UT Capture the Flag IV
1. Tournament Rules             
1.1 Tournament Format             
The fourth edition of Major League Capture the Flag will be a season based tournament. There will be two (2) divisions of six (6) teams each. The regular season for the league will see each team play every other team in its division once, for a total of five (5) games per team during the regular season. Each "game" consists of two maps and no tiebreaker.

Teams will be awarded three (3) points for a win, one (1) point for a loss and zero (0) points for a forfeit loss. The four (4) teams with the most points at the end of the five (5) rounds in each division will advance to 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 best caps for to caps against ratio in their head-to-head matchup will advance. Should both teams have an equal caps for to caps against ratio in their head-to-head matchup, the team with the best caps for to caps against ratio over the course of the season will advance.

Should your team be eliminated on points prior to your fifth round matchup, it is highly recommended that you play that match out anyway, letting your underused players play it if the regulars are too 'proud' to play it.
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 tiebreaker for each round will be a pre-determined map. For the finals, each team chooses one map and there are three pre-determined tiebreakers. Colour choice will be as per rule 3.12
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 colour 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.

Round 1
CTF-Orbital
CTF-Dreary
CTF-KLined
CTF-Nucleus

Round 2
CTF-Terra
CTF-Lavagiant
CTF-MaelstromLE
CTF-Bremalia

Round 3
CTF-Bollwerk
CTF-Coret
CTF-Masteroid
CTF-Hydro16-107

Round 4
CTF-Glacier
CTF-Gauntlet
CTF-McSwartzly
CTF-Pyro

Round 5
CTF-Infested
CTF-Face
CTF-NovemberCE
CTF-Vandora

Playoff Maps
Quarterfinals
CTF-Bollwerk
CTF-Lavagiant
CTF-Coret
CTF-Lucius
Tiebreaker: CTF-Orbital

Semifinals
McSwartzly
Gauntlet
Face
Glacier
Tiebreaker: CTF-Terra

Finals
CTF-Dreary
CTF-KLined
CTF-Nucleus
CTF-Lavagiant
CTF-MaelstromLE
CTF-Bremalia
CTF-Bollwerk
CTF-Coret
CTF-Masteroid
CTF-Hydro16-107
CTF-Infested
CTF-Face
CTF-Vandora
Map Three: CTF-Terra
Tiebreaker I: CTF-NovemberCE
Tiebreaker II: CTF-Orbital
1.4 Match Scheduling             
All matches are prescheduled by the MLCTF staff, and dates and times will be posted on the MLCTF website. Server selection will be from a list of pre-approved servers, and is covered under section 1.7 Servers. If a team cannot field an adequate lineup consisting of five (5) 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 1.4a through 1.4e.
1.4a 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.
1.4b 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.
1.4c 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.
1.4d 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.
1.4e 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.
1.5 Connections             
MLCTF IV is an open ping event, and as such all connections are accepted and legal. However, a person cannot be on a LAN (local-area network) with the server. Any players found to be in violation of this rule will be suspended from league play until further notice, and the team in question will forfeit both maps for the matchup.
1.6 Player Eligibility            
A player is only allowed to play for the team that he is listed with on the MLCTF 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 all maps in their matchup.

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.
1.7 Servers             
Each team's map selection shall be played on the other team's server selection. The admin for your match has a list of pre-approved MLCTF servers. These servers have been verfied as meeting with MLCTF standards beforehand and will be the only servers used for this event. Once we have a list of servers available, there will be a thread posted on the MLUT forum and a news article posted on the MLCTF website.

MLCTF Approved Servers:

[Z]ςσ[Z] € MLCTF IV € Stats = http://67.18.0.200
unreal://67.18.0.200:7777

[Z]CompleteDestruction[Z] € MLCTF IV € Stats = http://67.18.0.201
unreal://67.18.0.201:7777

[PURE] Velocity Online [#mlut PGP]
unreal://69.12.83.92:7777

.:θΧδηtiΊΡ:. .:chicago:. .:MLCTF IV:.
unreal://66.225.201.100:7777

..::IGL::ILAN::.. House of Ownage : Chicago
unreal://69.28.220.157:7777
1.8 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.
1.9 Game Settings             
Mutators:
No Redeemer, CB12, SmartCTF v4, AntiTimer v3,
AntiTweak v3.4, BDBMapVote3.04, MODOSUtilsV25, DeluxeChatV4
Server Actors: UTPureRC7C, NoTossWeaponSwitch, iMMC
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


INI Tweaks
code:

[IpDrv.TcpNetDriver]
ConnectionTimeout=15.000000
InitialConnectTimeout=30.000000
MaxClientRate=   // Range of 10000 - 20000
NetServerMaxTickRate=40
KeepAliveTime=0.000000



Mutators

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


The AntiTimer v3 Mutator will be running on MLCTF servers. Be sure to enable this mutator in the mutators section of your server.

The SmartCTF v4 Mutator will be running on MLCTF servers. Be sure to enable this mutator in the mutators section of your server.

BDBMapVote3.04 is only required if the admin doesn't wish to give out webadmin AND is not going to be available to configure the server maps for matches. Please be sure to allow kick voting in the event we need to kick someone from the server to start the match.

MODOSUtilsV25 is required only if an admin is not available to start a server-side demo of matches. If you may not be around to start server-side demos, please enable Auto Demo Recorder using this mutator and give MLCTF IV admin(s) the password to start the demo.


