1. League Rules
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1.1 League Format
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The first edition of Major League Capture the Flag 2004 will be a season based tournament. There will be two (2) divisions of eight (8) teams each. The regular season for the league will see each team play every other team in its division once, for a total of seven (7) games per team during the regular season. Each "game" consists of two maps and no tiebreaker.
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1.2 League Point Format
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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 three (3) teams with the most points at the end of the regular season 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 game wins, the team that won the head-to-head matchup between both teams 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.
Six (6) additional playoff spots will be given to the top six (6) overall remaining teams in the league. Using the MLCTF2k4 Standings page, we will look at team performance in the following order:
1) PTS :: Division points [ (MW * 3) + ML - MF ]
2) PCT :: Match win percentage [ ((W + (T / 2)) / (W + L + T)) * 100% ]
3) MPCT :: Map win percentage [ (MW / (MW + ML)) * 100% ]
4) EFF :: Team flag efficiency [ (PF / (PF + PA)) * 100% ]
Should your team be eliminated from the playoffs based on points, it is highly recommended that you play your remaining matchs anyway, letting your underused players play it if the regulars are too 'proud' to play. |
1.3 Playoff Format
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The playoffs will feature a single elimination bracket between the top 3 (three) ranking teams from each divsion, plus the top six (6) remaining teams in the league overall. The twelve (12) teams will be seeded based on their performance during season play. The matches will then break down as follows:
Top 3 (three) from each division:
(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
Top 6 (six) remaining teams from overall league:
(7) 1st Place :: Overall --- (8) 2nd Place :: Overall
(9) 3rd Place :: Overall --- (10) 4th Place :: Overall
(11) 5th Place :: Overall --- (12) 6th Place :: Overall
code:
# Rnd1 Rnd2 Rnd3 Rnd4
1 ------.
\____
8 \ / \
-----/ \
9 / \______
/ \
4 ------. / \
\____/ |
5 \ / |
-----/ |Champion
12 / |________
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2 ------. |
\____ |
7 \ / \ |
-----/ \ /
10 / \______/
/
3 ------. /
\____/
6 \ /
-----/
11 /
The playoff matchups will feature a best-of-three format, whereas the final round matchup will feature a best-of-five format.
During the playoffs, each team will choose one (1) map from a pre-determined map list for that specific round. The tiebreaker for each of those rounds will be a pre-determined map for all matches.
During the final round, each team will choose one (1) map from a pre-determined map list for that specific round. The third, fourth (if necessary), and fifth (if necessary) maps are pre-determined. |
1.4 Color Choice
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During all matches, the team that has not chosen the map to be played is allowed to choose color. For example, if Team A selects the map, Team B has the choice of color on that map.
During the playoff rounds, the choice of color for the tiebreaker maps is granted to the higher seeded team.
During the final round, the choice of color for the third, fourth, and fifth maps is granted to the higher seeded team.
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2. MLCTF Match Information
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2.1 Map List
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During each round of the regular season, there will be a pre-determined 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 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.
