1. League Rules
1.1 League Format
The Twenty-Second Edition of Major League Capture The Flag, hereafter referred to as MLCTF XXII, will be a season format and feature a single-elimination playoff round. There will be 8 teams organized into two (2) divisions. The regular season portion of MLCTF XXII will see each team play one (1) match with every other team in their division for a total of three (3) matches for the regular season.
All matches will be scheduled on Sundays. The regular season will last 3 weeks. Playoffs will then last two weeks.
1.2 League Point Format
Each match consists of two maps only. Teams will be awarded three (3) point for each map win, one (1) point for each map loss and zero (0) points for each map forfeit.
The top two (2) teams in each division will advance to the playoffs.
For playoff seeding, in the event of a tie the team who has the least map forfeits will have the higher seed. If both teams had an equal number of map forfeits, the team who recorded the least amount of map losses will have the higher seed. Should both teams have an equal number of map losses, the team that won the head-to-head matchup will have the higher seed. If the teams tied, the team with the higher efficiency [ PF / (PF + PA) ] will have the higher seed.
1.3 Playoff Format
The playoffs will feature a single elimination bracket between the four (4) top teams. The Semi-Final matches will feature a best-of-three format and the Finals will feature a best-of-five format. The four (4) teams will play as follows:
(1) Div 1 1st Place vs.
(2) Div 2 2nd Place
(1) Div 2 1st Place vs.
(2) Div 1 2nd Place
2. Match Rules
Each round of the regular season will consist of 2 maps only, 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. Upon reaching playoffs, a team may select any map from the approved maplist in both rounds.
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 semi-final round of the playoffs will be a best of three (3) maps with each team choosing one (1) map from the entire maplist. The tiebreaker will be decided in the following manner: Each captain, meeting on IRC with an admin, will take turns eliminating maps from the list of unplayed maps until one map remains. The higher seeded team will choose whether they want to eliminate a map second or have server choice for the tiebreaker.
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. Above tiebreaker rules apply.
2.2 Map List
2.3 Color Choice
During all matches, the team that has NOT chosen the map will choose color.
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. The specific rules for a forfeit loss are enumerated under sections 2.4a through 2.4f.
Captains are required to submit their server/map pick before 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.
MLCTF XXII 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.
2.8 Server Settings
2.9 Demos (Rule Currently Suspended)
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: 1 map suspension, you will miss the first map of the very next match.
2nd Offense: Team forfeits the map in question
3rd Offense: Team forfeits the match in question
4th Offense: Player is removed from the league.
If a demo is requested in the playoffs and not supplied the map will ALWAYS be forfeited.
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. A co-captain must be assigned prior to the first match of the season otherwise a forfeit will be the punishment for every upcoming match until a co-captain is set.
d) Make team decisions, such as lineup, map, color and server choices.
e) Take SmartCTF 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.
g) Idle in #mlut channel when on IRC in order to receive messages from admins.
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 and possibly banned. The team will then vote on a new captain from among their roster. 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. This is a game but take your team serious.
3.3 Team Creation/Salary Cap
Each team will consist of ten (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 of $5600 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 MLCTF XXII players will be listed with a corresponding salary based on their compiled skill ranking as decided upon by the admin staff.
Trading is allowed using the Free Agent Pool in MLCTF XXII. Rosters will be locked for any team upon their elimination from playoff contention. Rosters for playoff bound teams will be locked 24 hours before the first playoff match is scheduled to begin. 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 MLCTF XXII Championship. Admins reserve the right to amend any trades deemed inappropriate.
3.6 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.
3.7 Player Inactivity
If a player misses two (2) consecutive matches, a captain may contact an admin with an inactivity request. The player will be removed from the league and will not be placed back into the free agent pool. Captains are encouraged to exercise this option only as a last resort to resolving the issues with the player or through free agent or inter-team trading. All actions will be handled based on available evidence and league queries.
4. Game Rules
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 (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 shouldn't 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.
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.
Should any players be caught spectating a match without the consent of an administrator, And not immedeatly 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.
4.1d Frog Jumps
Frog Jumps and/or Bunny Hops 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.
Rule 4.1e FWS Bind
Any player deemed to be abusing a throwweapon bind in an attempt to simulate a fast weapon switch will be subject to penalty. Abuse will be judged by the admin staff upon request from a team's opposing captain. Any captain wishing to make a claim must do so no later than an hour after the match ends. This rule will in no way be used against a player throwing his weapon in the normal course of the game for the intended purpose of restocking the weapon.
First Infraction: Warning
Second Infaction: Player Suspended for One Map
Third Infraction: Player Suspended for One Match
Four+ Infractions: Penalty at Admins' Discretion
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 another 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 being reported for G-line. (Done)
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.
If a team wishes to alter their names as part of their tag or team 'theme', they may contact an admin to discuss a solution that is fun but still clearly shows who every player on the team is.
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. (Warp) Any violations will result in a forfeit loss of the map in question for the offending team.
4.8 Map Bugs
Exploiting map bugs is illegal, such as but not limited to, dropping flags into areas they are not supposed to. 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.
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.
5.1 Administrative 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.
5.2 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. In the event of a tie, yes prevails.
In the event that there is only one (1) available admin for any MLCTF function, he has the authority to resolve all conflicts within the scope of the rules. These actions will be reported to the admin staff. If deemed unethical or not to have been handled within the scope of the rules, the matter will be put to an admin vote.
5.4 Asterisk (*)
The MLCTF XXII 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.