UT Capture the Flag III
1. Tournament Rules            
1.1 Tournament Format            
The third 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.
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 opposing team will choose color. There will be a predetermined tiebreaker, and on the tiebreaker map, the team with the lowest total salary of players currently in the server will have choice of colour.
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. Here are the maplists:

Regular Season
::Round 1::
CTF-Orbital (Orbital Station 12)
CTF-Dreary (Dreary Outpost)
CTF-K-Lined
CTF-Esprit (Esprit de Corps)

::Round 2::
CTF-Terra
CTF-Lavagiant
CTF-Ranel
CTF-Ancient

::Round 3::
CTF-Bollwerk (Das BollWerk)
CTF-Coret (Coret Facility)
CTF-Infested
CTF-Hydro16-MLUTE107 (Hydro Bases - MLUT Edition v1.07)

::Round 4::
CTF-McSwartzly (McSwartzly Base)
CTF-Gauntlet
CTF-Glacier (Arctic Glacier)
CTF-Sprinta

::Round 5::
CTF-NovemberCE
CTF-Face (Facing Worlds)
CTF-Lucius (Lucius' Pit)
CTF-Orbital2

Playoffs

::QuarterFinals::
Bollwerk
Lavagiant
Coret
Lucius

::TieBreaker::
Orbital

::SemiFinals::
McSwartzly
Gauntlet
Face
Glacier

::TieBreaker::
Terra

::Finals::
Orbital
Dreary
K-Lined
Esprit
Terra
Lavagiant
Ranel
Ancient
Bollwerk
Coret
Infested
Hydro16-MLUTE107
McSwartzly
Gauntlet
Glacier
Sprinta
NovemberCE
Face
Lucius
Orbital2

::TieBreakers::
Terra
NovemberCE
Orbital
1.4 Match Scheduling            
All matches are prescheduled by the MLCTF staff, and dates and times will be posted on the MLCTF website. 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            
The MLCTF 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.
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 their match. 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             
The admin for your match has a list of pre-approved MLUT servers. These servers have been verfied as meeting with MLUT standards beforehand and will be the only servers used for this event. It will be up to the admin to determine which server is most fair for all those involved and his decision is final.
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, Anti-Aliasing, SmartCTF v4, AntiTimer v3
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

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.

Catcher's CTF's Anti-Aliasing modification will be running on MLCTF servers during matches, in order to keep statistics in order as well as help avoid players aliasing as another player. Be sure to enable this on your server prior to any matches.

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 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.
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 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 back in to the free agent pool, 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.
3. Illegal Actions             
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. 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. 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 keys is illegal. 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 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 as well as to facilitate stats tracking. 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. Catcher's CTF's anti-aliasing modification will be used during MLCTF matches in order to make this process any easier.
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 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 III Features