Map Pack Downloads:
Community Bonus Pack Vol. 2 - (ZIP) Mirror 1, Mirror 2, Mirror 3, Mirror 4 -- (UMOD) Mirror 1, Mirror 2
Flag Pack (FP maps) - Mirror 1, Mirror 2, Mirror 3, Mirror 4
MLCTF2k4 Season 1 Map Pack - Mirror 1
Regular Season Rounds
Round 1
CTF-Maul
CTF-Lucius2004SE
CTF-FaceClassic
CTF-Orbital2
Round 2
CTF-CoretClassic
CTF-LavaGiant-Classic-V2
CTF-Citadel
CTF-FP-Anfractuous2
Round 3
CTF-FP-SpiderCrossings
CTF-FP-DuelingKeeps
CTF-FP-Terra2004
CTF-FP-Inamorata
Round 4
CTF-FP-CamperCrossings
CTF-GrendelKeep
CTF-DeepSprinta-Pro
CTF-Orbital_Classic-MLUTE101
Round 5
CTF-BollwerkRuins-MLUTE101
CTF-Chrome2004-LE
CTF-Hydro-16-RE
CTF-Sulphur-Pro
Round 6
CTF-NovemberCE-2004
CTF-McSwartzly2004-MLUTE103
CTF-CBP2-Pistola
CTF-DoubleDamage2004-LE
Round 7
CTF-Maul
CTF-Citadel
CTF-Orbital2
CTF-CBP2-Pistola
Playoff Maps
Round 1
CTF-GrendelKeep
CTF-BollwerkRuins-MLUTE101
CTF-Lucius2004SE
CTF-Orbital_Classic-MLUTE101
Tiebreaker: CTF-FP-Terra2004
Round 2
CTF-FP-DuelingKeeps
CTF-FP-SpiderCrossings
CTF-FP-Terra2004
CTF-FaceClassic
Tiebreaker: CTF-Orbital2
Round 3
CTF-GrendelKeep
CTF-NovemberCE-2004
CTF-McSwartzly2004-MLUTE103
CTF-FP-Inamorata
Tiebreaker: CTF-BollwerkRuins-MLUTE101
FINALS
CTF-BollwerkRuins-MLUTE101
CTF-CBP2-Pistola
CTF-Chrome2004-LE
CTF-CoretClassic
CTF-DeepSprinta-Pro
CTF-DoubleDamage2004-LE
CTF-FaceClassic
CTF-FP-Anfractuous2
CTF-FP-CamperCrossings
CTF-FP-DuelingKeeps
CTF-FP-Inamorata
CTF-FP-SpiderCrossings
CTF-Hydro-16-RE
CTF-LavaGiant-Classic-V2
CTF-Lucius2004SE
CTF-McSwartzly2004-MLUTE103
CTF-NovemberCE-2004
CTF-Orbital_Classic-MLUTE101
CTF-Sulphur-Pro
Map Three: CTF-GrendelKeep
Tiebreaker I: CTF-FP-Terra2004
Tiebreaker II: CTF-Orbital2 |
2.2 Match Scheduling
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All matches are prescheduled by the MLCTF2k4 staff. Dates and times will be posted on the MLCTF2k4 websites Schedule section. Server selection will be from a list of pre-approved servers, and is covered under section 2.4 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 2.2a through 2.2e.
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2.2a Forfeit Loss - Match Time - Double Forfeit
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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.
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2.2b Forfeit Loss - Match Time - 15 Minutes
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If Team B cannot field a team of five (5) members fifteen (15) minutes after match start time or arrival of an admin, whichever is later, and Team A has provided five (5) members, Team B forfeits their map pick and Team A receives points for the win.
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2.2c Forfeit Loss - Match Time - 25 Minutes
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If Team B cannot field a team of five (5) members twenty-five (25) minutes after match start time or arrival of an admin, whichever is later, and Team A has provided five (5) members, Team B forfeits their map pick and Team A receives points for the win. |
2.2d Forfeit Loss - Match Time - Between Maps
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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.
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2.2e Forfeit Loss - Match Time - Between Maps
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If, between maps,Team B cannot field a team of five (5) members ten (10) minutes after prior map completion or arrival of an admin, whichever is later, 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.
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2.3 Connections
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MLCTF2k4 I is an open ping event, and as such, nearly 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 match in question.
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2.4 Servers
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Each team's map selection shall be played on the other team's server selection. If the server you select to play on is not available (in use, down, etc) you must pick an available server from the list. The admin for your match has a list of pre-approved MLCTF2k4 servers. These servers have been verfied as meeting with MLCTF2k4 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 MLCTF2k4 forum and a news article posted on the MLCTF2k4 I website.
