the first map) and a +0.292 percent differential.
-Team B
is awarded a total of 1 map points (1 for winning the second map) and
a -.292 percent differential.
Team
A effectively won the match by coming out with the higher
differential although they split maps.
Case
2: High scoring
Team
A beats Team B on Team A's server (map 1) by 27-3 and then Team A
beats Team B on Team B's server (map 2) by 12-1:
-Team A is
awarded a total of 3 map points (1 for winning overall rounds, 2 for
winning both maps) and a +0.795 percent differential.
-Team B is
awarded a total of 0 map points and a -0.795 percent
differential.
Team A won with an almost complete "rick
roll."
Case
3: Low-scoring
Team
A beats Team B on Team A's server (map 1) by 3-2 and then Team A
beats Team B on Team B's server (map 2) by 2-1:
-Team A is awarded
a total of 3 map round points (1 for winning overall rounds, 2 for
winning both maps) and a +0.222 percent differential
-Team B is
awarded a total of 0 map round points and a -0.222 percent
differential.
Team A won in on both maps and gets the 3 map
points but as it was only a 5-3 total win, the percent differential
is low.
5.2
Schedule Team Pairing
FTWGL employs a semi-swiss method for
league scheduling. This specially designed system allows for
artificial tiers with lots of exciting matches, while still keeping
the league inherently porous.
- Teams are seeded according to
the seeding protocol.
-
Teams of varying points are placed into groups.
- Teams play each
other only once (except in rare circumstances where bottom-ranked
teams may have rematches).
- Teams receive a separate seeding for
that particular group.
- If the total amount of teams is odd, the
lowest seed in the lowest group automatically receives a bye, under
the assumption that the team hasn't already received a forfeit win or
a bye.
-
Starting in the highest group, the top seed plays against the lowest
seed in that group, which they have not already played against once
before. The higher seed becomes the home team.
- Once all possible
match-ups have been made within a group, any team(s) still remaining
automatically become the highest seed(s) in the next lowest point
group.
In
the event of only one map being played and the rest of the match
called off for whatever reason, the administrators will determine the
scoring based on the circumstances.
In certain cases, the
administrators may find it necessary to determine the outcome of a
match to be "null". In this situation, both teams will
receive no points and zero percent differential for that
week.
Seeding
Criteria:
- Map points as noted above
-
Head-to-Head victories. (2-way ties only) If two teams played each
other but the result of the match was a tie (based on both maps
andoverall rounds, i.e. 1.5 points), only then is the head-to-head
match is considered a tie.
- Highest Total Percent
Differential
If
there is still a tie after these criteria during the regular season,
the order will be randomly determined.
In order to seed
playoff teams, if there is a tie at the final round of the regular
season after head to head matches and percent differential have been
considered, then a wild-card match will be held on the following
week, a week that would otherwise be a break before the
playoffs.
5.3
Playoffs
The
top seeded teams from each division will advance to a post-season
single elimination playoff using a bracket. The number of teams that
advance will be announced at the start of the season on the main
page, based upon the number of teams signed up.
There will
typically be a 1 week break between the final week of the regular
season and the first round of the playoffs.
Please note that
no subbed players are allowed in playoff matches. Substitutions can
still be made during a timeout with players connecting and
disconnecting to and from the server instead of using the /sub
command.
The team with the higher seed at the start of the
playoffs will become the home team for each match in the playoffs.
For example, if seed 8 beats seed 1, seed 8 would still be the away
team when they play either seed 4 or seed 5 in the second round.
Playoffs matches are a best 2 out of 3 maps . When each team wins one
map, the team with the greater total captures or round from the first
2 maps can chose either which server to play on or which color team
to play on. The neglected choice is then given to the other team. The
two losing teams from the semi-final round are encouraged to play
each other for 3rd place whenever it is convenient for the two
teams.
