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Shoutbox
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SLTL League Rules |
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1. Team Requirements
2. Team Rules
3 League Setup
3.1 SLTL Admin
3.2 Rosters
3.3 Server
3.4 Scoring
3.5 Screenshots
3.6 Demos
3.7 Class Limits
3.8 Format
4. Scheduling
5. Match Play
*Prematch, During, End
*Spectators
*Substitutions
*Ties
6.Disputes
7.Consequences
1.Team Requirements
Participants in the SunLits TF2 League must meet the following
requirements.
A team must register with:
a) Clan tag and Name that does not exist currently in the league.
b) Unsportsmanlike team names will be not allowed. Team names that are offensive
in any way, including but not limited to, names with profanity, that condone
the use of drugs or violence, which provokes hate towards any race or
religion, or are generally vulgar, will not be permitted. Teams with
unsportsmanlike names may have the SLTL select an appropriate name for them.
c) A Listed team leader and scheduler and their emails.
d) Must have minimum of 9 active members.
e) Must submit the steam ids and names of the team's roster. Players may be
members of more than one clan, as long as they are only a member of one team
participating in SLTL.
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2. Team Rules
2.1 We expect that no clan employs any actions that would give them an unfair advantage over another team.
2.1a Dx 7.0 switch -
All players must play using either "-dxlevel 81", or "-dxlevel 90" in Launch Options.
2.1bcheats include, but are not limited to: the use of outside programs to aid in the visual location of players on a map; the use of outside programs to aid in targeting players on a map; altering gamma and sound settings outside the standard allowable range; altering rates outside the standard allowable range; adding, deleting or modifying player and environment models and skins; disabling/removing grass and the exploit of map features not clearly intended for that purpose by the map designer.
2.1cmap bugs or exploits:
A position is NOT an map exploit as long as:
* the player can be seen
* is not behind an invisible "bullet proof" wall and can still be killed
* didn't walk "through" a fence or wall
* did not "slide up" an incline
* required no boost
* did not walk in sky, tree lines, or along invisible ledges etc to reach the position
* did not walk under the map
* is "in" the map on the path to the final position and at the final position
(If a player is "outside" the map. they will notice that the map textures disappear or start flashing,
an indication that the map designer didn't intend for the player to be there. )
* is not on the outside wall/perimeter of the map
If you are in doubt a possible map bug/exploit, please ask a league organizer at least 24 hours before the match date.
2.1c CVAR Exploits
No Client Variables (CVARs") that yield an unfair advantage are allowed in match play. These CVARs include, but are not limited to, any commands that alters the weather, or the the effectiveness of smoke grenades, grenade shocks effect, remove or lessen ambient sounds, modify textures to an extent that would yield an unfair advantage, modify lighting to an extent that would yield an unfair advantage, make any solid object or surface see-through or invisible, modify hitboxes and/or player movement in an unfair way (this does not include interpolate). Interpretation of the legality of CVARs is left to the discretion of SLTL administrators. Any use of restricted CVARs may result in a match overturn and/or suspension of offending player(s).
Changing any cvars that affect the game's visuals/graphics, or otherwise trigger materials / textures / sounds to be reloaded, is illegal as soon as the first screenshot of the screenshot round has been taken. Additionally, when / if a player reconnects, or otherwise connects at a time during which the match is already underway, changing any such cvars is illegal.
Any client or server variable that allows for or forces an object to be translucent or invisible is illegal. This rule applies to grass, crates, walls, windows, etc... If a violation of this rule is discovered, a cheating penalty of up to one year will be imposed on any players caught. A violation of this rule will also yield a single match overturn for the match it took place in - no overturns will be issued for past matches unless this violation is detected in them as well.
This rule also applies to your Direct-X Level. As Setting your Direct-X level to anything lower then 8.0 is considered Illegal and will result in the same cheating suspension.
2.2a Sv_pure 2 Default
The sv_pure 2 settings blocks non-Valve content but does not kick the players.
Custom files will appear as Valve default or as purple checkerboards
2.2b Victory Music A legal alternative to the Victory Music is to add dod_playwinmusic 0
to your client autoexec.cfg. This will disable the victory music and still allow you to converse in Vent or TS.