MLCTF2k4 I Approved Servers:
-sLv-TheChainGang Cains United .cu. -sLv-
ut2004://64.37.120.57:7777
MLUT 2004 :: Six Nightmares :: Chicago I
ut2004://69.28.220.197:7777
[proU][Z]TheDangerRòóm[Z] - Match Server
ut2004://67.18.0.195:7777
$TeXas WhoreHouZe$ ***MLCTF2k4 Server***
ut2004://69.93.45.5:7777
Clan HDz Server - MLUT2k4
ut2004://67.18.133.135:7777
--~~The Sushi Bar~~--
ut2004://69.28.221.126:7777
LumberjackVillage Server
ut2004://66.150.221.70:7777
[ProU]MLUT-Wretchys HOUSE
ut2004://64.37.120.93:7777
The |C|atacombs
ut2004://cata.brainphreeze.com:7777
«Team.Curse»The House Of Curses
ut2004://teamcurse.kori.us:7977
----------------------
More may be added... |
2.5 Game Settings
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All servers used for MLUT2k4 must be patched to the latest offical version and setup using the configuration outlined below.
Epic Official Patches:
ut2004-winpatch3323.exe
ut2004-lnxpatch3323.tar.bz2
Webadmin Settings
quote:
Webadmin: BOTS Settings
Min Players: 0
Webadmin: CHAT Settings
Cross-Team Priv. Chat: False
Webadmin: GAME Settings
Weapons Stay: On
Goal Score: 0
Time Limit: 20 minutes
Enable Player Highlighting: True
Friendly Fire: 0
Spawn Protection Time: 0
Webadmin: KICK VOTING Settings
Anonymous Kick Voting: False
Enable Kick Voting: True
Kick Vote Percent: 51
Webadmin: MAP VOTING Settings
Accumulation Mode: False
Auto Open GUI: False
Default Current GameType: True
Elimination Mode: False
Enable Map Voting: True
Score Mode: False
Use MapLists: False
Mid-Game Vote Percent: 51
Minimum Maps: 1
Repeat Limit: 0
ScoreBoard Delay: 5
Voting Time Limit: 40
Webadmin: RULES Settings
Allow Behind View: False
Allow Weapon Throwing: True
Weapons Shake View: False
Allow Private Chat: True
Allow Taunts: False
Allow Translocator: True
Force Respawn: False
Players Balance Teams: True
Players Must Be Ready: True
Webadmin: SERVER Settings
Allow Admin Pausing: False
World Stats Logging: True
Kick Idlers Time: 0
Max Players: 10
Max Spectators: 1 or 2 (Admin(s) and Broadcaster)
Min. Net Players: 1
Server INI Tweaks
Click HERE for tweaks.
Server Actors & Mutators
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Anti TCC
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No Adrenaline
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UTComp Version 1.3b
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Lightning Guns
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No SuperWeapons
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UTAN Ban Manager
quote:
UTAN must be installed on all servers used for MLUT2k4.
Server Admins, please logon to the UTAN site and create an account and download the UTAN server files.
If you need help with UTAN, please contact [Z]Moose in irc.GameSurge.net #MLUT2k4
Please use these INI settings for UTAN:
code:
[UTANBanManager100.MutUTAN]
UTANUserName=<your_username>
UTANPassHash=<your_password_hash>
bReceiveUTANBans=True
bReceiveGISPBans=True
bReceiveIPs=False
bReceiveAimbot=True
bReceiveAnnoyance=<up to admin>
bReceiveSkinHack=True
bReceiveWallHack=True
bReceiveOther=<up to admin>
bShowInServerName=False
bAllowTracking=True
bAllowKickReporting=True
OffenderSearch=
ScanRegion=
Anti-TCC v1.18b must be installed -> AntiTCC118b.zip
Servers MUST use these INI settings for AntiTCC:
code:
[AntiTCC118b.AntiTCCSecurity]
FileBlacklist=Tweaks.cfg
Checks=(FName=,MD5=,MD5Type=0,Optional=False)
[AntiTCC118b.MutAntiTCCFinal]
bAllowClientConsoleMessages=True
bBroadcastConsoleErrorMessages=True
bMessageBeep=True
bBroadcastClientScreenMessages=True
bDisplayProgressMessages=True
bDisplayProgressScreenMessages=True
bClientsMayGetIDs=True
bShowOnlyFirstPartOfID=False
bShowOnlyLastPartOfID=False
bClientsMayGetNames=True
bShowInServerDetails=True
bServerOSInServerDetails=True
bCheckSkins=False
bCheckMapMD5=False
bCheckFullMD5=True
bSingleMD5Mode=True
bCheckForTCCs=True
bLogClientPackages=False
bLogClientClasses=False
bCheckClientClasses=True
bDelayMatchStart=False
bDelayLateJoin=False
bPreventFlyingLeviathan=False
bCheckRenderSettings=True
TimeoutSeconds=90
bKickOnTimeout=True
bSelfIntegrityChecks=True
WhatToDo=Kick
WhatToDoBlacklisted=Kick
WhatToDoSkins=Message