5.5
Match Times
FTW matches take place on the following days and
times:
- Capture The Flag: Sundays at 9:00pm Eastern Standard
Time
- Team Survivor: Tuesdays at 9:30pm Eastern Standard
Time
5.6 Rescheduling
Pre-game:
Before a match,
teams may agree to reschedule a match to any time earlier than the
regular match time, or to as late as 24 hours after the regularly
scheduled match time. Teams may not reschedule a match to later than
24 hours after the regularly scheduled match time. However, teams are
not obligated to reschedule if they don't want to. Once a team
accepts a reschedule, failure to abide by the new mutual agreement is
grounds for forfeit. All reschedule agreements should be recorded by
both teams as proof of the reschedule, in the event that confirmation
by an admin becomes necessary.
Mid-game:
During a match
(between maps, not during a map) teams can request a reschedule to
finish the match later, if for example half their team has to go to
bed. However, teams are under no obligation to agree to such a
request. If teams do not agree to reschedule, then the match must
proceed as normal (and if one team can't field a team they will
forfeit the match).
If
teams reschedule a match to later than the regularly scheduled match
time, they MUST make a note of it. Otherwise it will be assumed that
the match is occurring at the regularly scheduled time, and both
teams could face penalties for not reporting their match within the
normally expected time.
6.
Demos and Disputes
All players are required to record and save
complete demos (in-game recordings) from every match. Failure to
record demos will result in a penalty for the offender's team. The
minimum punishment will be a forfeit loss and seven day suspension
for the offending player(s) from all gametypes, with the possibility
for additional action depending upon the circumstances at hand. If
the offending player has already failed to previously produce a demo
earlier in that same season, and this is their second offense, they
will be suspended for the rest of the season with the possibility of
additional sanctions against them or their team. All players are
encouraged to submit their demos to the league site. They are not
required unless requested as specified below. Demo requests will be
made no less than 36 hours (excluding admins) from the match start
time but players must keep their demos all season in the event a
larger administrative audit must be made. Administrators reserve the
right to obtain from the player a demo of any match, at any time, and
for any reason but will do their best to make any demo request within
the 36 hour time window. By playing in this league, you also
automatically consent to allowing live broadcasts of your game via
Shoutcasting and/or GTV.
6.1 Admin Demo Requests
Admin
demo requests do not necessarily mean that there is an active
investigation or that there are cheat allegations, only that an
administrator would like to review the demo. Players have 72 hours to
sumbit their demos to the admin once the email request has been sent.
6.2 Leader Demo Requests
A team leader may request to
see a specific player's demo from the opposing team submitted to the
league site. If a leader wishes more than 1 player to submit their
demo, a dispute must be filed. If the leader wishes to file a report
of cheating after reviewing the demo, they are to submit the demo to
an admin under the rules regarding cheating with specific notations
about instances (with time references) where they believe the cheat
was in effect. Match results (as stated in the cheating section) are
subject to alteration after the fact when cheating is proven.
6.3
Disputes
First and foremost, teams are encouraged to find
mutually acceptable solutions without assistance from league
officials. If this proves impossible, then the next step is to file a
dispute.
All disputes must be filed no later than 24 hours
from the time scores are submitted with the dispute noted. This means
that even if you intend to dispute, submit scores as usual except
check the option for disputing scores.
If
the dispute is an accusation of cheating, please utilize the option
to request a specific player's demo. Then YOU must view the demos and
write down time codes of the points in the demo that you feel show
the strongest evidence of cheating. If upon viewing the demo(s) you
change your mind and feel that there is no evidence of hacking, you
may withdraw your dispute. However if you still feel there is
cheating, then you must supply the time codes to the admins who will
review the demos, especially the times you noted, and the context
surrounding those times. If you think more than one player on an
opposing team was cheating, pick the one that was the "most
obvious" and if that player is found to be cheating, the
remainder of the team will be investigated.
If
the admins find that the evidence of cheating is conclusive then you
will win the dispute and the offending player and team will be
punished as per the anti-cheating rules. Also, demos of other team
members may be requested and reviewed for cheating. However, if the
admins do not find conclusive evidence of cheating, then the dispute
will be thrown out, and the demos of other players on the team will
not be reviewed at all.
For disputes not involving cheating,
your dispute must detail:
- the rule that was violated by the
opposing team, as quoted from the rules, or if there is no rule, at
least explain what is in dispute.
