1. League Format
1.1 Introduction
The Twenty-Fifth Edition of Major League Capture The Flag, hereafter referred to as MLCTF XXV, will be a season format and feature a single-elimination playoff round. There will be 22 teams organized into two conferences, a European Conference and an American Conference. Each Conference will be organized into two divisions. The regular season portion of MLCTF XXV will see each team play one match with every other team in their division.

All matches will be scheduled by the admins. Each team may eliminate up to and including three days that they are unavailable to play from the week. The admin team will select the day for the match to be held. Team captains will then agree to one of the following match times: 8pm, 9pm, or 10 pm EST.

The regular season will last 5 weeks. Playoffs will last four weeks.
1.2 League Point System
Each match consists of two maps only. Teams will be awarded three points for each map win, one point for each map loss and zero points for each map forfeit.

The top four (4) teams in each division will advance to the playoffs.

For playoff seeding, in the event of a tie the team who has the least map forfeits will have the higher seed. If both teams had an equal number of map forfeits, the team who recorded the least amount of map losses will have the higher seed. Should both teams have an equal number of map losses, the team that won the head-to-head matchup will have the higher seed. If the teams tied, the team with the higher efficiency [ PF / (PF + PA) ] will have the higher seed.
1.3 Playoff Format
The playoffs will feature a single elimination bracket between the top sixteen teams. The top seed in each division will play the lowest seed in their selected opposing division. The conference semifinal matches will feature a best-of-three format and the conference finals will feature a best-of-five format.

The conference quarterfinal and semifinal rounds of the playoffs will be a best of three maps with each team choosing one map from the entire maplist. The higher seeded team's map will be played first on the lower seeded team's server. The tiebreaker will be decided in the following manner: Each captain, meeting on IRC with an admin, will take turns eliminating maps from the list of unplayed maps until one map remains. The higher seeded team will choose whether they want to eliminate a map second or have server choice for the tiebreaker.

The conference final round of the playoffs will be a best of five maps with each team choosing two maps from the entire maplist. The higher seeded team's map selections will be played first and then third on the lower seeded team's server. Above tiebreaker rules apply.
1.4 Championship Round
The Championship Round will be played with UTProMod+NewNet enabled, with the match split between New York and London servers.

Conference Final winners will meet in the First Place match of the Championship Round. Conference Final losers will meet in the Third Place Match of the Championship Round.

The First Place match will be a Best of 5 format, with each team captain voting off maps from the maplist in turn until only 5 maps remain. The captain whose team had the better seeding according to rule 1.2 will make the final elimination, and will choose which map to play first on their conference's home server. The other team will then choose a map to play second on their conference's home server, and this selection will alternate in turn until one map remains. That map will be the tiebreaker, if needed, and the captain whose team has the better capspread through the first four maps will choose to play the tiebreaker on their conference's home server. If the capspread is tied, the captain whose team had the higher seeding according to Rule 1.2 will pick the server.

The same rules will apply to the Third Place match, except that there will only be only 3 maps instead of 5.
1.5 Map List
(EU)=EU matches only (NA)=NA matches only

CTF-Azcanize-LE102 (EU)
CTF-Azcanize-MLUT (NA)
CTF-Gataka-SE (EU)
CTF-Gauntlet (NA)
CTF-GoliathCaves-LE102 (NA)
CTF-Infested-UGL-LE202 (EU)
CTF-Julius (NA)
CTF-McSwartzly][ (NA)
CTF-November-CE110 (EU)
CTF-November-FINAL (NA)
CTF-Ronsico][ (EU)
CTF-Vengeance-CE103 (EU)
1.6 Match Scheduling
All matches will be scheduled by the MLCTF XXV admins. Each team may eliminate up to and including three days that they are unavailable to play from the upcoming week. Captains will provide admins with their unavailable days in an official, stickied forum post prior to the end of Sunday before each match week. Should a Captain not provide their unavailable days in time, the admins will assume they are available for all days of the week.