WhatToDoRender=Message
WhatToDoTCC=Kick
bEnableAdminFaker=True
bAllowSilentAdminLogin=False
bNoTossWeaponSwitch=True
bNoSpamCheck=False
bPreventMassSuicide=False
bFilterPlayerNames=False
bStripMessageColors=False
SavePlayerIDsTo=PlayerIDsINI
KeepPlayerIDsDays=365
AllowedConsoleClass=xInterface.ExtendedConsole
AllowedGUIControllerClass=GUI2K4.UT2K4GUIController
bTryToDisableHacks=False
bMidGameCheck=False
bEndGameCheck=True
bRotationLock=True
bUseCustomLog=True
bSimpleLogMode=True
LogFileSaveInterval=30
LogFileTimestampFormat=[yyyy-mm-dd hh:nn:ss] -
LogFileName=AntiTCCv118b_%g_%l_%y-%m-%d_%h-%n
bSingleLineLogs=True
CurrentProfile=
ServerExt must be installed on all servers used for MLUT2k4. The latest version as of this writing is v105b. The only feature of ServerExt required for MLUT2k4 is Player Join Log so as long as the version you are using does this, your server meets this requirement. Follow the instructions on the ServerExt website for installing Player Join Log.
code:
[Engine.GameEngine]
ServerActors=ServerExt.PlayerJoinLog
[ServerExt.PlayerJoinLog]
bExternalLog=True
sFileFormat=PlayerJoin_%Y_%M_%D_%H_%I_%S
UTComp is required on all servers used for MLUT2k4. Currently v1.3b is required (Note: v1.4 Beta 3 may be used as well) Server Admins, please download from the link provided and configure using these server INI settings: CLICK HERE
NOTE: SERVER SIDE DEMOS MUST BE ENABLED!
Not required but suggested mods to install
quote:
IRC Reporter Bot: This will report to an IRC channel of your choice what happens on your server.
I recommend LevitationReporter.
Another option is IrcReporter110
OLStats: This will put extra information into server stats such as ping, netspeed, Chat, Pickups, Accuracy, etc. In order to process these stats you will need to run a stats parser such as UTStatsDB.
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.
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2.6 Player Eligibility
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A player is only allowed to play for the team that he is listed with on the MLCTF2k4 I 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.
The trade deadline is the fifth round. Once a team has begun its fifth 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 along with the teams captain and co-captain will be banned indefinitely. Any player that played on the same team of said ringer will be banned for one full season.
If the ringer is caught before the map is played out, the ringer, team captain and co-captain will be banned indefinitely.
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3. MLCTF2k4 Team Rules
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3.1 Captain Selection
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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/participate in ranking night.
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).
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3.2 Captain Replacement
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Should a team be unhappy with their team captain, they may hold a team vote of non-confidence 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 denote another player to fulfill the role of captain.
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.
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.
Should a captain not take his or her duties seriously, he or she may be removed from his or her position as captain, pending an admin vote, and a suitable replacement will be appointed.
Should the admins deem necessary, a captain may also be removed for a reason that may not be covered in these examples, pending an admin vote.
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3.3 Team Creation
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Each team will consist of ten (10) players, including captain. 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 two hundred and thirteen (213) players. This will result in a free agent pool of sixty-nine (69) players of varying values. Each team will have a salary cap that they cannot exceed, but they also must maintain a roster of ten (10) players at all times.
