***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***