- an exact description of how
and when the rule was violated
- specific proof of the
transgression in the form of: demos or screenshots. (Easily faked
proof such as text logs may or may not be accepted.)
Note:
Disputes such as “They cheated” with no other information
will not be taken seriously. The directions above must be followed
specifically otherwise the dispute will be thrown out. If a team is
found to be taking advantage of the dispute process by filing many
unwarranted disputes, action may be taken against said
team.
Disputes will be ruled on in one of the following
ways:
- Discarded: the dispute is thrown out for lack of
evidence or validity
- Replay; match must be restarted.
-
Positive; team who filed receives a forfeit win, the other team a
forfeit loss.
- Negative; claim reviewed but no action taken.
-
Null; egregiously bad behavior from one or both parties prompts that
the team(s) are/is awarded no points.
It should be noted that
in extreme circumstances, a dispute might end in the additional
suspension of any guilty team(s) and/or player(s).
If a match
is rescheduled to later than the normal match time, the deadline for
filing a dispute is extended by the amount of time elapsed from the
regularly scheduled match time to the rescheduled match time, which
is at most 36 hours.
8.
Match Proceedings
8.1 Before the match
Teams have 15
minutes after the scheduled match time to join the game server and
"ready up". All teams are expected to be ready to play at
the default time. Teams should send a representative to the league
IRC (#ftwgl on Gamesurge) channel 30 minutes prior to the match, as
to avoid disagreements and potential problems.
8.2 Minimum
Players
For a teams to compete in a FTWGL match, they are
expected to present a full roster of eligible players within 15
minutes of a scheduled match time. In the event of one team being
short a player, the team with the extra player may consent to playing
the match with one player less than usual, only at their choice. This
is encouraged by league admins and is seen as good sportsmanship.
This course of action must be agreed to by both team leaders and
cannot be forced by the admins.
8.3 Scoring
Each week
opponents will play the pre-designated map, listed in the schedule.
Both teams must play this map for 25 minutes as each color, one 25
minute map on each team's server, starting on the higher-seeded
team's server. Teams must play on the map scheduled for that
particular week. Any teams who play on a map other than the one
scheduled will receive forfeit losses. During the play-offs (which is
best 2 out of 3 maps), when each team wins one map, the team with the
greater total captures or round from the first 2 maps can chose
either which server to play on or which color team to play on. The
neglected choice is then given to the other team.
8.4
The Match
The
team that hosts the first map is the higher seeded team as listed on
the schedule and rankings page, and starts the match on the red side.
After that map is played, the lower-seeded team hosts the next map
round on their server and plays as team red. To begin a
match:
8.4.1. Execute the league configuration file using one
of the following commands.
/callvote
exec "ftw.cfg"
/rcon password exec "ftw.cfg"
League Config Files:
http://www.ftwgl.com/files/ftw.cfg
http://www.ftwgl.com/files/ftwbomb.cfg
8.4.2.
Set the server password
/rcon g_password
"YourPasswordHere"
8.4.3. Load up the map for that
week. Use:
/callvote
map ut_casa
/rcon map ut4_casa
8.4.4. Bring the players
for both team into the game by providing the other team leader the
server IP address and password through IRC or another real-time
communication such as GChat, AIM, Teamspeak, Ventrillo, mumble,
xfire, ICQ (ie. not email).
8.4.5.During the map warm-up, the
host team leader is required to take a screenshot of all players' IPs
and submits them along with score screenshots to the admins. This is
done using:
/rcon
status
/screenshotjpeg
8.4.6.
Both teams should check server settings to verify that they are
correct. If no objections are raised during this time, then neither
team may challenge the settings during or after the match. By joining
the server and starting the match, you agree to the server settings
as they stand.
Substitutes:
Each
team is allowed one subsutitue player during the match. This player
is to sub before the team readys up by typing into the console:
/sub
(This command is repeated to “un-sub” and become an active player in the game.)