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3.4 Player Salaries
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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 two hundred and twenty-nine (229) players to the best of their abilities from one to two hundred and twenty-nine (1-229).
*** NOT USED FOR MLCTF2k4 I but expect to use for future seasons ***
Regular Free Agents will also be able to submit a list using Drew's ranking program which was integrated into the website by Zilch. All players are encouraged to use this program. You are able to edit your list any time and save the changes. Once you are finished, you can submit the list to the admins via the website. The admins then review the lists, and the ones that we believe are accurate enough will be added.
The sixteen (16) captains' lists and administrators' lists as well as all of the approved player's lists, will be averaged, and the players will receive a compiled ranking from one to two hundred and twenty-nine (1-229), 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 all of the lists are combined. |
3.5 Transactions
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Captains and co-captains can add and drop players from their roster at anytime using the MLCTF2k4 website. However, teams must remain under the salary cap and also must maintain a ten (10) 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.
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3.6 Player Holdout
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If a player does not wish to play for a team that they have been drafted by, they can remove themselves from that team's roster, and be added back to the free agent list. If a player becomes a 'holdout' in this manner, their salary will be increased to 150% of its value and they will be placed back in to the free agent pool at some random 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, so as to avoid players circumventing the trade deadline or their ineligibility to play in the playoffs. Should a player feel he or she has a signficant case and is deserving of an exemption to this rule during those time periods, he or she may present their case to the admins, and we may choose to make an exception.
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3.7 Inactive Player
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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 increase to their salary due to the holdout rule.
However, if a captain has sufficient reason to believe that a player who is active is refusing to play, he or she may contact us and the offending player may be subject to the holdout rule.
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4. MLCTF2k4 Game Rules
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4.01 Cheating
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Guidelines (taken from ClanBase.com)
- You are responsible for your GUID. Anyone cheating with that ID will be considered to be you.
- Any cheat or trace of it found on your PC is your responsibility. "I was just testing" or "someone else used my PC" is never, ever an excuse.
- Cheat warnings that are the result of known bugs in anti-cheat software do not count as traces of cheats, all other cheat warnings do.
All hacks, bots, radars and cheats are 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. All violations will result in a PERMANENT EXPULSION for the offending player from MLCTF2k4 and all MLUT related event. It will also result in a forfeit loss of the match in question for the offending team.
In addition, players can 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, etc., and vote on a decision. |
4.02 Server Admin
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If a player logs in as a server administrator (this includes console admin, as well as WebAdmin or any similar utility) 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 MLCTF2k4 administrator. Doing so will result in a forfeit loss for the map in question for the offending team, and a possible suspension for the offending player.
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4.03 Connections
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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.
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4.04 Aliasing
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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 MLCTF2k4 I 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.
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4.05 Ringing and Banned Players
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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. 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 along with the teams captain and co-captain will be banned indefinitely. Any player that played on the same team of said ringer will be banned for one full season.
If the ringer is caught before the map is played out, the ringer, team captain and co-captain will be banned indefinitely.
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4.06 Portal Camping
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Shield gun 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.
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4.07 Game Bugs
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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.
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4.08 Map Bugs
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Exploiting map 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. Intentionally dropping the flag into an area where it cannot be returned / picked up (aka Mesh Dropping) is also an exploit and is not legal in MLCTF2k4. Any violations will result in a forfeit loss of the map in question for the offending team.
Drops through visible openings such as but not limited to those on GrassyKnoll, McSwarztly and Orbital are legal. If one of these legal drops results in the flag being "stuck" (unable to pickup or return) it will not concidered an exploit as the player was attempting a legal flag drop.
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4.09 Taunts
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Excessive use of taunts, either audio-, text-, or the model emote taunts, is illegal. This includes automated binding to movement keys, firing keys, weapon switch keys, or any other frequently used bind in the game, as well as repetitive manual use of any of those above taunts. 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.