The admin team will select the day for the match to be held based upon the provide unavailable days from each captain. Team captains will then agree to one of the following match times: 8pm, 9pm, or 10 pm EST.

Map Selection
Team Captains are required to give their map selection to the Match Admin prior to the Match start time. The team listed FIRST on the schedule will have their map played FIRST. If teams agree to split servers, SECOND team's server will be used for Map 1 and vice versa.

If a team cannot field an adequate lineup (5 legal players) at the agreed upon 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 1.6a through 1.6e.
1.6a Forfeit Loss - Match Time - Double Forfeit
If neither team can field a team of five (5) 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.
1.6b Forfeit Loss - Match Time - 15 Minutes
If Team B cannot field a team of five (5) members fifteen (15) minutes after Team A has provided five (5) 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.
1.6c Forfeit Loss - Match Time - 25 Minutes
If Team B cannot field a team of five (5) members twenty-five (25) minutes after Team A has provided five (5) 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.
1.6d Forfeit Loss - Match Time - Between Maps
If neither team can field a team of five (5) 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.
1.6e Forfeit Loss - Match Time - Between Maps
If, between maps, Team B cannot field a team of five (5) members ten (10) minutes after Team A has fielded five (5) members, provided an admin is present and all five (5) members of Team A signal their presence, Team B forfeits the map and Team A is awarded points for a map win.
1.7 Player Eligibility
MLCTF 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. A player is only allowed to play for the team that he is listed with on the MLCTF website. Players are only allowed to compete once in a given match week. Should they be traded during one match week, said traded player shall not be eligible to play for his or her new team until the next match week. Teams are allowed to make any legal roster changes until the match the begins in order to ensure a full roster. If a team is found to be using a ringer (i.e. a player not on their roster), they will be disqualified from the tournament. Once a team has been mathematically eliminated from the Playoffs, players from said team may not be removed from their teams' rosters. This rule is to prevent team dumping and team stacking.
1.8 Servers
The admin for your match has a list of pre-approved MLUT servers. These servers have been verified 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.

Approved MLUT Servers:
NA and EU use slightly different setups and have slightly different server rules, please read carefully.

North America:
Only these servers may be selected for use in matches for NA. We have auto server-side demos so players do not have to demo for NA. We also save all match stats and utilize AutoPause, these are all enabled by using the "MLCTF-" vote in MapVote.

ip1: [IL] MLCTF NFO || unreal://
ip2: [IL] eoreality || unreal://
ip3: [IL] FragNet IL || unreal://
ip4: [IL] FragNet IL #2 || unreal://
New York may be used IF agreed upon by both captains and will be used in the EU vs USA Finals:
ip4: [NY] NFO-NY || unreal://

Other servers may be used if both captains agree. Players must demo if playing on non MLUT servers due to lack of server-side demo access and logs.

[DE] MrLight || unreal://
[DE] Weinerschnitzel XpLoSion || unreal://
[UK] FragNet UK || unreal:// (Will be used for Finals)

Server Settings:

Mutators: Redeemer OFF
Max Team Score: 0
Time Limit: 20 minutes
Weapons Stay: On
Tournament: On
Max Teams: 2
Friendly Fire: 0%
Game Style: Hardcore
Game Speed: 100%
Air Control: 35%
Translocator: On
Bots: Off
Powerups: On

Fast Weapon Switch:
NA will be using stock weapon switch times. EU utilizes a bug via enabling UTPure's PureStat mutator with FWS disabled for slightly faster weapon switching than stock. Currently NewNet's FWS cannot be disabled, so we will have to use it for the Finals.

The Tickrate Independant Weapons will be running on MLUT servers via CB12 mutator for NA servers and via PureStat for EU servers. Be sure to enable the TIW Minigun and TIW Pulse in the mutators section of your server.

Auto Pause
Auto Pause will be used with the following settings (per map):
Max Pauses: 2 per Team
Max Total Pause: 3 Minutes per Team

The other team may choose to extend the time by typing "hold" when time is running out on the current pause. We limit it to 2 to avoid teams abusing it and pausing the game on purpose, this is intended for emergency lag-outs to avoid matches being ruined by 5v4 caps...please don't abuse it!

