Amateur League CTF II
1. League Rules            
 
1.1 League Format            
The second edition of Amateur League Capture the Flag, hereafter referred to as ALCTF II, will be a season format and feature a single-elimination playoff round. There will be two (2) divisions, both containing six (6) teams. The season portion of ALCTF II will see each team have one (1) match with every other team in its own division for a total of five (5) matches.
1.2 League Point Format            
Each match consists of two maps and no tiebreaker. Teams will be awarded three (3) points for each map win, one (1) point for each map loss and zero (0) points for each map forfeit. The four (4) 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. If the teams had split, the team with the better capture ratio in the head to head matchup will advance. If one of the teams had forfeited a map during the head to head, it will be considered an 8-0 loss for the purposes of calculating capture differential. If the teams are still tied in capture ratio in their head to head matchup, the team with the least number of forfeit losses will advance. If both teams have an equal number of forfeit losses, they will play a one map tiebreaker on a map determined by the admins.
1.3 Playoff Format            
The playoffs will feature a single elimination bracket between the four (4) top teams from each divison. The quarter-final and semi-final matches will feature a best-of-three format and the finals will feature a best-of-five format. The eight (8) teams are seeded 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:

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3 __/       |
6           |
            |_______
4 __        |
5   \__     |
       \___/
     __/
2 __/
7
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2. Match Rules            
2.1 Map Selection            
Each round of the regular season will consist of 2 maps selected from a pre-determined map list. Each team will select one (1) map from the list for that round and disclose their selection to the match admin at game time. Once each team has submitted their map pick and players are told to enter the designated server, the map picks may not be changed. The team listed first on the schedule will play their map selection first.

The quarter-final and semi-final rounds of the playoffs will be a best of three (3) maps with each team choosing one (1) map from the entire maplist. A team may not choose the same map in both the quarter-final and semi-final matches. Should a tiebreaker be required, they will play the first map on the tiebreaker list that was not chosen by either team. Again, either team may change their map pick until the first map begins. The higher seeded team will play their map selection first.

The final round of the playoffs will be a best of five (5) maps with each team choosing two (2) maps from the entire maplist. Should a tiebreaker be required, they will play the first map on the tiebreaker list that was not chosen by either team. The teams will play the higher seeded team's map selection first and then third.
2.2 Map List            
:: Round 1 ::
CTF-Orbital-LE102
CTF-Gauntlet
CTF-IncineratorLE-102

:: Round 2 ::
CTF-Glacier][-CE105
CTF-McSwartzly][
CTF-Lucius

:: Round 3 ::
CTF-LavaGiant
CTF-Ranel-JoltEdition
CTF-CoretCE105

:: Round 4 ::
CTF-Bollwerk105
CTF-Face-LE200
CTF-Revenge-LE102

:: Round 5 ::
CTF-Terra-LE102
CTF-NovemberCE105
CTF-Bleak-CE100

:: Quarterfinals ::
Team1 Choice
Team2 Choice
TB1: CTF-Orbital-LE102
TB2: CTF-Terra-LE102
TB3: CTF-Glacier][-CE105

:: Semifinals ::
Team1 Choice
Team2 Choice
TB1: CTF-Orbital-LE102
TB2: CTF-Terra-LE102
TB3: CTF-Glacier][-CE105

:: Finals ::
Team1 Choice
Team2 Choice
Team1 Choice
Team2 Choice
TB1: CTF-Orbital-LE102
TB2: CTF-Terra-LE102
TB3: CTF-Glacier][-CE105
TB4: CTF-Bollwerk105
TB5: CTF-NovemberCE105
2.3 Color Choice            
During all matches, the team that has not chosen the map to be played is allowed to choose color. During the playoffs, the choice of color for the tiebreaker maps is granted to the higher seeded team.
2.4 Match Scheduling            
All matches are prescheduled by the ALCTF staff and times will be posted on the ALCTF website. If a team cannot field an adequate lineup (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 2.4a through 2.4e.
2.4a Forfeit Loss - 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.
2.4b Forfeit Loss - 15 Minutes            
If Team B cannot field a team of five (5) members fifteen (15) minutes after Team A has provided five (5) clicked 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.
2.4c Forfeit Loss - 25 Minutes            
If Team B cannot field a team of five (5) members twenty-five (25) minutes after Team A has provided five (5) clicked 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.
2.4d Forfeit Loss - 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 the next map, neither team receiving any points.
2.4e Forfeit Loss - 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.
2.5 Connections            
ALCTF II 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.
2.6 Server Selection            
Each team's map selection shall be played on the other team's server selection. However, teams are encouraged to play on the server that presents the best ping for both teams. Teams are not allowed to change their server choice once they have been told where to go by the admin for the start of the first map.

During playoff tiebreakers, the server choice is given to the higher-seeded team. However, teams are encouraged to play on the server that presents the best ping for both teams.
2.7 Servers            
(CHI) Cinco's:
unreal://8.9.9.101?password=mlut

(CHI) Cinco Presents - Ripped's House of Pancakes:
unreal://69.12.87.167?password=mlut

(CHI) Cinco Presents - [proU] The Clinic.v2.:
unreal://69.28.220.60:7777?password=mlut

(CHI) Learn How To Aim:
unreal://69.13.18.87:7777?password=mlut

(CHI) chicken- stole xellos' gf and his server!:
unreal://69.28.221.203:7777?password=mlut

(CHI) {LoC}DualCHI:
unreal://69.13.18.89:7777?password=mlut

(TX) {LoC}DualChaos:
unreal://70.84.60.243:7777?password=mlut

(TX) «DBS» - Texas:
unreal://64.156.59.55:7777?password=mlut

(STL) «DBS» HeadShop Private MLUT/Pug Server:
unreal://64.37.75.164:7777?password=mlut
2.8 Server Settings            
Required Mutators: No Redeemer, CB12, SmartCTF v4, AntiTweak v3.4, BDBMapVote3.04, Who Pushed Me?