Only one sub per team is allowed in FTWGL matches. Subs must be on a team's roster, or the opposing team may refuse to allow them to stay on the server before going live. Teams may not refuse to allow an eligible player sub on the opposing team. Teams may have more than 1 sub only if the opposing team agrees to it. Teams may agree to allow their opponent to have an ineligible player be a sub, however, the player is never allowed to "sub in" unless the opposing team is explicitly informed that the player is ineligible, and clearly understands he is ineligible, and yet expressly agrees to let him play. Teams are not required to have a sub. Note: During the playoffs no subs are allowed in the server. All substitutions will be made with the newly active player joining the server and the player to be removed leaving the server during a timeout. Note that substituting out the current flag carrier can cause the flag to return. Any team that encounters this issue has been duly warned and cannot file a dispute on this issue.
8.4.7.
Once everyone is on the correct team, officially begin with both
teams readying up. The only spectators allowed in matches are live
broadcasting representatives, a team's designated substitute, or a
league administrator. A spectator cannot be on the roster of either
team, be it a league administrator, GTV camera man, or
Shoutcaster.
/captain
/ready
Spectators:
The
only spectators allowed in a match are league approved GTV cameramen
or shoutcasters, or league admins. No spectator can be on the roster
of either team, this includes GTV cameramen, shoutcasters and league
admins. No other spectators are allowed in a match, and if teams go
live allowing spectators, they cannot complain about it later. Any
GTV cameramen or shoutcasters will be announced ahead of time, and
team leaders can check with an admin to ensure that these players are
legitimately approved by the league. Impersonating a league admin to
spectate a match or for any other reason is a bannable
offense.
8.4.8.
Sometimes there are dispute or substitution issues occur in the
middle of a match, including needing to change an incorrect server
variable (such as respawn delay). To resolve these issues you can use
your allotted three timeouts per team per round, by inputting into
the console:
/timeout
Substitutions: (revisited)
Substitution changes made after the match has started are performed using the /sub command only AFTER a timeout has been called; no “live substitutions.” A player subbing in during a CTF match must execute the /kill command to prevent abuse of the substitutions feature to provide an immediate flag defender. If the sub does not /kill then there are grounds for a dispute with possible sanctions including score adjustments or a forfeit of the match.
Do
NOT adjust server "on the fly" or without first calling a
timeout once the match has started. It is the host team's obligation
to use one of their timeouts if a server variable needs to be
adjusted. No server variable should be adjusted once the config is
exec'd except for special map rules such as g_respawndelay and the
bomb defuse/explode times.
When you are ready to play again,
you must make sure the other team’s captain has confirmed that
his players are also ready. Once the other captain says they are
ready, type /timeout again.
Timeouts are maximum 180 seconds
each. Remember that you are allotted only 3 timeouts per map round
for all issues, including allowing 999'd players to rejoin, so use
them wisely. If
and ONLY if there is an issue for which an administrator has been
summoned, please use the /rcon pause as a timeout may lapse before
the issue is ruled on.
-Any time a player 'pings out' or goes
999ms (connection interrupted) for an extended period of time, a
/timeout command can be executed by the affected player's Team
Captain, allowing the player's connection to stabilize or reconnect.
Once the player reconnects, he or she will have to manually restart
the demo recording process.
Once the affected player joins,
and if the match being played is a CTF match, that player MUST
execute the /kill command before the timeout ends. If said player
does not execute the /kill command before the timeout ends, the team
in question will have one cap deducted from their score for that
map.
-If
there are high-ping issues after the start of a match, an allotted
/timeout must be called by the player's team and the offending player
is to be subbed out. An administrator is to be contacted if the two
teams can not settle the issue. That said, if the opponent team's
captain agrees to allow a player whose average ping exceeds 250
milliseconds to play, the player may participate in the match.
8.4.9. At the end of the 25 minute map a screenshot of the scoreboard must be taken by both captains. Both teams are required to take a screenshot of the score board which displays the final outcome of each map after time has expired.
To
do this, you can have the following in your
config:
cg_autoscreenshot "2" (takes a screenshot
once the time has expired in the round, match mode only)
Or
/bind
F11 screenshotjpeg
Then press F11 (or whatever your bind is)
when you want to take a screenshot.
8.4.10.
