UT Team Deathmatch VII
1. League Rules            
1.1 League Format            
The seventh (7th) edition of Major League Team Death Match, hereafter referred to as MLTDM VII, 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 MLTDM VII will see each team have one (1) match with every other team in its own division for a total of five (5) regular season 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 frag 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 80-0 loss for the purposes of calculating capture differential. If the teams are still tied in frag 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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6           |
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5   \__     |
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7


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 for that specified round, consisting of four (4) maps. During each of the five (5) regular season matches, each team will pick one (1) map, which should be given in a PM to the match admin, along with your team's server choice. Once the match admin has announced each team's map selection, neither team may change their map choice. The one exception to this is if both teams pick the same map. Should this happen, the admin will allow both teams to resubmit their map selection. If both teams decide not to change their map selection, that map will be played twice. However, if both teams change their map pick but end up picking the same map, the map that was selected by both teams initially will be the first map played and the map that was selected by both teams the second time will be the second map played for the match. The team listed first on the site will have their map pick played first on the second team's server choice.

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. 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 Maplist            
:: Round 1 ::
DM-Deck16][
DM-FWTBT
DM-Frantic
DM-Phobos

:: Round 2 ::
DM-Liandri
DM-Mojo][
DM-Observatory][
DM-Codex

:: Round 3 ::
DM-Conveyor
DM-Elsinore-MLTDM
DM-Nitro
DM-Seraphim

:: Round 4 ::
DM-Curse][
DM-Richochet
DM-Turbine
DM-Agony

:: Round 5 ::
DM-Tempest
DM-GatLand
DM-Pressure
DM-Gothic

:: Quarterfinals ::
Team1 Choice
Team2 Choice
TB1:DM-Deck16][
TB2:DM-Liandri
TB3:DM-Curse][

:: Semifinals ::
Team1 Choice
Team2 Choice
TB1:DM-Liandri
TB2:DM-Curse][
TB3:DM-Deck16][

:: Finals ::
Team1 Choice
Team2 Choice
Team1 Choice
Team2 Choice
TB1:DM-Curse][
TB2:DM-Deck16][
TB3:DM-Liandri
TB4:DM-Tempest
TB5:DM-Turbine
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 MLTDM staff and times will be posted on the MLTDM 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 four (4) players fifteen (15) minutes after the designated start match time or arrival of an admin, whichever is later, both teams receive a forfeit loss for both maps, neither team receiving any points.
2.4b Forfeit Loss - 15 Minutes            
If Team B cannot field a team of four (4) members fifteen (15) minutes after Team A has provided four (4) 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 four (4) members twenty-five (25) minutes after Team A has provided four (4) 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 four (4) players within ten (10) minutes of the completion of a map, provided an admin is present, both teams receive a forfeit loss for the next map, neither team receiving any points.
2.4e Forfeit Loss - Between Maps            
If, between maps, Team B cannot field a team of four (4) members ten (10) minutes after Team A has fielded four (4) members, provided an admin is present and all four (4) members of Team A signal their presence, Team B forfeits the map and Team A is awarded points for a map win.
2.5 Connections            
MLTDM VII 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. Also, any attempt to lag one's self, another player, or a server is strictly forbidden. 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 again are encouraged to play on the server that presents the best ping for both teams.

Only the servers listed in Rule 2.7 are legal for MLUT match play. Matches played on servers outside those listed in 2.7 may result in a nullified result, and/or forfeits as appropriate.
2.7 Servers            
These servers have been approved by chicken- for use in MLTDM VII.

If you have a server you would like used in MLTDM, contact chicken- to have it approved. All servers used in MLTDM adhere to strict guidelines listed in the Server Settings section (2.8)

Learn how to Aim Chicago TDM:
Provider: chicken-
Game IP: unreal://69.13.18.88:8888?password=tdm

Learn how to Aim Chicago TDM #2:
Provider: chicken-
Game IP: unreal://69.13.18.88:9999?password=tdm

Learn how to Aim Texas TDM:
Provider: chicken-/Xellos
Game IP: unreal://72.5.250.11:7777?password=tdm

