MLUT2k4 Capture the Flag II
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1.1 League Format

MLCTF2k4 Season II will have eight (8) teams drafted and placed into a single division for the season with playoffs afterward. During the season each team will play each other team in the single division one time making for seven (7) matches during the regular season. The four (4) teams with the best record at the end of the season will be seeded into a single elimination playoff bracket by the admin staff and the semi-final and final rounds of the tournament will commence.

1.2 Point Format

Each match will consist of two (2) maps, one chosen by each team. Each map win is worth 3 points, each map loss worth 1 point and each forfeit is worth 0. 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 fewest Divisional map losses will have the higher seed. If the teams have the same number of Divisional map losses, the team with the higher efficiency [ PF / (PF + PA) ] will have the higher seed.

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 approved 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 higher seeded team's map will be played first on the lower seeded team's server. 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

CTF-Grendelkeep
CTF-Maul
CTF-Citadel
CTF-CBP2-Pistola-LiTe2
CTF-FP-CampersCrossing
CTF-FP-Anfractuous2-LiTe
CTF-Orbital2
CTF-FP-DuelingKeeps
CTF-ChromeLE105
CTF-BollwerkRuinsMLUTE101
CTF-FP2-Ages-FIX
CTF-NovemberCE-2004
CTF-OrbitalClassic-MLUTE
CTF-UCMP4-Virility_LE

2.3 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.

2.4 Servers

Central (Chicago and Dallas) servers will be allowed unless there is a team with European players that requests an NY server. If average pings are lower for a team with European players on the NY server then it will be allowed for their server pick.

2.5 Server Settings

All MLUT maps must be on the server and it must be running UTComp mod version 17a in order to be league-worthy. Enhanced Netcode (NewNet) must be enabled server-side with UTComp voting and bright skins enabled.

2.6 Demos

We encourage all players to record personal demos of their matches, but servers will be set with Server Side Demos enabled for league integrity.

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 screenshots of their matches and provide them to the admins.
f) Collect evidence and provide it to the MLCTF admins when accusing another team of breaking the rules.
g) Idle in #2k4ctf 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 seriously.

3.3 Team Creation/Salary Cap

Each team will consist of eight (8) 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. There will be no salary cap this season as it is technically an inaugural season, and many of the players will be un-rusting or learning the game entirely as they emigrate from other games. At no time will any team have more or less than the allotted number of players (8).

3.4 Player Salaries

All MLCTF2k4 II players will be listed with a corresponding salary based on their compiled skill ranking as decided upon by the admin staff.

3.5 Trading

Trading is allowed using the Free Agent Pool in MLCTF2k4 II. 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 MLCTF2k4 II 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

4.1a 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, extraneous HUD timers, and anything in that same vein or spirit, or any cheats/hacks/tweaks that cause a player to be kicked from the server by AntiTCC. 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.

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.

4.1b Spectators

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.

4.2 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.

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.

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.

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 Game Bugs

Exploiting any game, engine, or map bugs is illegal and will get you suspended from league play. If it is found to be a calculated exploit the entire team may be punished and forfeit the map in question.

4.7 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.


5.1 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.

5.3 Availability

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 MLCTF2k4 II 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: MLCTF2k4 III Admins

MLCTF2k4 II Features