The match continues on the lower-seeded team's server, with them as
red team and acting as host team. Please communicate server
information, exec the right server config file and set the map and
password as directed above, and play the map again. Both teams have
no more than 15 minutes to /ready on the correct server with the
correct map or face forfeiting the match. An administrator should be
alerted immediately if this is the case.
8.5
Match Reporting
After the match, Leaders from both the winning
and losing teams are responsible for collecting and submitting the
following information in their match report:
-
Screenshots of the scoreboard from the end of all maps played
-
Rcon status screenshots from each map played on a server you had rcon
to
- The scores (fill in the form correctly)
- MVP votes (as
per the form)
If you are filing a dispute, you must STILL
provide all of the above information, but then indicate on the form
that you are filing a dispute. (See the Dispute Filing section for
further details on filing disputes.)
8.6
Failure to Report
Both teams should report their match results
immediately following the match (even if they are disputing).
However, teams do have up to 36 hours to report. If a team does not
report their match results within the 36 hour time limit they will be
given a warning. Repeat offenders face additional penalties based on
admin discretion.
Failing to include all the required information
in your report or falsifying the information in your report may also
result in penalties.
If
a match is rescheduled to later than the normal match time, the
deadline for match reporting is extended by the amount of time
elapsed from the regularly scheduled match time to the rescheduled
match time, which is at most 24 hours.
8.7 In-Game Chat /
MM1
Global
or "mm1" (messagemode1) chat is primarily for captain to
captain operational chat. Non-operational chat is at the player's own
risk and is discouraged. Any negative or abusive global chat is not
allowed. Racism, bigotry or hateful chat, or excessive cursing in mm1
are all grounds for punishment including percent differential
reductions and/or game suspensions for the player in question. This
rule applies to ALL team-to-team interactions, including but not
limited to IRC info swaps, warm ups before both teams are ready, and
actual match play. Each team's match experience should be friendly
and non-confrontational. Spam and harassment are also not allowed -
even if the spam does not contain racism or hateful things, the mere
fact that you are spamming or harassing is unsportsmanlike (this
would include spamming ">:)" every time you win a
round). Team leaders are also subject to these rules. Saying that "it
was just a joke" or something similar will not be accepted as an
excuse. Do not assume that your opponent has the same sense of humor
as you.
8.8 Fun Stuff
All fun stuff is prohibited
during match play. If a team notices that someone on the other team
is using fun stuff, they can call a timeout and demand that it be
turned off. The offending team must comply or risk sanctions.
8.9
Arm Bands
Player arm bands are allowed in matches. g_armbands
"0" should be set to allow for player preference.
8.10
Server Lag
If a server is constantly receiving lag spikes or
any other lag in general then another server is to be used. The team
that was expected to host for that map must find a replacement. If
this happens during a match, a /timeout is to be called and an admin
notified of the situation. If a server lags, but after a /timeout is
called the lag passes, the match may resume. If a second lag occurs,
a replacement server must be found. If no administrator is available,
the play continues on the host's current server and a dispute should
be filed by the guest team. If the administrators later on view the
demos and see that there was no noticeable lag or lag spikes, then
the host team automatically receives a map round win and average
percent differential and the guest team receives a map round loss and
subtracts the average percent differential. If the demos show that
the server did have lag or lag spikes, then the team fighting to
change servers will receive a forfeit win. Obviously a situation like
this is not usually required. The best bet for both teams is to
settle the dispute between themselves while practicing common
sense.
8.11
RCON Use
RCON
is not to be used in matches except for noted exceptions of changing
noted server variables, kicking 999 (connection inturrupted) or
inexplicably idle ("AFK") players, or map changes to the
appropriate map. Any use of RCON once the match has started to slap,
mute, unfairly kick, ban or nuke players is grounds for sanction at
admins discretion.
Depending upon the map that is being played
in a given week, you may have to change certain settings not managed
by the "ftw1.cfg" file. Specifically, you must compare the
cvars found below with those values listed in parentheses on the
schedule.
CTF: /callvote g_RespawnDelay "y" or /rcon
g_RespawnDelay "y"
Bomb: /callvote g_BombExplodeTime
"y" or /rcon g_BombDefuseTime "y"
9.