2.2c Rates must meet the minimum of rate 20,000, cl_cmdrate 67, cl_updaterate 67
2.3 Spawn camping is allowed.
2.4 No discussion by members of either clan on global (mm1) chat except the customary good game and good luck before and after a match. The exception to this, is that leaders may converse with one another about match and/or round play.
Any necessary communications to be between team captains only. In game voice commands are allowed.
2.5 Third party communication programs such as Team Speak and Ventrillo are acceptable
2.6 Common courtesy and good sportsmanship is to be extended to all clans involved, whether commenting during a game, in the forums, SourceTV, or in outside communication. Malicious or retaliatory behaviour may result in an unsportsmanlike penalty to the player(s) involved.
2.7 Players are required to record demos and screenshots, archive them for 1 week and have them available for review if requested.
2.8 Source Tv is allowed. It must run on a 120 sec delay. The sourcetv demo must be made available to the opposing team at their request. If spectators are allowed, the visiting team must be supplied with the sourcetv ip and any password and allowed an equal number of spectator slots.
2.9 Unlockables are allowed for matches.
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3.0 League Setup
In CTF and Push matches (see scroring section for which maps are which), the two teams (8v8) will play one round as Blu and one round as Red for 20 minutes a side.
There will be a 5 minute intermission between rounds. The winner will be decided by the total points of both rounds.
In Stopwatch maps (see scroring section for which maps are which), the two team (8v8) will play two rounds (One round is one set of Attack and Defense).
There will be a 5 minute intermission between rounds. The winner will be decided by which team wins two rounds first.
Communication Within SLTL
3.0 You can contact the SLTL Admin
Email:
League Organizers:
Fubar
Dispute Panel:
Laike
Cshorey
AC| Admin:
Jonnylaw
Cshorey
#SLDL channel mirc, gamesurge.net, is available to the league participants
SLDL Vent, public channel is available. Your version and SLDL Vent version different ? Check out the Faqs for instructions for having both installed.
3.1 Rosters
Rosters are open up until the 5th week of the regular season. The rosters are open on Saturday through Tuesday.
During regular season, a non-rostered player (ringer) maybe allowed to play ONLY if the opposing team agrees in global chat and screenshots are taken of the agreement. It is each team's responsibility to check the opposing team's SteamIDs during the screenshot round. Once a match has begun, both teams effectively consent to the use of all players in the server at that moment. Disputes on SteamIDs may still be filed but will NOT result in an overturn of the match but the offending player(s) may face a suspension..
Ringers are never allowed during any playoff game.
3.2 Server
Servers must be in North America. League matches will be hosted by the Home team for that week. Due to the updated source engine being optimized for 66 Tick, It is REQUIRED that ALL servers that host a SLTL match be run at 66 tick. If there is ever an update that optimizes 100 tick servers to work well on the updated source engine, We will change this rule but until its changed you must run your server at 66 tickrate.
Servers must have VAC enabled.
Servers must have 3rd party plugins' adverts, sounds map votes, disabled for the matches. Servers must use the SLTL match configuration (sltl.cfg). You may add your team name to the host name line.
These files can be downloaded as a zip from the bottom of the SLTL Maps page .
Source TV is allowed as long as there is a minimum of 2 min delay and the visiting team is given the ip and any password.
3.3 Scoring
ctf - ctf_mach4/ctf_moonchies_b2
•2x20 minute halves, the team with the most points after 40 minutes wins the match. If it’s still tied after 40 minutes, the match goes to sudden death overtime where the next flag capture wins the match. Each capture = 1 point when reporting the score.
Stopwatch - cp_gravelpit/cp_dustbowl/pl_badwater/pl_dbheights
•Two sets where each team will attack/defend once. Stopwatch/Tournament mode will be used to determine the winner of each set. If, after two sets, the teams are tied, a third set will be played to determine the winner. Each set is worth 1 point towards the final score, 2-0 or 2-1(if OT was played). The team who attacks first will defend first during the second set and attack first during OT(if needed). Attack/Defend/Defend/Attack/Attack/Defend
Push - cp_granary/cp_fastlane/cp_studio_rc4/cp_sidewinder_b8
•2x20 minute halves. The team with the most points after 40 minutes wins the match. If it’s still tied after 40 minutes, the match goes to overtime. Overtime is a 20 minute round played until one team has fully captured all the points. Consecutive overtimes will be played until a team scores a point.
