MLCTF Europe
1.1 League Format             
The First Edition of Major League Capture The Flag Europe, hereafter referred to as MLUTEU, will be a season format and feature a single-elimination playoff round. There will be 14 teams with two (2) divisions. The season portion of MLUTEU will see each team play one (1) match with every other team in their division for a total of six (6) matches for the regular season. At the conclusion of these six regular season matches the top 4 from per group will do one round of inter-division play and the bottom 3 will be sent home the interdivision will commence the evenly seeded teams will play each other for playoff seeding.

Matches will be on Sunday and Wednesday. The regular season will last 6 weeks. Playoffs will then last a little over a week.
1.2 League Point Format             
In the group stages, matches are played in a best of three (3) maps style, with no overtime enabled, except for the tiebreaker map, which does have overtime enabled. The first two maps are worth two (2) points and the tiebreaker map is worth one (1) point. Draws award one (1) point to each team.

Group rankings are worked out by the following rules, in order of importance:
Number of Wins.
Number of Draws.
Result of the matches between the tied clans.
If the clans are still tied (E.g. in the case of a three way tie or more) the following rules are applied to determine final rankings (in order of importance):
Net Secondary points between the tied clans which are shown on the ranking page (E.g 24/10 - Net Secondary points are 24 - 10 = 14). Be that flags / mapwins / rounds / tickets.
Positive Secondary points which are shown on the ranking page (E.g for 24/10 Positive Secondary points are 24).

Upon completion of the six (6) match regular season, three (3) of the bottom placed teams will be kicked out and the top 4 (four) will reach the playoffs.
1.3 Playoff Format            
The top four teams of each group will qualify for the quarter finals. At this stage, there will be no BYE's. The Draw will be as follows:
Div1 #1 vs.
Div2 #4

Div1 #3 vs
Div2 #2

Div1 #2 vs
Div2 #3

Div1 #4 vs
Div2 #1
2. Match Rules            
2. Match Rules

Each round of the regular season will consist of 2 maps and a tiebreaker, if necessary, selected from the approved maplist. During each of the regular season matches, each team will pick one (1) map and the opposing team will have color choice. Each team is allowed to choose a map from the approve maplist ONCE during the regular season and during inter-league play. Upon reaching playoffs, a team may select any map from the approved maplist ONCE until they reach the Finals.

Should a tiebreaker map be needed, the teams shall take turns eliminating maps from the list of unplayed maps until one map remains. The team with the most total captures on the previous two maps will decide whether they want to eliminate a map second or have server/color choice for the tiebreaker. If both teams have the exact same number of captures, then the team with the most total points on the previous two maps will decide whether they want to eliminate a map second or have server/color choice for the tiebreaker. If both teams have the exact same number of points, then the team with most total frags on the previous two maps will decide whether they want to eliminate a map second or have server/color choice for the tiebreaker. Points and/or frags that cannot be verified due to disconnects will not be counted. If both teams have the exact same number of frags, then the match admin will flip a coin to see who will decide whether they want to eliminate a map second or have server/color choice for the tiebreaker.

Team captains must give their server and map choices to the admin prior to match time. Once the match admin has announced each team's map selection, neither team may change their map choice. If both teams pick the same map, 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. Regular season tiebreaker rules apply.

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. The higher seeded team's map selections will be played first and then third on the lower seeded team's server. Regular season tiebreaker rules apply.
2.2 Map List             
CTF-AreaN23-LE103
CTF-Azcanize-LE102
CTF-Cynosure][LE105
CTF-Gataka-SE
CTF-Glacier][-CE105
CTF-Infested-UGL-LE202
CTF-Lavagiant
CTF-NovemberCE1110
CTF-Orbital-LE102
CTF-Ranel-JoltEdition
CTF-Revenge-LE102
CTF-Terra-LE102
CTF-Vaultcity-LE101
CTF-Vengeance-CE103
2.3 Color Choice             
During all matches, the team that has NOT chosen the map will choose color. During the playoffs, the choice of color for the tiebreaker map is granted to the lower seeded team.
2.4 Match Scheduling            

All matches are prescheduled by the MLCTF staff and times will be posted on the MLCTF website. If teams wish to reschedule their match, both captains must agree and inform an admin within 24 hours of the scheduled match start, otherwise the original date and time will be used. Teams are allowed ONE reschedule up to the day before the next round begins. If a team cannot field an adequate lineup (5 legal players) at match time, they will be subject to a forfeit loss.

Captains are required to submit their server/map pick by ten (10) minutes till their schedule match time. Failure to submit information before this deadline will allow the other team to get into their server choice (even if it is not the server for the first map) and start their timer, assuming they have met this deadline. If neither team has their information at the deadline, rule 2.4a goes into effect.
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 in the correct server, 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. The timer will start the countdown and continue counting only when all five (5) members are clicked and if one member reconnects during that countdown, the timer is paused until that member clicks again.
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 in the correct server, 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. The timer will start the countdown and continue counting only when all five (5) members are clicked and if one member happens to reconnect during that countdown, the timer is paused until that member clicks again.
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 are clicked, Team B forfeits the map and Team A is awarded points for a map win.
2.4f Forfeit Loss - Excessive admin abuse            
Including, but not limited to, Excessive pm's, teamspeak interactions and the like will not be tolerated. Admins are busy at match time and dont have time for explaining rules/arguing. Come prepared. Do not misplace your anger on the admins. Admins are chosen for their integrity and will be treated as such during match time under penalty of forfeit/removal from the league. All cases Will be reported and decision rendered. Check yourself before you wreck yourself. (and your team) Pug is pug, Dont bring it to matches. Play your match and it will be reviewed.
2.5 Connections            

MLUTEU 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 oneself, 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 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.
2.7 Server Settings            
Servers will be set to 60 tickrate for MLUTEU matches.
2.8 Demos            

Every player is required to demo every map. If you disconnect in the middle of a map and rejoin, it is your own responsibility to restart the demo. Each team may request 3 demo's per regular season from other players. Admin staff will follow up with the accused players and get them uploaded so that the accusers may investigate said demo's. All demos must be requested BEFORE the next map starts, not after the match is complete. You have 1 hour after the final map to request demo's from that particular map.