Server Actors

UTPureRC7C is required for match play. Server ini settings for UTPureRC7C are as follows:

code:

[UTPureRC7C.UTPure]
bUTPureEnabled=True
Advertise=0
AdvertiseMsg=1
bAllowCenterView=False
CenterViewDelay=1.000000
bAllowBehindView=False
TrackFOV=1
bAllowMultiWeapon=False
bFastTeams=True
bUseClickboard=True
MinClientRate=1000
bAdvancedTeamSay=True
bHitSounds=False
bTeamHitSounds=False
ForceSettingsLevel=2
bNoLockdown=True
bWarmup=False     
bCoaches=False     
bAutoPause=False 
ForceModels=0
ImprovedHUD=1
bDelayedPickupSpawn=False
PlayerPacks[0]=
PlayerPacks[1]=
PlayerPacks[2]=
PlayerPacks[3]=
PlayerPacks[4]=
PlayerPacks[5]=
PlayerPacks[6]=
PlayerPacks[7]=



NoTossWeaponSwitch (anti-FWS) is required for match play.

Mod Menu Checker (iMMC) is required for match play. Download and use this iMMC.ini


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. MLCTF Rules             
2.1 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 present 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.
2.2 Captain Replacement             
Should a team be unhappy with their team captain, they may hold a team vote to impeach him or her. If seven (7) 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.
2.3 Team Creation             
Each team will consist of twelve (12) 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 one-hundred and seventy (170) players. This will result in a free agent pool of thirty-eight (38) players of varying values. Each team will have a salary cap that they cannot exceed, but they also must maintain a roster of twelve (12) players at all times.
2.4 Player Salaries             
All players will be listed with a corresponding salary, based on their final compiled rank. Each captain and admin will submit a list ranking the player pool of one-hundred and eighty-two (182) players to the best of their abilities from one to one-hundred and eighty-two (1-182). The twelve (12) captains' lists and ten (10) administrators' lists will be averaged, and the players will receive a compiled ranking from one to one-hundred and eighty-two (1-182), and then will be assigned a salary based on a graduated pay scale. We are positive that captains and admins alike will make mistakes in the ranking of the players, but we hope that the list will average out to close to correct after twenty-two (22) lists are combined.
2.5 Transactions            
Captains and assistant captains can add and drop players from their roster at anytime using the MLCTF website. However, teams must remain under the salary cap and also must maintain a twelve (12) 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.
2.6 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. As a general rule, players will NOT be able to hold out after the roster lock or during the playoffs. Should a player feel he or she has a case during those time periods, he or she may present their case to the admins, and we may choose to overrule this decision.
2.7 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, we will review the player's activity and contact them to discuss the scenario. Should the player be found inactive, 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, without incurring the additional 50% increase to their salary due to the holdout rule.
2.8 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. There may, however, be exceptions to this twenty-four (24) hour window, should the vote be for something that does not require immediate resolution.
3. Match Rules            
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 reconnect to the server. At no time may a player log in as administrator during the match unless asked by an MLCTF administrator. Doing so will result in a forfeit loss for the map in question for the offending team.
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. This includes any kind of automated aiming bot, a trigger-bot, any form of radar, server-crashing bugs and tools, packet loss and latency inducing devices, HUD timers, and anything in that same vein or spirit. 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, or any bugs which may allow you to translocate and retain the flag or teleport the flag across large distances. 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. Drops through visible openings such as but not limited to those on Terra, McSwarztly and Orbital are legal. Any violations will result in a forfeit loss of the map in question for the offending team.
3.06 Taunts             
Binding taunts to movement or firing keys is illegal. This includes audio-taunt or text-taunt binds, as well as the model emote binds (wave, pelvic thrust, throat slit). 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 a default installation of 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. This is to ease the difficulty of tracking a given player. The alias a player uses and that will be tracked by the admins defaults to the name they used to sign up. Should a player wish to use a different alias during the season, he or she may approach an admin prior to his or her first time playing in a match for the MLCTF III season. If a player at a later time refuses to use the name they signed up with or asked an admin to change it to (with the addition of the team tag) during a match, they will be denied permission to play. Repeated offences will result in a player being suspended from play for the rest of the season.
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 MLCTF 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 Cheese             
MLCTF is a full-cheese event, as has been since it was created. Recently, there has been some discussion as to whether or not this season should be run without any cheese. Since MLCTF without cheese would not be MLCTF, we have decided to keep MLCTF IV as a full cheese event. However, in order to cater to the requests of some players, we are implementing an option for captains to agree to a cheese-free game. Should both captains choose to play a match without any 'cheese', they must announce their decision to the map admin prior to playing, and the following additional rules apply.

- Players may not use any form of self-boosting supplemented by the Jump Boots. This includes, but is not limited to, Piston+Boot Jumping; note that a player will not be penalized for performing a regular piston jump and having falling damage reduced due to the boost.

- Players may not intentionally boost another player with another weapon. This includes, but is not limited to, Rocket Boosting (using a cluster of rockets to propel a player large distances), Combo or Shock Boosting (similar with the shock rifle), or Piston Launching (Assault-style launching with an impact hammer). If a team feels that another team has intentionally boosted a player, they may launch an appeal after the map, and a ruling will be decided on by the admins.

- Players may not drop flags through any windows or window-like openings that they could not normally walk, dodge, or fall through. This includes the windows on maps such as CTF-Terra, CTF-McSwartzly, and CTF-Orbital.
Violation of any of these rules will result in a forfeit loss for the violating team on the map in question.
3.12 Team Color Selection            
During all matches, the team that did not select the map about to be played may has its choice of color. For example, if Team A selects the map, then Team B has its choice of color. However, for Team B's map selection, Team A has its choice of color.

In the playoffs, for the tiebreaker map(s), the team with the lowest overall salary present in the server at the start of each map may have its choice of color.
4. 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.
Moderated By: MLUT

MLCTF IV Features