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.
1.9 Spectators
There will be a maximum of three (3) spectator spots open for all matches. The primary spectator spot is for the match admin. The other two (2) spectator spots are for potential Twitch.TV feeders and/or shoutcasters. By participating in MLCTF XXV, all players are agreeing to allow themselves to be broadcast.
2. MLCTF Rules
2.1 Captain Selection
Captains will be selected from a list of applicants by the admins. Captains will be required to:

a) Select a Co-Captain.
b) Name his/her team.
c) Draft a competitive team to the best of their abilities.
d) Maintain the teams roster.
e) Provide his/her team's unavailable days each week in the predesignated forum thread.
e) 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 to assume authority over the match proceedings.)
2.2 Captain Replacement
If 6 or more players on a team agree to the replacement of a captain, the captain will be removed from his/her position and from the league. The player (of the 6 or more) with the highest salary is then appointed captain or can appoint another player from the team as captain. A captain can also be removed from his duties by the admins at anytime if they deem it necessary. At such time a new captain will be appointed by the admin staff.
2.3 Team Creation
Each team will will consist of XX players. They will be acquired through a live draft on IRC using an IRC bot. The draft order will be determined initially by the salary of the captains beginning with the lowest. All subsequent rounds will be determined by the team's overall salary up to that point in the draft. The team with the lowest overall salary will draft first each round. There will be no team salary cap or round caps for drafting. Upon completion of the draft, the highest overall team salary will represent the overall salary cap for the remainder of the season.

The player pool will consist of XX players. After completing the draft, this will result in a Free Agent pool of XX players of varying values.
2.4 Player Salaries
All players will be listed with a corresponding salary based on their final ranking. Individual admin, captain and player lists will be compiled and averaged and finalized by the admins to determine the final player rankings. Players will then be assigned a salary based on a graduated pay scale.
2.5 Transactions
Captains and Co-Captains can add/drop players from their roster at anytime using the MLCTF website. However, teams must remain under the salary cap and also must maintain a XX 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. Teams mathematically eliminated from playoffs will have their rosters locked at that point.
2.6 Player Holdout
Players will not be allowed to holdout on their team. Players unhappy with their team are encouraged to privately seek a trade or request to be dropped through their captain. If a player still wishes to holdout, he/she shall be removed from the league.
2.7 Inactive Player
If a player misses two 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 not be placed back in to the Free Agent pool.
3. Game Rules
3.1 Cheats
All hacks, bots, radars, cheats and non-GUI (advanced preferences) controlled tweaks are illegal. This includes, but is not limited to, any kind of automated aiming bot, a trigger-bot, any form of radar, server-crashing bugs or tools, packet loss and latency inducing devices, personal external timers, HUD timers (besides the one PURE provides), and anything in that same vein or spirit, or any cheats/hacks/tweaks that causes a player to be kicked from the server (light boxes/no shadows/etc.). Please use your brain as this is a zero tolerance policy. Any violations will be reviewed and will likely result in a permanent expulsion for the offending player from all MLUT related events and a forfeit loss of the match in question for the offending team. These rules are not finite and can be changed or modified at anytime to address any situation. Those caught by our cheat protection will be subject to severe punishment. The only allowable tweak is shortened death messages. Every other tweak is illegal for MLCTF XXV.