A team get 0 points for an FF loss but the match counts against the team in that division, where with a FF win, the winning team receives no points but the match doesn't count against you in the division.
If the forfeit results from a team being unable to complete or play the second round, the team accepting the forfeit (winning team ) will retain the points scored for the first round and receive 0 points for the unplayed round and 1 point in the Standings. The forfeit team receives 0 game points and 0 points in the Standings.
3.4 Screenshots
Each and every player, including team leaders, MUST take each of the following screenshots:
All screenshots require the players scoreboard.
All of the above screenshots are required to have net_graph 1-3 displayed.
All of this must be taken on ONE single screenshot.
Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).
In the event of a player reconnecting or being replaced, the player should take a SS after starting to record their demo. Also, the server host is required to take an RCON status screenshot at the time of the player's connect/reconnect.
Leader Screenshots:
Team leaders, or the individual acting as interim team leader in-game, are required to take the following:
1. The results of CONSOLE STATUS (this is done by opening the game console, typing "status" and taking a screenshot of the resulting dialog by typing "jpeg"
2. The results of console RCON STATUS per server as taken by the team with RCON access to the server on which the match is held. All players participating must be clearly listed in their entirety. (this is done by opening the game console, typing "rcon status" and taking a screenshot of the resulting dialog by typing "jpeg")
If a player drops and reconnects you must take an additional screenshot of the CONSOLE STATUS if you do not have rcon access, If you do have rcon access you must take the RCON STATUS screenshot again.
Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).
Match participants are required to record first-person point-of-view ("POV") demos of all league matches. All DEMOS MUST INCLUDE YOUR REQUIRED SCREENSHOTS.
Players found not to be recording with the above specifications may result in a match overturn, and/or suspension of offending player(s).
All potential dispute evidence MUST be kept for a minimum of one week.
3.5 Demos
Participants are required to record first-person demos of all league matches and keep those demos for a period of no less than one week.
Players must also stop demos between halves and start a new demo for the second half.
- In the case of all disputes, League administrators will review all demos.
- If a player fails to upload their demo, a match win may be nullified and result in a forfeit as well as suspension or expulsion of players.
- SourceTV demos are not an acceptable substitute.
Any participant not having demos will have the following penalties imposed:
- A minimum of a 1-match suspension per missing half from league play
- player is subject to random demo pulls for the rest of the season
SLTL reserves the right to request any participant's demos/screenshots at any given time during the season.
- Participants are expected to submit any demo/screenshot requested within 48 hours.
The penalties can include suspension, and up to expulsion from the SLTL, depending on the circumstances surrounding the demo.
Corrupt, missing demos will be considered an unsubmitted demo and the match may be overturned.
The SLTL will not force any team to share their demos or screenshots, nor will we contact any team on another's behalf for this reason without the presence of a formal dispute. The SourceTV Demo is exempt from this rule. If the opposing team request the SourceTV Demo it must be provided to them within a 48 hour period. Failure to provide the sourcetv demo will result in a suspension of the Team Leader.
3.6 Class Limits
The following are the maximum amount of each class a team may use at any given time:
-3 Soldiers
-3 Pyros
-3 Scouts
-3 Snipers
-3 Heavy
-3 Spy
-3 Engineer
-2 Demo-man
-2 Medic
If at any time during the match a team uses more than the allowed amount of any class, the set/half in which the violation occurred will be overturned.
3.7 Format of League
This league will be based on three phases.
There will be a 2 week preseason for teams to work out rosters and any questions about the league format.
In the regular season, each team will play 8 games.
The last phase will be the Finals in which:
Top teams will square off against each other in the post season matches.
Positions determined by win loss record at the end of the season
A tie in standings will be broken by the sum of the games' points.