Area51 Choppa Zone:
Provider: fluxx
Game IP: unreal://69.28.220.40:7777?password=tdm

Vice City - Chicago
Provider: vice
Game IP: unreal://8.9.31.109:7777?password=tdm

Heartless TDM - Chicago
Provider: noheart
Game IP: unreal://8.9.5.88:7777?password=tdm
2.8 Server Settings            
All servers used in MLTDM must be approved by the admin staff, and be setup with the following unless otherwise agreed upon by both captains:

Required Mutators: No Redeemer, CB12, AntiTweak v3.4, BDBMapVote3.04, DeluxeChatV4

Required Server Actors: UTPureRC7E, NoTossWeaponSwitch, AnthChecker_v138 (Build 6), UTDCv18, AntiFA46

Download link for all server files: mltdmserverfiles.zip

Optional but highly recommended: WhoPushedMe (gives you the kill when a player craters due to you shooting them before they hit the ground. It also gives you the kill if you combo another players ball causing them to be killed.

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

UTPure Settings should be as follows:

[UTPureRC7E.UTPure]
bUTPureEnabled=True
Advertise=0
AdvertiseMsg=1
bAllowCenterView=False
CenterViewDelay=1.000000
bAllowBehindView=False
TrackFOV=2
bAllowMultiWeapon=False
bFastTeams=True
bUseClickboard=True
MinClientRate=3000
bAdvancedTeamSay=True
bHitSounds=False
bTeamHitSounds=False
ForceSettingsLevel=2
bNoLockdown=True
bWarmup=False <--------
bCoaches=False
bAutoPause=False
ImprovedHUD=1
bDelayedPickupSpawn=False
bTellSpectators=False
bNoWeaponThrow=False
bForceDemo=False
PlayerPacks[0]=
PlayerPacks[1]=
PlayerPacks[2]=
PlayerPacks[3]=
PlayerPacks[4]=
PlayerPacks[5]=
PlayerPacks[6]=
PlayerPacks[7]=
ForceModels=0

Recommended [IpDrv.TcpNetDriver] values:

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.000000
InitialConnectTimeout=15.000000
AckTimeout=1.0
KeepAliveTime=0.000000 <----important
MaxClientRate=20000
SimLatency=0
RelevantTimeout=5.000000
SpawnPrioritySeconds=1.000000
ServerTravelPause=4.000000
NetServerMaxTickRate=Set this between 40 - 70
LanServerMaxTickRate=35
MaxConnPerIPPerMinute=5
LogMaxConnPerIPPerMin=True
AllowPlayerPortUnreach=True
LogPortUnreach=False
OverrideBufferAllocation=False
MaxDownloadSize=0
SendSizeMult=1.000000
RecvSizeMult=1.000000
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

Talk to chicken- if you have a server you would like to donate for MLTDM.

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 frags 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 fragging 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) Draft a competitive team.
c) Assign a co-captain.
d) Make team decisions, such as lineup, map, color and server choices.
e) Take screenshots of their matches and provide them to the admins.
f) 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 four (4) 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 eleven (11) 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.
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 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.
3.5 Trading            
Trading is allowed between all teams in MLTDM VII. However, all trades must be approved by the MLTDM VII admins. To complete a trade, both captains must contact an admin with the proposed trade. If the trade is deemed legitimate, balanced, and fair, then an admin will approve and complete the trade through the website. However, the trade can be rejected for many various reasons, such as, but not limited to, if the trade causes one team to become much stronger than the other.

Once a team is mathematically eliminated from the playoffs, their roster will be locked and they will be unable to trade for the remainder of the season. This is to prevent team dumping once a team is out of playoff contention.
4. Game Rules            
4.1 Cheats            
All hacks, bots, radars, and cheats 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 and tools, packet loss and latency inducing devices, external timers, HUD timers (besides the one PURE provides), 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.
4.2 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. 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. Map bugs include things such as but not limited to, pistoning out of the roof on DM-Franticto the go outside the intended playing field. 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. Issues will be handled on a case by case basis.
5. Administration            
5.1 Administrative Powers            
All MLTDM 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 MLTDM VII head admin. The MLTDM 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 MLTDM VII 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: MLUT

MLTDM VII Features