Cheating and Exploits
No player shall utilize any means
outside or inside the normal Urban Terror game client to enhance
their ability to see or shoot in any way. This includes but is not
limited to:
-
"Auto-aiming" mechanisms or "aimbots"
-
Texture/Model/Sound/Skin/Map/Physics hacks.
- Any type of
unauthorized file editing or modified content
- Any mechanism by
which information that is not normally available to the player is
obtained.
- Nuking, spamming, crashing a match server, or any
other methods of Denial of Service.
- Any type of driver hacks
(e.g. See through walls, video driver hacks) that causes the game to
render improperly.
- Any type of program running that causes the
game to render improperly.
-
Automated HUD item timing scripts, programs and proxies.
- Any
type of lag hacks including running P2P programs to artificially
lag.
9.1 Bans for Cheating
Cheating of any kind will be
dealt with by the admins and will employ the strictest bans from the
league without exception. This includes evidence of a player cheating
in public servers (when evidence is provided and identity can be
confirmed) or other leagues, as well. Prior match results and
champions can be overturned and titles removed if any kind of cheat
is discovered after the fact. Match results can be reversed based on
confirmed evidence of cheating.
- If something in your system
setup generates false-positives with respect to screenshots or file
scanning, contact an administration well before you play a match so
the situation can be documented ahead of time.
9.2
Exploits
Exploits are loosely defined as methods of exploiting
in game "bugs" or scripts that give a player an unfair
advantage. Utilizing exploits in a match setting is strictly
prohibited. Example(s) of exploits:
-
SR-8 drop bug
Sanctions for using exploits include a minimum
of suspension for one game for the player and the possible reversal
of match results.
10.
Miscellaneous
10.1 Server Bans
If
an eligible FTW player who is not suspended or banned from FTW is
banned from a server, then that server cannot be used for a FTW match
unless the player is unbanned from the server.
10.2 VoIP
communication
Voice
over IP communication (i.e.: Teamspeak or Ventrillo) is allowed in
league play. We permit this type of interaction because in-game
ghosts are forced to chase only their teammates during
matches.
10.3
Map Exploits
Click here to see the current list of map exploits banned by the league.
All
players and teams are responsible for being aware that these
specified spots are illegal and to not use them. If a player is found
to be abusing an illegal spot or map exploit during a match, he may
receive a 1 game suspension. If the exploit is determined to have
adversely affected the outcome of the match, the map during which the
exploit was used will be subject to forfeit per administrative
ruling.
If a dispute is filed about a team or one of their
players using a previously unknown exploit that is not in the
official league blacklist, but for which common sense would clearly
show the exploit to be outside of the original intent of the map
creator, it will be treated as if it were explicitly disallowed in
the first place and be ruled on as such by an administrator.
Wall-jumping, boosting, towers, and any other physics tricks like over-bounce, booting, or grenade jumps are allowed so long as they do not involve exploited locations as defined above.
10.4
Server Crash
In
the event of a server crash, both teams may agree to restart the map
if they feel that would be the easiest solution. If the teams do not
agree on that, the map will be restarted with a time limit that was
equal to the amount of time remaining when the crash occurred
(rounded up to the nearest minute). At the end of that map, that
score will be added to the score of the map when the server crashed
to determine the map winner. If this ends up in a tie, the map will
be restarted again with the standard config and server settings but
with a capture limit of 1 for CTF, a frag limit of 1 for TS, and a
time limit of zero to create a virtual sudden death scenario.
Whichever team wins this, wins the map.
If the server cannot
be brought back up (or if it crashes twice), and no replacement
server can be found for that team, then the team whom didn’t
have server choice for that map gets to pick the server, in addition
to picking the server for the map where they normally would have
choice.
Situations
in which a server is experiencing massive lag spikes that make the
server truly unplayable will be governed by this same server crash
rule.
***THESE RULES ARE ABSOLUTELY SUBJECT TO ANY TYPE OF CHANGE AND WILL BE DISCUSSED BOTH BY THE ADMINS AND THE TEAM LEADERS PRIOR TO THE LEAGUE OPENING MATCHES***