Maps in the Finals to be chosen by SLTL Admins.
The incentive to achieve higher ranking is to play a lower ranked team in the Finals.
The league maps will consist of standard and custom maps chosen from the SunLits map library.
Final's maps TBA by the SLTL Admin.
All maps may be downloaded from SunLits TF2 Library
by registered site members.
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4. Scheduling
Regular Season
All matches will be played on the Home team's server.
The default match time is Thursday 9pm est. Rescheduling is allowed under the following conditions:
If both clans agree to play a match at a different time/date of the week, this must:
(1) be approved by both clans
(2) occur anytime after the Sunday of the previous week's match but before Friday midnight of the following week's match.
(3) A record of the reschedule agreement ( email, mIRC, msn or server logs) should be kept.
(4) Once a reschedule has been agreed by both teams, all rules for showing up on time, forfeiture, etc. apply exactly as if the match were regularly scheduled.
If the two clans are unable to agree on an alternate date and time, the scheduled match will be maintained.
Championship Matches:
The final maps will be chosen by the League organizers .
If there is a single conference, matches will be between the teams with the best overall regular season record.
If more than one team has a tied overall win/loss record in the top spots, then the team's total points for all
regular season matches will be the deciding factor to who will play in the final matches.
Semi finals: 1st vs 4th, 2nd vs 3rd
Finals:Winners from semifinals vie for 1st and 2nd place, Losers from semifinals vie for 3rd place
In the case of an uneven number of teams entering the playoffs, the following will be observed:
Seven team ladder
Five team ladder
In all cases, the teams with the lower standing will decide which side they will play first.
Same rules apply as a regular season match.
Ringers are never allowed in any playoff games.
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5. Matchplay
Prematch
Please have your team on the server 5 minutes prior to the match time.
This will allow for discussion with the other clan leader about any potential problems.
The scheduled away team will have the choice of which side
they would like to play first.
A clan has fifteen minutes maximum after the assigned match time to have their team organized
and accounted for on the game server.
If a team is not ready by this time (ie) is 2 or more men short, a forfeit may be asked for..
The team that accepts the forfeit, receives a "win" for 1 point in the standings, the other team receives a "loss" and 0 points.
Matches are to be played 8 vs 8. Participating clans can both agree to play 8v7 or 7v7.
If a team can not field 7 players a FF win is declared.
The format must be agreed upon prior to the beginning of the match and the number maintained over both rounds.
If a format cannot be agreed upon then the default will be used. If players drop
mid match the opposing team is under no obligation to match the number of
players, they may play a man or more up.
If there is an imbalance of average ping greater than 50, a screenshot is taken to verify pings. One round will be played on the home team's server and one round on the away team's server.
Summary of match procedure:
1. Both teams enter server and server changes to the map of the week. Home team executes the correct slTl.cfg.
2. Any waiver of rules is verified and documented in-game
3. Team ping is verified
4. Team rosters are verified and the home team leader takes a screenshot of the rcon status screen. All teams must verify and ok rosters BEFORE the match starts. A team may use a non-rostered player ONLY with the express permission and agreement of the opposing team. Starting the match with the players in game shows an implicit agreement between the teams that the rosters are acceptable. No dispute over rosters will be entertained by the Dispute Commitee over a played round EXCEPT in the case of an ineligible player being used in a Substitution.
5. Plugins must be disabled. If Mani Admin is installed, the host server must execute ma_war 1. All players should start their demos.
6. Teams take a screenshot of their scoreboard with net_graph 1-3 displayed
7. Match starts when leader from each team types in global chat "ready".
8. Match round is played.
9. Screenshot of final score taken. Players stop demos.
Steps 1 to 9 are repeated for the second round of play.
During Match:
Only team captains are allowed to use global (mm1) chat during a match.
Verbal abuse via public chat by one or more members of a clan is grounds for a forfeit
and expulsion of that player from the league.
Clan leaders: you are responsible for everything your members do during match, keep things orderly.
If the server should crash or lag out during a match the following will occur:
<0-10 minutes into a match> If this is the first incident of the day, the round will be restarted and the scores will be erased. If this is the second incident, the match will be rescheduled for the following week.