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4.10 Skins and Model
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Players may not use any skins other than those included in a default installation of Unreal Tournament 2004, and may not alter the appearance of any of these skins by any means. The three (3) hidden skins, Malcom, Xan and ClanLord, along with UTComp skins are allowed.
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4.11 Spectators
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There will be one (1) 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 or Shoutcast Administrators.
Should any players be spectating the game without the consent of the administrators, they risk a possible suspension from league play. Should they be a member of a team playing in that match, or are providing information to members of that team during the match (for example, in a voice channel), the offending team will receive a forfeit loss for the map in question.
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4.12 Cheese
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MLCTF2k4 is a full-cheese event, as has been since it was MLUT created. 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 use any form of self-boosting supplemented by the Jump Boots. This includes, but is not limited to, Piston+Boot Jumping.
- Players may intentionally boost another player with another weapon. This includes, but is not limited to, Combo or Shock Boosting.
- Players may 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-Grassyknoll, CTF-McSwartzly, and CTF-Orbital.
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4.13 Player or Admin Abuse
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The following are not allowed:
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Use of derogatory language or remarks
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Excessive swearing or verbal taunting
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Verbally abusing another player or admin
First offense is a one (1) game suspension for the offending player. Second offense is expulsion from the league.
Note: once a ruling has been made against a player, if said player continues to break the rules outlined above in any medium, he/she will be subject to a second offense and removed from the league. |
5. MLCTF Administrator Rules
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5.1 Administrator Duties
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Administrators will be required to do the following:
a) Vote on issues in the admin forum.
b) Help resolve conflicts between teams, or players and captains.
c) Spectate and record demos of matches.
d) Update the MLCTF2k4 website with match results.
e) Participate in the player salary ranking process.
f) Coordinate matches between teams by helping them find a suitable server.
g) Enforcing all rules to the best of their ability.
h) Maintain the integrity of the league.
Any administrators who do not perform these duties may be removed from their position.
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5.2 Administrator Powers
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All MLCTF2k4 admins have the power to make any changes to information on the MLCTF2k4 website, as well as power over setting and enforcing bans in the MLCTF2k4 irc channel. Should a captain or player notice any mistakes or want to make any changes, he or she may contact any admin to make these changes.
However, these powers must be used responsibly. Should a captain, player, or other admin feel that an admin is abusing their power and rank, he or she may file a grievance with the MLCTF2k4 administrative staff. The MLCTF2k4 administration will then look into this claim and mete out justice accordingly.
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5.3 Administrator Changes
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If any MLCTF2k4 administrators make any changes to information on the website (trades, name changes, rules updates) or institute any bans in the IRC channel, they are required to log that change in a thread on the MLCTF2k4 admin forum. This is to help us keep track of any information as well as to have a timeline for any conflict resolution.
Should an admin not be logging his or her changes, he or she may lose admin status.
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5.4 Administrators as Captains
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Under no circumstances may an admin or an advisor have captain or co-captain status.
Administrators may still sign up to play, however, and may fill a normal role on a roster.
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5.5 Administrator Voting
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During any admin votes, after an admin submits their vote, they are also required to reply to the thread where the vote occured, giving their vote as well as a brief explanation as to why they chose to vote the way they did.
This is to aid in tracking accurate vote results, as well as to ensure that there are no votes resulting in a conflict of interest.
If a vote is submitted, but there is no name attached, the vote will be disregarded.
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5.6 Administrator Conflict of Interest
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Admins are not allowed to vote on any issues that involve a team that they are a member of. They may provide feedback and their input, but their vote will not count in determining the final outcome.
If the result of a vote does not agree with a member of the administrator staff, that admin should express his or her displeasure in the appropriate channels instead of the public forum or IRC channel(s).
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6. MLCTF Dispute Resolution
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6.1 Asterisk
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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.
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6.2 Conflict Resolution
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Any and all problems (including those not governed in the rules) will be resolved by an admin 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.
The results of these votes are binding, and if the issue is not covered in the rules, an addition will be made to follow the precedent.
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