UT Team Deathmatch II
1. Tournament Rules
1.1 Tournament Format
This is the second season for MLUT TDM. This season will consist of 3 weeks of season play followed by a playoff of the top eight teams. There will be eight teams of eight players each. The teams will be split up into two divisions. Each team will play the other teams in its division once during the regular season. The top four teams in each division will go onto the playoffs. In the event of a tie, the team who has recorded the most game wins (not map wins) will advance. Should both teams have an equal number of wins, the team that won their head-to-head matchup will advance. Should both teams have split maps, the team with the most total points in their head-to-head matchup will advance. Should both teams have the same total points in their head-to-head matchup, we'll make a rule then :P
1.2 Playoff Format
The playoffs will be an eight (8) team single elimination bracket. The eight (8) teams will be seeded based on their performance during season play. The matches will then break down as follows:

Teams are denoted as follows:
(1) 1st Place :: Division 1 --- (2) 1st Place :: Division 2
(3) 2nd Place :: Division 2 --- (4) 2nd Place :: Division 1
(5) 3rd Place :: Division 2 --- (6) 3rd Place :: Division 1
(7) 4th Place :: Division 1 --- (8) 4th Place :: Division 2

code:

    1 __
    8   \__
           \___
         __/   \
    3 __/       |
    6           |
                |_______
    4 __        |
    5   \__     |
           \___/
         __/
    2 __/
    7




Each team will choose one map from a predetermined map list for that round of the playoffs.. The opposing team will choose color. There will be a predetermined tiebreaker, and on the tiebreaker map, the team with the lowest total salary of players currently in the server will have choice of color.
1.3 Map List
During each round of the regular season, there is a predetermined map list. Each team selects one map from this list as their map choice for that match. The opposing team has the choice of color on that map. There are no tiebreakers during the regular season. Teams are not required to disclose their map choice until the time of the match, and are encouraged to keep their choice a secret from their opponent. Should both teams choose the same map, they may play that map twice, or may change their picks so that the maps are not the same. However, this may only be done prior to the commencement of play on the first map -- once the match has begun, the second map choice is locked in.

During the Quarterfinal and Semi-final rounds of the playoffs, teams will once again choose one (1) map from a predetermined list as their choice in the matchup; however, there will be predetermined tie breakers, as the playoffs are single elimination with a best of three (3) map format.

The final round of the playoffs consist of five (5) maps, with each team choosing one (1) map (the team having the highest total points in the regular season getting the first map pick), and (3) pre-chosen tiebreakers. Here are the maplists:

Regular Season

::Round One::
Deck16
Gothic
Bishop
Venom

::Round Two::
Liandri
Pressure
Observatory
Curse

::Round Three::
Nitro
Turbine
Abandoned
Tempest

Playoffs

::Quarterfinals::
Seraphim
Pressure
Curse

--tiebreaker--
Deck16

::Semifinals::
Tempest
Gothic
Turbine

--tiebreaker--
Liandri

::Finals::
Liandri
Turbine
Pressure
Gothic
Conveyor
Seraphim
Nitro
Zeto
Venom
Observatory
Bishop
Abandoned