<11-20 minutes into a match> If this is the first incident of the day. The scores will be included, and the remaining time of the round will be played out and the scores of the two rounds will be added together to count as one round. Then the second round will be played. If this is the second incident, the match will be postponed and an SLTL administrator should be notified immediately to reschedule the match.
Once a match has begun, it continues on no matter what situation occurs unless both leaders of each clan agree in global chat that the match is stopped. This must be stated in global chat that there is an agreement.
At the end of the first round, a clan has 5 minutes to have all players return to the server and the round will be started. If a team loses a player(s) and they do not return within the 5 minutes then the clan will play short handed (up to 1 person missing) or will have to forfeit the second round. The delayed player should rejoin asap.
End of Match:
At the end of each round, screenshots will be taken by the teams. The two round scores will be added and will account for the final score of the match. The score shown immediately at the end of the round is the score to be used. The winning team should report the scores for rounds 1 and 2 and total ( not the screenshots themselves ) to Rosie or post in the Forums asap after the match .
Spectators
No spectators will be allowed on the server except for SLTL Admin. SourceTV is permitted under the following format: It must run on a 120 sec delay. The sourcetv demo must be made available to the opposing team at their request. If spectators in SourceTV are allowed, the visiting team must be supplied with the sourcetv ip and any password and allowed an equal number of spectator slots.
Substitutions:
A player(s) may be replaced in an instance of connection failure or problems, rather than have a team playing a man short.
The player to be replaced must leave before the substitute enters the server. The replacement player will stay until the end of the round. A screenshot of the status screen should be taken and the sub's STEAMID validated at the end of the round. Use of an unrostered substitute player will exact a penalty.
Forfeits:
A team get 0 points for an FF loss but the match counts against the team in that division, where with a FF win, the winning team receives no points but the match doesn't count against you in the division.
If the forfeit results from a team being unable to complete or play the second round, the team accepting the forfeit (winning team ) will retain the points scored for the first round and receive 0 points for the unplayed round and 1 point in the Standings. The forfeit team receives 0 game points and 0 points in the Standings.
Ties:
Regular Season:
If a tie occurs in the final scoring of the match. The tie will stand. Each team will be awarded 1 point for a Win.
Ties in the standings at the end of the regular season, will be broken on the basis of total team points.
Finals:
If a tie occurs in the final scoring of the match, the tie breaker will be one round of 20 minutes and use the sltl.cfg If this is tied as well, then a tie breaker will be based on total number of kills over the one 20 minute round.
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6. Disputes
Do not argue in the server.
6.1 - If you have a dispute or comment about the score, your team leader needs to inform a SLTL Dispute Admin immmediately and a review of the game logs, demos and screenshots will give the final score.
6.2 - Dispute Process: In the case of a dispute, team leaders or designated match leaders must report the infraction to the Dispute or AntiCheat Admin. Disputes are not a public matter and should only be handled by an Admin. Posting disputes on public forums can lead to suspension.
A formal dispute must be filed within 24 hours of the match being reported.
6.3 - Submit violation and explain in detail. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have evidence. Once a dispute has been filed, you may not bring additional disputes or
information up in the future. Teams that choose to dispute must be prepared to give their demos to admins as well before the
dispute process continues. You must be prepared to turn over evidence that could substantiate your accusation. If you do not
have specifics or do not have evidence, your dispute will be thrown out. The admin you file the dispute with will give you
specific information on turning over evidence. They may have you utilize email, upload to your website or ftp .
6.4 - The objecting team must provide evidence in the form of game logs, demos, screenshots or any other form contained in an email to
the Dispute Panel. Demos and screenshots should be made available immediately. Teams are requested to limit the files they
send to admins to only the required evidence that shows the items in dispute. If you suspect cheating during a match, be sure
and take a screen shot showing all players Steam Ids and IP addresses.
6.5 - If necessary, the Dispute Admin will request the demos, screen shots or server logs from the opposing team. The opposing
team will have 48 hours from the initial request to provide the requested items or risk forfeit or other disciplinary action. The accused team is under no obligation to provide demos to the complainant. The Admins are under no obligation to
turn over evidence to the complainants.
