1. League Rules
These are the official rules for MLIGZP VII. These rules will NOT be changed. In the event that a loophole or poor foresight severely threatens the integrity of the league, the admins may modify these rules, upon majority vote, for the benefit of this AND future leagues. Any major rule change will be announced on the news page and will be up for discussion. If you are a captain or would like to be a captain, take the time to know the rules. Rules will be strictly enforced.

Note that if a player is found severely abusing the league, regardless if its covered in the rules, said player could be removed from the league upon majority admin vote.
1.1 League Format
MLIGZP VII will be a season format where each team will play every other team once and feature a single-elimination playoff bracket. There will be 1 division containing 8 teams. Matches will take place on Sundays and Wednesdays.

- Check the Schedule for playoff seeding.
1.2 League Point Format
Each match consists of two maps and no tiebreaker. Teams will be awarded 3 points for each map win, 1 point for each map loss and 0 points for each map forfeit. The 6 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 better capture ratio overall will advance. If still tied, 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.

*** Team sizes - 10 players per team
2. Match Rules
2.1 Servers
The admins are responsible for having at least one MLIG-sanctioned server available for each match that meets the Server Settings requirements (see next section). PM your match admin 10 minutes before match time if you have a server preference and the admin will try to accommodate your request. If the server is NOT MLIG approved, but is setup correctly, (mapvote, anticheat, etc.) it will be allowed only if both captains AND the match admin agree.

MLIG servers must be approved by MLIG Admins. All server passwords and information must be disclosed to admins for fair and efficient play on-season and during the off season in #MLIG.

Current MLIG Servers:

Cy's Virginia : unreal://
ChiTown v3 : unreal://
Victoire - New York : unreal://
The SPYDEE SHACK : unreal://
* pw= pug

2.2 Map Selection
Each round of the regular season will consist of 2 maps selected from a predetermined map list (see next section). Each team will select 1 map from the list for that round and disclose their selection to the match admin 30 minutes before match time. 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 once again, 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. You may not choose the same map twice during the regular season.

The quarter-final and semi-final rounds of the playoffs will be a best of 3 maps with each team choosing 1 map from the entire maplist. A team may not choose the same map in both the quarter-final and semi-final matches. The higher seeded team will play their map selection first.

The final round of the playoffs will be a best of 5 maps with each team choosing 2 maps from the entire maplist. The teams will play the higher seeded team's map selection first and then third.
2.3 Tiebreaker Selection
Beginning with the higher seeded team, each team will take turns discarding maps from a pool of eligible maps until only one map remains. The pool of eligible maps will consist of all maps that neither team has picked so far in the playoffs* (tiebreaker maps from previous rounds will be included in the pool).

* All maps are reset at the beginning of the finals match.
2.4 Colour 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 lower seeded team.

MLIG Tip: Why does this matter? - Colour choice can affect a team with ping, sight, etc.
2.5 Match Scheduling
All matches are scheduled by the MLIG admins and times will be posted on the MLIG 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 section 2.4a.

MLIG Admins do not pick schedules, all teams are placed into a randomization tool and scheduled based on random chance.
2.5a Forfeit Loss
If a team cannot field a team of 5 players 15 minutes after the designated start match time or arrival of an admin, whichever is later, then that team will receive a forfeit loss for both maps. If neither team can field 5 players, both teams will receive forfeit losses for both maps. In the event that a team cannot field 5 players 10 minutes after the completion of a map, then that team will receive a forfeit loss for that map. It is possible for both teams to receive a forfeit loss if neither team is ready.
2.5b Rescheduling
A team may reschedule a match if both captains agree and an admin is notified. Reschedules MUST occur BEFORE the day that the next round begins (whether you play on that day or not). Reschedules should not occur at the same time as another non-rescheduled match. There is also no guarantee that an admin will be present at a rescheduled match. If you fail to reschedule accordingly, forfeits will be handed out as outlined in the forfeit rules listed above.
2.6 Connections
All connections are accepted and legal, with one exception. 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 and forfeit the maps where this occurred.

MLIG Tip : Why does this matter? - LAN connections give a unfair advantage to the said player.
2.7 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.
2.8 Server Settings
Required Mutators:
Instagib, SmartCTF 4D, AntiTweak v4.2, BDBMapVote3.04 or MapvoteLA13, DeluxeChatV4 (optional but encouraged), Monster Announcer (Preferred)

Required Server Actors:
UTPureRC7E, AnthChecker_v138 (Build 8), UTDCv2.1, UTDCPlusv12S/NPLoader_v12, AntiFA46

UTDC does not work with ACE**
ACE Anti-Cheat (Latest Version)

Server Settings:
Max Team Score: 0
Time Limit: 20 minutes
Tournament: On
Max Teams: 2
Friendly Fire: 0%
Game Style: Hardcore
Game Speed: 100%
Air Control: 35%
Bots: Off
Force Respawn: On