--tiebreakers--
Deck16
Curse
Tempest
1.4 Match Scoring
In the event that a single team wins both maps for a given round they will receive six (6) points for that round. If each team wins a map, they will receive four (4) points a piece. If a single team wins both maps in a given round their opponent will receive two (2) points. Forfeit losses receive zero points.
1.5 Match Scheduling
All matches are prescheduled by the MLTDMII staff, and dates and times will be posted on the MLTDM website. If a team cannot field an adequate lineup consisting of four (4) legal players at match time, they will be subject to a forfeit loss. The specific rules for a forfeit loss due to a lack of players are enumerated under sections 1.5a through 1.5e.
1.5a Forfeit Loss - Match Time - Double Forfeit
If neither team can field a team of four (4) players fifteen (15) minutes after the designated start match time or arrival of an admin, whichever is later, both teams receive a forfeit loss for both maps, neither team receiving any points.
1.5b Forfeit Loss - Match Time - 15 Minutes
If Team B cannot field a team of four (4) members fifteen (15) minutes after Team A has provided four (4) members, provided that it is after the designated match start time or arrival of an admin, whichever is later, Team B forfeits their map pick and Team A receives points for the win.
1.5c Forfeit Loss - Match Time - 25 Minutes
If Team B cannot field a team of four (4) members twenty-five (25) minutes after Team A has provided four (4) members, provided that it is after the designated match start time or arrival of an admin, whichever is later, Team B forfeits Team A's map pick and Team A receives points for the win.
1.5d Forfeit Loss - Match Time - Between Maps
If neither team can field a team of four (4) players within ten (10) minutes of the completion of a map, provided an admin is present, both teams receive a forfeit loss for both maps, neither team receiving any points.
1.5e Forfeit Loss - Match Time - Between Maps
If, between maps, Team B cannot field a team of four (4) members ten (10) minutes after Team A has fielded four (4) members, provided an admin is present and all four (4) members of Team A signal their presence, Team B forfeits the map and Team A is awarded points for a map win.
1.6 Connections
The MLTDM is an open ping event, and as such all connections are accepted and legal. However, a person can NOT be on a LAN with the server.
1.7 Player Eligibility
A player is only allowed to play for the team that he is listed with on the MLTDM website. Teams are allowed to make any legal changes to their roster on the night of a match up until the first map has commenced play, so that they may field a roster. Once a match has begun, however, the rosters for the involved teams are locked until the completion of their match. Once a team has begun its third round matchup, their roster will be locked until the completion of the regular season, pending any emergencies (any decisions concerning which will be voted upon by the admins). Rosters for teams that have made the playoffs will be unlocked again at the end of the regular season so that teams may be able to field an adequate roster for all playoff matchups. Should a team be found to be using a ringer or banned player, that team will forfeit the maps in question and be disqualified from the tournament, the ringer/banned player and any captains or co-captains present will be banned indefinitely, and any other players present and playing during the maps in question will be banned for one full season. These latter players may of course appeal this decision.
1.8 Servers
The admin for your match has a list of pre-approved MLUT servers. These servers have been verfied as meeting with MLUT standards beforehand and will be the only servers used for this event. It will be up to the admin to determine which server is most fair for all those involved and his decision is final.
1.9 Spectators
There will be two (2) to three (3) spectator spots open for all matches. One (1) spot is for the Match Administrator, and the other two (2) are available for the UTV Administrator (should UTV be provided by someone who is not the Match Administrator), and for the GUNradio Shoutcast Administrator. Should UTV be provided by the Match Administrator, the third slot may be used for a second shoutcaster who will co-broadcast with the GUNradio Shoutcast Administrator.
2 MLTDM Rules
2.1 Game Settings
Mutators: Redeemer OFF, CB12
Max Team Score: 0
Time Limit: 20 minutes
Weapons Stay: Off
Tournament: On
Max Teams: 2
Friendly Fire: 100%
Game Style: Hardcore
Game Speed: 100%
Air Control: 35%
Translocator: Off
Bots: Off
Powerups: On

The Tickrate Independant Weapons modification will be running on MLUT servers. Be sure to enable CB12 in the mutators section of your server.

Note: When TIW is enabled you will need to make sure your minigun and pulse binds are changed so they work with it:
Minigun bind: key=switchweapon 7
Pulse bind: key=switchweapon 5

Also, scroll down to the [Engine.PlayerPawn] section of your User.ini file, and change the priority listings as follows (this is an example; change to match your current priority)
code:

    WeaponPriority[0]=minigun2
    WeaponPriority[1]=TIW_Minigun2
    WeaponPriority[2]=Translocator
    WeaponPriority[3]=Chainsaw
    WeaponPriority[4]=PulseGun
    WeaponPriority[5]=TIW_PulseGun
    WeaponPriority[6]=ripper
    WeaponPriority[7]=WarHeadLanucher
    WeaponPriority[8]=ImpactHammer
    WeaponPriority[9]=enforcer
    WeaponPriority[10]=doubleenforcer
    WeaponPriority[11]=ut_biorifle
    WeaponPriority[12]=UT_FlakCannon
    WeaponPriority[13]=UT_Eightball
    WeaponPriority[14]=SniperRifle
    WeaponPriority[15]=ShockRifle


It is the responsibility of both the admin and the players to ensure that all the settings are correct prior to starting the match. Once both teams have clicked in they have agreed to the current settings and no map can be replayed due to settings that are in conflict with those on the rules page.
2.2 Captain Selection

Captains will be selected from a list of applicants by the admininstrators. Captains will be required to:

a) Name their team.
b) Vote on captain topics in the captains forum.
c) Produce an ordered ranking of the players to the best of their ability.
d) Draft a competitive team to the best of their abilities.
e) Assign an assistant captain to handle captain duties when they are not available.
f) Maintain the teams roster.
g) Set lineups for each map (if both the captain and the assistant captain are unavailable, it is up to the player with the highest salary).