Punishment for not supplying a demo will be as follows for the REGULAR SEASON.

1st Offense: Team forfeits the map in question + 1 map suspension for the following match
2nd Offense: Team forfeits the match in question
3rd Offense: Player is removed from the league.

If a demo is requested in the playoffs and not supplied the MATCH will be forfeited
3.0 Team Rules            
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) Make team decisions, such as lineup, map, color and server choices.
d) Take SmartCTF screenshots of their matches and provide them to the admins.
e) Collect evidence and provide it to the MLUT admins when accusing another team of breaking the rules.
f) Idle in #mlut.eu channel when on IRC in order to receive messages from admins.
3.1 Player Salaries            
All MLUTEU players will be listed with a corresponding salary based on their compiled skill ranking as decided upon by the admin staff.
3.2 Trading            
Trading is allowed using the Free Agent Pool in MLUTEU. 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. Captains are encouraged to protect their players and not take any trade offers lightly. Try to consider the integrity of the person offering the trade, whether the trade is fair and balanced to the rest of the teams in the league, and most of all, whether the trade actually helps your team's chances of winning the MLUTEUChampionship. Admins reserve the right to amend any trades deemed inappropriate.

First off: Trades must occur within pricing brackets.

These brackets are as follows, though by no means are they completely rigid.

$801-$1000
$601-$800
$401-$600
$201-$400
$100-$200

Trades must also be within the teams total salary cap of 4800.

You cannot trade for a player only to trade them away again. Trades are meant because you want to strengthen your team or replace unreliable players, not so you can use them as a stepping stone for other trades.

Every team MUST have 8 players, so you can't trade 2 lower rated players for 1 higher rated player for example.

Once the season starts, all trades will be frozen. If you wish to make a trade after this point, you must have a very good reason for doing so and will need to contact an admin about it.
3.3 Player Holdout            
Players will not be allowed to holdout on their teams. Players unhappy with their teams are encouraged to privately seek a trade or request to be dropped through their captain. If a player still wishes to publicly holdout from his team, selfishly screwing them over without compensation, the admins are more than happy to remove him from the league.
4.0 Games Rules and Cheats            

All hacks, bots, radars, cheats and non-GUI (advanced preferences) controlled tweaks 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 / tools, packet loss and latency inducing devices, external timers, HUD timers (besides the one PURE provides), and anything in that same vein or spirit, or any cheats/hacks/tweaks that causes a player to be kicked from the server (no ambient sounds/light boxes/no shadows/etc.). Please use your brain as this is a zero tolerance policy. Any violations will be reviewed and may result in a PERMANENT EXPULSION for the offending player from all MLUT related events and a forfeit loss of the match in question for the offending team. These rules are not finite and can be changed or modified at anytime to address any situation. Those caught by our cheat protection will be subject to punishment. The only allowable tweak is shortened death messages. Every other tweak is illegal for MLCTF. Lets be honest, in this day, if you cant run ut99, you should`nt be in a Pro League.

In addition, players can be convicted of the above (with admin vote) 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
4.1 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.
4.2 Spectators            
Should any players be caught spectating a match without the consent of an administrator, and not immediately leave if asked, they risk a possible suspension/forfeit from league play. (You are allowed to spectate pugs, not matches) Should they be a member of a team in play, the offending team will receive a forfeit loss for the map in question. Further actions will be reviewed.
4.3 Frog jumping/bunny hopping and piston camping            
Frog Jumps and/or Bunny Hops and piston camping a teleport are illegal in MLCTF play. If a player executes a Frog Jump in a match, accidentally or otherwise, the player must immediately drop the flag and allow the other team to return it. If demo, admin or eyewitness UTV evidence show that the player or team that Frog Jumped captured or continued to attempt to capture a flag after the violation, the map will result in a forfeit loss for that team. In the event that something is missed it will be put under review.
4.4 Games 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 or window dropping. (Warp) Any violations will result in a forfeit loss of the map in question for the offending team.
4.5 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. If a player continues to spam taunt binds after one (1) admin warning, his team will forfeit the map and he will be denied permission to play for the rest of the match. If required, further actions will be discussed with said teams captain
5.0 Administration Powers            
All MLCTF admins have the power to make any changes to information on the MLUT website. (please have patience for changes) Should a captain or player notice any mistakes, he or she may contact an admin. Should a captain, player or other admin feel that an admin is abusing their power, he or she may file a grievance with another MLCTF admin and a vote will be conducted regarding the topic.
5.1 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. In the event of a tie, the head admin will cast the deciding vote.
5.2 Asterisk Rule(*)            
The MLCTF MLUTEU 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: MLCTF.EU

MLCTF Europe Features