Players may be convicted of the above without being caught by server cheat protection. Admins reserve the right to take into account all evidence regarding said player, including, but not limited to: demos, screenshots, server logs, and personal history. Punishment of this nature will only be meted out after a formal admin vote is held.
3.2 Skins
Players may not use any skins other than those included in the default installation of Unreal Tournament, and may not alter the appearance of any of these skins by any means.
3.3 Specators
Should any players be caught spectating a match without the consent of an administrator and not immediately leave when asked, they risk a possible suspension from league play. You are allowed to spectate pugs, not matches. Should they be a member of a team in play, the offending team will receive a forfeit loss for the map in question.
3.4 Frog Jumps
Frog Jumps and/or Bunny Hops are illegal in MLCTF play. If a player executes a Frog Jump in a match, accidentally or otherwise, the player must immediately drop the flag and allow the other team to return it. If demo, admin or eyewitness UTV/stream evidence show that the player or team that Frog Jumped captured or continued to attempt to capture a flag after the violation, the map will result in a forfeit loss for that team. In the event that something is missed it will be put under review.
3.5 FWS Bind
Any player deemed to be abusing a throwweapon bind in an attempt to simulate a fast weapon switch will be subject to penalty. Abuse will be judged by the admin staff upon request from a team's opposing captain. Any captain wishing to make a claim must do so no later than an hour after the match ends. This rule will in no way be used against a player throwing his weapon in the normal course of the game for the intended purpose of restocking the weapon.

Penalty Scale:
First Infraction: Warning
Second Infaction: Player Suspended for One Map
Third Infraction: Player Suspended for One Match
Four+ Infractions: Penalty at Admins' Discretion
3.6 Server Admin
If a player logs into a server as administrator prior to a match, the player must logout when complete, and reconnect to the server. At no time may a player login as administrator during the match. Doing so will result in a forfeit loss for the map in question for the offending team, and a suspension for the offending player.
3.7 Connection Fraud
All connection fraud is illegal, including but not limited to, faking your ping or disturbing another 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 the possibility of being reported for G-line.
3.8 Aliasing
A player may not use multiple identities over the course of the season. The name a player uses must be identical to that tracked by the admins and the alias they signed up as. If at any time a player refuses to use the name they signed up with when asked by an admin to change it during a match, they will be denied permission to play. Repeated offenses will result in a player being suspended from play for the rest of the season.

If a team wishes to alter their names as part of their tag or team 'theme', they may contact an admin to discuss a solution that is fun but still clearly shows who every player on the team is.
3.9 Bugs, Piston Portal Camping, & Taunts
Game Bugs

Exploiting game bugs is illegal, such as, but not limited to, the armor bug, or any bugs which may allow you to translocate and retain the flag or teleport the flag across large distances (warp). Any violations will result in a forfeit loss of the map in question for the offending team.

Map Bugs

Exploiting map bugs such as (but not limited to) dropping flags into areas they are not supposed to, through walls and/or doors and the Terra flag drop, are illegal. Drops through visible openings (such as those on McSwarztly and Orbital) are legal. Any violations will result in a forfeit loss of the map in question for the offending team.

Piston 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, including 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 and possible suspension for the offending player.


Excessive use of text taunts is illegal. Using taunts bound to movement keys, firing keys, weapon switch keys, or any other frequently used bind in the game, is illegal. Issues will be handled on a case by case basis. If a player continues to spam taunt binds after an admin warning, his team will forfeit the map and he will be denied permission to play for the rest of the match.
4. Administration
4.1 Administrative Powers
All MLCTF admins have the power to make any changes to information on the MLUT website. Should a captain or player notice any mistakes, he or she should contact an admin. Should a captain, player or other admin feel that an admin is abusing their power, he or she may file a grievance with the head admin and an admin vote will be conducted regarding the topic.
4.2 Conflict Resolution
Any and all problems (including those not governed in the rules) will be resolved by an admin vote. All admins have one 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 hour window in which admins can place their vote. There may, however, be exceptions to this twenty-four hour window, should the vote be for something that does not require immediate resolution. In the event of a tie, the head admin will make the final decision.
4.3 Availability
In the event that there is only one available admin for any MLCTF function, he has the authority to resolve all conflicts within the scope of the rules. These actions will be reported to the admin staff. If deemed unethical or not to have been handled within the scope of the rules, the matter will be put to an admin vote.
4.4 Asterisk (*)
The MLCTF XXV admins reserve the right to alter any rule in any way at any time as they see fit if there is a passing majority admin vote. This is to protect the integrity of the tournament in case of a loophole or something being overlooked.
Moderated By: MLCTF Admins,
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