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. The lack of HUD during a match does not merit a pause or a restart of the map as it can easily be fixed within seconds. If serious errors are missed the admin staff will make a ruling based on a case by case scenario. NEW: Now that the ACE anti-cheat protection has come out, servers are required to have the LATEST ACE anti-cheat version installed.
3. Team Rules
3.1 Captain Responsibilites
Captains will be selected from a list of applicants by the admins. Captains will be required to:

a) Name their team.
b) Draft a competitive team.
c) Assign a co-captain.
d) Maintain the team's roster.
e) Make team decisions, such as lineup, map, colour and server.
f) Remind your teammates to record demos of official MLIG matches.
g) Take SmartCTF screen shots of their matches and provide them to the admins if admins did not do so themselves.
h) Collect evidence and provide it to the MLIG admins when accusing another team of breaking the rules.
i) Create a team channel.
j) In the event MLIG has MLIGServ, the captain must use it to notify admins of server choices, map choices, etc.

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 (can be admin overridden).
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 5 or more players on a team agree to the removal of a captain, the captain will be removed from the league. The co-captain or player with the highest salary on the team will then become captain, or he may promote another player to the role of captain/co-captain (can be admin overridden).

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 10 players. They will be acquired through a draft process on IRC using a bot. The draft order will be determined each round by the team's overall salary up to that point in the draft. The team with the lowest overall salary will draft first each round. Each team will have a salary cap that they cannot exceed, but they also must maintain a roster of 10 players at all times.

If a team drops below 10 players for any reason, the spot(s) on the roster MUST be filled to bring the team back up to 10, even if it requires dropping additional players to free up salary.
3.4 Player Salaries
All MLIG players will be listed with a corresponding salary based on their skill ranking.

Over the course of a few days, all players, admins and captains will be asked to submit player ranking lists. As of right now, ranking lists cannot be saved on the site (it prevents any further editing) so you must PM an admin or make a post in the ranking thread with your rankings. 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 Transactions (i.e Trade)
Captains and assistant captains can choose to add and drop players from their roster at anytime by informing an MLIG admin or by posting in the designated trade thread so that your request is timestamped. Teams must remain under the salary cap and also must maintain a 10 player roster at all times. If a team drops below 10 players for any reason the spot(s) on the roster MUST be filled to bring the team back up to 10, even if it requires dropping additional players to free up salary.

Teams will be locked and unable to make transactions during a match, and will remain locked until the match is over. Teams will be unlocked following the match, unless they were eliminated from the tournament, or have been mathematically eliminated from the playoffs. Team rosters will be locked 2 days before playoffs start.

MLIG Tip: Why is trading useful? Peoples skills are not fine-tuned. Trading allows you to fine-tune your team to make the most chance at winning! Make sure you review the salary!
3.5a Trade Limitations
Captains will be limited to 4 moves per week (this includes adding people from free agency and trading without teams).
3.6 Player Holdout
If a player feels he is being treated unfairly, he may present his case to the admins and we will contact both him and his captain to resolve the dispute. Should an inquiry find that the captain is at fault, the player will be returned to the free agent list at his current salary.

The team can not reacquire that player and the spot on the roster MUST be filled to bring the team to 10, even if it requires dropping additional players to free up salary.

Note that if a captain or co-captain removes themselves from their roster, they will be removed from the league and possibly future leagues.
3.7 Player Inactivity and Insubordination
If a player misses 2 consecutive matches, a team can drop that player and contact an admin concerning an inactivity drop. The player may be exchanged for a player of that captains choosing from the FA pool. This player is now inaccessible for any trade transactions. If the inactive player returns later in the season before the roster lock date, the players original team gets first choice as to whether or not theyd like to re-add that player to their roster.

If a player is found to be not showing or refusing to play for a certain team due to their dislike of the team or its captain, then that player may be removed from the league entirely per captain request and legitimate evidence against that player. Everyone is drafted to unexpected teams at times. The draft process is meant to make the league as balanced and interesting as possible, not to stack teams. If you will only play for certain players or captains, then do everyone a favor and simply do not sign up.
3.8 Multiple Teams
No player may play for any team other than the one they are listed under on the MLUT website. Any player caught breaking this rule will be removed from MLIG. Captains who attempt to violate this rule will be removed from the tournament and have any maps played with the violating player forfeited to the opposing team.
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, using packet loss and latency inducing tools, 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 MLIG and all MLIG 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.

All players previously caught or removed for any of the above reasons will not be allowed to play.