6.6 - All evidence will be reviewed by admins and a ruling issued. In the case of Cheating Disputes, all demos will be reviewed
by multiple AC| and Dispute admins.
Any team that believes their opponent is cheating will be allotted two demo requests per season. By this meaning, The said
team will be allowed to file a dispute up to two times per season. If the team in question is caught
cheating, the team that filed a dispute will NOT lose one of their dispute requests. However, if the player from the team is found to have a corrupted demo, he will still receive the standard suspension, but the requesting team WILL lose a demo
request.
This season disputes will be mediated by SLTL Admins on a dispute and anticheat panel.
These admin are:
Dispute Panel:
Laike
Cshorey
AC| Admin:
Jonnylaw
Cshorey
In the event the dispute involves one of the admin's teams, Pvt.John or Rosie will act in their place.
Many thanks to these people for taking on this work.
7. Consequences
Class limits violated
a) if the SLTL admin determines this was an accidental occurrence of short duration, and that did not have a material effect on the outcome of the game, the team involved will get a warning.
b) if the SLTL admin determines this was either on purpose, or of long duration, or had a material effect on the outcome of the match, OR the team has had two prior warnings during the regular season, then the other team will have the option of being awarded 5 extra pts or replaying the round at their discretion.
Non -Rostered Substitute - if a player substituted in during a round is found to be non-rostered, as proven by screenshot of status screen, the player will be suspended from SLTL, and the team awarded a loss. A second infraction will result in suspension of the team from the SLTL.
Team size limit violated -
a) if an additional teammate enters the server accidentally and leaves immediately without leaving the spawn area and within one minute, the team will be given a warning.
b) if the teammate leaves the spawn, is there for more than one min, or kills or wounds a single opponent, or the clan involved has had two previous warnings during the season, or the SLTL admin determines the act was intentional, the round(s) to be replayed or forfeited at the discretion of the opposing team.
Illegal Rates -
All players must at least use a minimum of "rate 20000," "cl_updaterate 60," and "cl_cmdrate 60." Any player found using rates below these number may have their teams outcome of the match changed by way of forfeit loss/overturn, loss of points and/or rounds, or suspension of violating players for 1 week.
CVAR Exploits -
Any client or server variable that allows for or forces an object to be translucent or invisible is illegal. This rule applies to grass, crates, walls, windows, etc... If a violation of this rule is discovered, a cheating penalty of up to one year will be imposed on any players caught. A violation of this rule will also yield a single match overturn for the match it took place in - no overturns will be issued for past matches unless this violation is detected in them as well.
This rule also applies to your Direct-X Level. As Setting your Direct-X level to anything lower then 8.0 is considered Illegal and will result in the same cheating suspension as mentioned above.
Player fails to submit screenshots - one week suspension of player(s) in question. Match maybe overturned at the discretion of the SLTL Admin. Upon second infraction of this rule, player(s) in question will be suspended for the duration of the current season. Match is overturned.
Player fails to submit demos - one week suspension of player(s) in question. Match maybe overturned at the discretion of the SLTL Admin. Upon second infraction of this rule, player(s) in question will be suspended for the duration of the current season. Match is overturned.
Inappropriate use of global chat - A player will be suspended for 1 match.
Player(s) are documented to have cheated in a SLTL match - loss of match to offending team and ban of the player from the league for this season.
Unsportsmanlike Conduct - player(s) documented to be malicious, hateful or retaliatory to other league participant(s)
may face a game suspension. Racism expressed in voice or chat will result in a ban from the SLTL for the season.
Player(s) caught using a map/model exploit or roofing - then the other team will have the option of being awarded 100 extra pts or receiving a Forfeit win.
Player(s) caught respawn nading - the the other team will have the option of being awarded 100 extra pts or receiving a Forfeit win.
If both teams in a given match are determined to have violated rules during a match (i.e. "off setting penalties"), SLTL reserves the right to permit the final score to stand or give forfeit losses out to each team involved.
Rule violations do not have to be "equal" for this option to be enforced at the discretion of the SLTL admin.
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