Required Server Actors: UTPureRC7E, NoTossWeaponSwitch, iMMC, iMMC.ini

Optional Mutators: MODOSUtilsV25, DeluxeChatV4, SmartCTF v4C (replaces SmartCTF v4), Enhanced UT CTF (Replaces SmartCTF, iMMC and AntiTweak)

Optional Server Actors: WebChatLog v2.2, Mavricks IRC Reporter v1.14, UT Stats Beta 4.0

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

Server INI settings are:

code:
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[IpDrv.TcpNetDriver]
ConnectionTimeout=15.000000
InitialConnectTimeout=30.000000
MaxClientRate= // Range of 10000 - 20000
NetServerMaxTickRate= // Range of 40 - 60
KeepAliveTime=0.000000

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UTPureRC7E is required for match play. Server INI settings for UTPureRC7C are:

code:
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[UTPureRC7E.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]=
bTellSpectators=False
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It is the responsibility of all participants, admins, captains, and 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.
2.9 Server Crash            
In the event that the game server crashes during a match, the match will restart with the amount of time that was remaining when the server crashed. If the score was tied prior to the crash then any overtime played in the restart will be official. If the match was not tied any captures made prior to the crash will be added to the score once the clock reaches 0:00. If overtime is required at that point, teams will restart the map again with the first team capturing winning the map.
3. Team Rules            
3.1 Captain Responsibilities            
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) Draft a competitive team.
d) Assign an assistant captain.
e) Make team decisions, such as lineup, map, color and server choices.
f) Take SmartCTF screenshots of their matches and provide them to the admins.
g) Collect evidence and provide it to the MLUT admins when accusing another team of breaking the rules.

In the absence of the official captain, the co-captain will act as the captain. In the absence of both the captain and the co-captain, the available player with the highest salary will act as captain.
3.2 Captain Replacement            
Should a team be unhappy with their team captain, they may hold a team vote of non-confidence to remove him. If five (5) or more players on a team agree to the removal of a captain, the captain will be removed from the league. The player with the highest salary on the team will then become captain, or he may promote another player to the role of captain.

Should a captain not take his or her duties seriously, he may be removed from his position as captain by the league and may face suspension.
3.3 Team Creation            
Each team will consist of approximately sixteen (16) players. They will be acquired through a draft process on IRC using a bot. The draft order will begin with the captain with the lowest rank. Every Free Agent will be drafted to a team. There will be inter-team trading allowed during ALCTF II. However, each trade must be approved by the admin(s).
3.4 Player Salaries            
All MLUT players will be listed with a corresponding salary based on their compiled skill ranking.

Over the course of a few days all players, admins and captains will be asked to submit player ranking lists using the integrated ranking program found on the MLUT site. All players are encouraged to use this program. You are able to edit your list at 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 approved.

All approved lists will be averaged, then each player will receive a compiled ranking and will be assigned a salary based on a graduated pay scale.

For the first ALCTF round, the 5 players on any given team with the highest price are ineligible for league play. Any player that played in the team's previous MLCTF match is ineligible for the following round play of ALCTF. A player may play one match per round regardless of any trades that occur.

Furthermore, a player who plays the majority of the ML match, even if its 21 to 19 minutes between to players, cannot play the next AL round. If equal times are played by two players, neither player is allowed to participate in the entire following AL match.
3.5 Transactions            
There will be inter-team trading allowed during ALCTF II. However, each trade must be approved by the admin(s) to protect the integrity of the league.
4. Game Rules            
4.1 Cheats            
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 an PERMANENT EXPULSION for the offending player from MLUT and all MLUT related events. 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 and server logs.
4.10 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.
4.11 Spectators            
Should any players be spectating a game without the consent of an administrator, they risk a possible suspension from league play. Should they be a member of a team playing in that match, the offending team will receive a forfeit loss for the map in question.
4.12 Frog Jumps            
Frog Jumps and/or Bunny Hops are illegal and any player found doing them will forfeit the map for their team.
4.2 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 possible suspension for the offending player.
4.3 Connection Fraud            
All 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 the possibility of a longer ban.
4.4 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 offences will result in a player being suspended from play for the rest of the season.
4.5 Ringing            
Using a ringer (a player not on your eligible roster, who is generally posing as an eligible player) is a serious offence. Using a ringer 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 remainder of the season.
4.6 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, 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.
4.7 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.
4.8 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 and the Terra flag drop. Drops through visible openings such as but not limited to those on McSwarztly and Orbital are legal, with the exception of the Terra flag drop. Any violations will result in a forfeit loss of the map in question for the offending team.
4.9 Taunts            
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. First violations will result in a warning. ANY Repeated offence will result in the player being removed from the player list for the current season.
5. Administration            
 
5.1 Administrative Powers            
All MLUT 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 may contact an admin to make any changes. Should a captain, player or other admin feel that an admin is abusing their power, he or she may file a grievance with the ALCTF II head admin. The MLUT administration will then look into this claim.
5.2 Conflict Resolution            
Any and all problems (including those not governed in the rules) will be resolved by an admin vote. All admins have one (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.
5.3 Conflict Of Interest            
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.
5.4 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.
Moderated By: MLUT

ALCTF II Features