Should a captain be unable or unwilling to provide an ordered ranking of the players, he or she will be removed from their position and replaced by another captain.
2.3 Captain Replacement
Should a team be unhappy with their team captain, they may hold a team vote to impeach him or her. If five (5) or more players on a team agree to the removal of a captain, the captain will be removed from the team roster as well as his or her captain position. The player with the highest salary on the team will then become captain, or he or she may denoted another player to fulfill the role of captain. A captain can also be removed from his duties by the administrators at any time, should a vote deem it necessary. At such time, a new captain will be appointed. Should a captain choose to leave his or her team at any time, this will be treated as a player holdout (see below), and a new captain can be designated by the team. Should the team be unable to choose, the administrators will elect a player as captain of the team.
2.4 Team Creation
Each team will consist of eight (8) players. They will be accquired through a draft process on IRC using a bot. The draft order will use the snake format, and begin with the captain with the lowest salary, and continue on in ascending order. The non-captain player pool will consist of 101 players. This will result in a free agent pool of 45 players of varying values. Each team will have a salary cap that they cannot exceed, but they also must maintain a roster of eight (8) players at all times.
2.5 Player Salaries
..........
2.6 Transactions
Captains and assistant captains can add and drop players from their roster at anytime using the MLTDM website. However, teams must remain under the salary cap and also must maintain a eight (8) player roster. Teams will be locked and unable to make transactions during a match, and will remain locked until the game is over. Teams will be unlocked following the match, unless they were eliminated from the tournament, or the trade deadline has passed.
2.7 Player Holdout
A player can holdout if they wish. If they do not wish to play for a team that they have been selected to, they can remove themselves and be added back to the free agent list. If a player becomes a holdout, they will have 50% added on to their salary and be placed back in to the free agent pool at random at some time over the following three (3) days. If the player feels he is being treated unfairly, however, he may present his case to us and we will contact both him and his captain to resolve the dispute. Should an inquiry find that the captain is at fault, punitive action will be taken.
2.8 Inactive Player
If a player misses two (2) consecutive matches, a team can drop him like any other player and contact an admin with an inactivity request. In this case the player will be removed from the league and will not be placed back in to the free agent pool, thus protecting teams from players who fake being inactive in order to be dropped back in to the free agent pool, without incurring the additional 50% increase to their salary due to the holdout rule.
2.9 Conflict Resolution
Any and all problems will be resolved by a vote. All admins have one (1) vote and can choose not to vote if they so please. In the hopes of keeping things moving, all open votes have a twenty-four (24) hour window in which admins can place their vote.
3 Illegal Actions
3.01 Server Admin
If a player logs in as a server administrator prior to a match, the player must log out as server administrator when complete, and also reconnect to the server. At no time may a player log in as administrator during the match unless asked by an MLUT admin.
3.02 Portal Camping
Piston portal camping is illegal. This includes sitting on either side of a portal with a charged piston and/or anything in the spirit of portal camping, such as but not limited to, repeatedly running through a portal with a charged piston. Any violations will result in a forfeit loss on the map in question for the offending team.
3.03 Cheats
All hacks, bots, radars and cheats are of course illegal. Please use your brain. Any violations will result in an indefinite suspension for the offending player, a forfeit loss of the match in question for the offending team, and a possible disqualification from the season for the offending team, pending review.
3.04 Game Bugs
Exploiting game bugs is illegal, such as but not limited to the armor bug. Any violations will result in a forfeit loss of the map in question for the offending team.
3.05 Map Bugs
Exploiting maps bugs is illegal, such as but not limited to dropping flags into areas they are not supposed to be able too such as through walls and/or doors. Any violations will result in a forfeit loss of the map in question for the offending team.
3.06 Taunts
Binding taunts to movement keys is illegal. Any violations will result in a forfeit loss of the map in question for the offending team. Repeated offences will result in the player being removed from the player list for the current season.
3.07 Connections
Any connection fraud is illegal, including, but not limited to, faking your ping or disturbing anothers connection through any means. Any violations will result in a forfeit loss of the map in question for the offending team. The offending player will be suspended from play for the current season with a possibility of a longer ban depending on the severity of the fraud.
3.08 Skins
Players may not use any skins other than those included in Unreal Tournament and may not alter the appearance of any of these skins by any means.
3.09 Aliasing
A player may not use multiple identities over the course of the season. Use the name you signed up as only.
3.10 Ringing and Banned Players
Using a ringer (a player not on your eligible roster, who is generally posing as an eligible player) or a banned player is a serious offence, and will not be treated lightly. Using a ringer or banned player will result in the offending player, as well as any captains or co-captains present, being banned indefinitely. In addition, the team will forfeit the maps in question and be disqualified from play for the season. Furthermore, any and all players present at match time will be banned for one full season of MLTDM play. They may, of course, appeal this decision, but it is in your best interests to make sure this situation does not arrive.
3.11 Asterisk
The admins reserve the right to alter any rule in anyway they see fit if there is a passing admin vote. This is to protect the integrity of the tournament in case of a loophole or something being overlooked. Any infraction of the rules will be looked at on a case by case basis.
3.12 Player eligibility (per week)
A player is limited to playing on a single team for each week of mlut regular season and playoffs. If a player is traded from a team who has already played this week and the player in question played on one or more maps, he is not eligible to play with his new team until the following week. It is the players responsibility to not play with his new team. If this rule is broken, the layer will be locked into his new team for the remainder of the season and he will not be allowed to play in the following week.
Moderated By: MLUT

MLTDM II Features