MLIG Answer: Why does MLIG allow ex-cheaters into the league? Answer: Many cases are looked at in detail by all of the season Admins. Depending on that admin team, it might be a wise decision to allow the ex-cheater back into the league. This can be due to many reasons such as "need the player for good game play" and so on. All these decisions are taken into great consideration and thought by the team.
4.1a 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.
4.1b 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.
4.1c Boosting and Map Exploits
Teamwork is a large part of any team-oriented multiplayer experience. Boosting is encouraged as long as they are all legal boosts. Legal boosts are any that involve: aiding a flag carrier move quickly from base to base or to the flag, to accessible spots in a map that ARE NOT glitches but designed parts of the level (i.e. above the flag in EC2 or Acrony). Boosts that enable players to reach or utilize map bugs are illegal and will result in the team forfeiting their map.

Purposely dropping the flag where it CANNOT be picked up/returned by players is also illegal and will result in the team forfeiting their map. Also, the use of map exploits by a single player to gain an advantage on unsymmetrical maps are also illegal (the wall dodge in EC2 on the red side, etc).
4.1d Frog Jumps/ Bunny Hopping
Frog Jumps and/or Bunny Hops are illegal and any player found doing them will forfeit the map for their team.
4.1e Demos
Every player must record a first-person demo of each map he plays and keep this demo for 1 week after the match. If a player joins the server after the start of a map, it is his responsibility to ensure that he starts recording a demo before commencing play.

If foul play is suspected in a match, a player must submit an inquiry directly to an admin. An accusation MUST be made before 11:59pm EST the day AFTER the match, or it will not be considered. The player making the accusation of foul-play, must submit his/her own demo to the admins, along with an explanation of the accusation, which player is in question, and the location in the demo of suspicious play. If the accusing player cannot supply their own demo, the inquiry will be dropped. If review of the accuser's demo reveals no suspicion of foul-play, the inquiry will be dropped. The admins will inspect the accuser's demo, and if there is the possibility of foul-play, the admins will request and then review the demo from the player in question.

Each team can request a maximum of 1 demo per map of the opposing team. If the first demo is shown to have suspicious activity agreed upon by a majority vote by the admins (excluding those participating in the match in question), then a second demo may be requested, etc.

Should the player or players in question be unable or unwilling to fulfill the admin staff's demo request promptly, the following punitive structure will be followed:

1st Offense: The map(s) in question will be forfeited to the opposing team and the player(s) in question will be officially warned.

2nd Offense: The map(s) in question will be forfeited to the opposing team and the player(s) in question will be suspended for 1 official match.

3rd Offense: The map(s) in question will be forfeited to the opposing team and the player(s) in question will be removed from the season.
4.2 Server Admin
If a player logs in as a server 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 another's 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.
4.3a Packeting *** NEW
In recent seasons we have seen an increase of packeting( sending a mass of information to disconnect one from the internet) of certain players for some reason. Unless we know the source of the attack with solid proof, the admins are powerless to do anything to prevent this type of attack. In the event of a packet attack on you while a match, you must report this to the admin spectating your match, or to one of the other admins.

- If this packet attack just affects you, we recommend you sub out with another of your players.

- If this packet attack affects your whole team, we recommend you reschedule with the other captain for a later date and different location (speak with an admin to work this out).

- If this packet attack affects you and there is no way you can sub out (tactically fatal for your team) please consider re-scheduling the match (speak to an admin).

- If this packet attack affects the whole server the admins will offer no penalties and re-schedule the match to a different location. The admins will also contact the server provider and alert them of what is going on.

The MLIG admin team is doing all it can to make sure packet attacks are at a minimal or do not happen at all in this season. We strongly recommend you take our suggestions in order to ensure fair game play for all. We are sorry there are still middle school aged kids in this community.
4.4 Aliasing
A player may not use multiple identities over the course of the season. The name a player uses and that will be tracked by the admins defaults to the name they used to sign up. 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 offenses 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 offense. 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 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 offense will result in the player being removed from the player list for the current season.
5. Administration
5.1 Administrative Powers
All MLIG admins have the power to make any changes to information on the MLIG website with a vote. 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 MLIG head admin. The MLIG administration will then look into this claim.
5.1a Tolerance/ Admin Harrassment
Admins have the right to suspend players due to failure to cooperate, verbal harassment, and purposely inconveniencing any admin. Admins are using their free time to run the league and should be treated with respect.

Suspensions will be handed out as follows:
- First suspension will be for one map
- Second suspension will be for one match
- Third suspension will be for one week

If a problem arises with your match admin, take it up with another admin and/or the head admin.
5.2 Conflict Resolution
Any major problems will be resolved by an admin vote. Admins can choose not to vote if they so please. In the hopes of keeping things moving, all open votes have a 24 hour window in which admins can place their vote. There may, however, be exceptions to this 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 Sportsmanship
Any player using racial slurs or insulting remarks toward another team or player while in an official match will be removed from the match. Any repeated offenses will result in the player being removed from the player list for the current season.
Please be nice and thoughtful to your fellow league teams and players. We are all in this for fun and competitive play, being a better player does NOT give you the right to belittle others.
Moderated By: MLIG ZP VII Admins