Call of Duty 1

Call of Duty 1 Rules

Call of Duty 1 Rules

[font=Titillium Web]CoD1 S&D Ladder Rules[/font]

[font=Titillium Web]1. INTRODUCTION[/font]


Please take time to read through these rules before you start playing on CyberGamer. These rules apply to all standard CoD1 ladders within CyberGamer. They are set to explain the basic conduct that teams are expected to adhere to and also an action that will be taken by admins if any evidence comes to light of these rules being breached by a player or a team. We always try to ensure that the rules are complete and up to date, but thisthis may not always be the case. All players are expected to be familiar with the rules and there is no excuse for not knowing them. All team leaders are expected to ensure that their players adhere to these rules. If a player breaks any of these rules, action may be taken against both - a player and a team. Take in mind that not knowing the ladder rules is never a valid excuse for not following them.

[font=Titillium Web]2. SERVER SETTINGS[/font]

All standard CyberGamer ladder matches must be played using the official v1.5 patch which can be found here. Also, the latest version of PAM competitive mod is to be used. CyberGamer doesn't support illegal game executable files (cracked), but teams may agree to play on them with ready-up (RUP). Please make sure sv_pure is set to "1".

Streaming your server to PBBans is mandatory, however, if a server isn't streamed and both teams ready-up this means they agree to play without it. Therefore, you can't conflict for scripts or wrong GUID because there is no log. To check if a server you play on is streaming to the PBBans repository, you can search for a server's IP on PBBans site by filling out a form in 'Master Stream Index'.

Server admins must set PAM mode according to the competition they play in:
In CoD1 S&D competition, pam_mode cg
In CoD1 S&D Rifle competition, pam_mode cg_rifles

Teams are allowed to provide their own server, as long as it doesn't conflict with any other server rules. Proposed servers are never binding and are 'suggested' play locations only. Once a match starts on the suggested server, another team cannot claim 50/50 unless the server has serious ping issues or both teams agree that server does not fit to be used or a game server has major problems. Evidence must be taken of the disadvantage (preferably a screenshot with the full line-up and visible pings) caused by the server issues. Teams abusing the rule or failing to provide evidences for their claims will lose a match by forfeit or have their claims discarded. Unplayed matches will be cancelled if appropriate servers could not be found.
If all players ready-up, they indicate that they accept the following server settings:
Ping.
Server configs.
PunkBuster settings.
PAM mode.
MD5 & CVAR checks.

Additional information and instructions about setting up your server can be found here. Do not forget to add CVAR & MD5 checks to your server.

[font=Titillium Web]3. TEAM AND PLAYER SETTINGS[/font]

Team registered on CyberGamer can only participate in a ladder or league of its type. For example, if you have created a Call of Duty 3v3 team, you can only play 3v3 ladder matches with it. Only players who are registered in a team on CyberGamer can play in matches and they can only play with the name (or very similar) they registered in a roster of that team. Also note that a player is only allowed to be listed in 3 teams per ladders.
Teams may request another player to be used by an opponent before a match if their choice is violating any of the rules. If they cannot replace a player they can claim a noshow accompanied by a reason in match discussion (Public/Private/Dispute). All players must have their FPS set between 60 and 250. Failure to do so will result in forfeit loss. Also, a team may claim a forfeit if their opponent uses a player who is an unregistered player, or uses a substitute who is breaking the rule above.

If all players ready-up, they indicate that they accept the following player settings:
Ping and their connection quality.
In-game name.
If joined after the challenge is created, their ineligible status

In the case of a team wishing to remove a player which happens to be the Founder / Captain, that player will be removed. At least 50% the players within a team will need to contact an admin for an approval. The account belongs to a team, not a player.

[font=Titillium Web]4. VERITAS ANTI-CHEAT[/font]

In all CyberGamer Call of Duty 1 matches latest Veritas update must be used. Players need to ensure that that the correct veritas id is registered to their CyberGamer profile (this can be found by opening your veritas session and looking in the 'system info' tab listed as 'VID'). Players that have missing/incorrect VID listed on their profile will result in a match cancel. A brief guide can be found here.

Each player is responsible for making sure they are running it during a match. Failure to run Veritas for the duration of a match will result in a forfeit loss. Veritas session files should be kept until 48 hours after the date listed in the match details. If a dispute gets open, veritas session files should be kept 48 hours after a dispute is solved. In the case that a player has mistakenly uploaded the wrong veritas files, players will get a further 48 hours to upload the correct file once noticed.

In order to officially request a veritas session you must make a valid request. Teams must request veritas sessions to be uploaded by posting a CyberGamer account of the required player(s) in match discussion within 12 hours, not in-game. Also, they need to post this request in Public match discussion, not Private or Dispute. Once a valid veritas session request has been made, a player in question will get a notification in their CyberGamer SmartBar. A reason for never providing veritas session request in Private or Dispute discussion is because players can't see it if they leave a team in question.

Players will have 48 hours from the initial request to upload veritas screesnhots. Please note that the score will be auto accepted after 12 hours so you can open a dispute if necessary to keep the request going. The 48 hour limit will continue since the request was made.

Valid veritas session request should look like this:
http://eu.cybergamer.com/profile/209477/miss (CyberGamer account)
Upload veritas session files

There is no limit to how many veritas files can be requested. To save any delays, it is advisable to upload all veritas session files immediately after the match to here as file type "Other" .

Failure to upload requested Veritas session files or files that are missing will result into a forfeit loss and offense being given to a player.

1st offense - WARNING
2nd offense - 1 WEEK MATCH BAN
3rd offense - 2 WEEKS MATCH BAN
4th and further offenses - 1 MONTH MATCH BAN

How to use Veritas:
1. Download Veritas from here.
2. Extract the .RAR file to a location where you want to keep Veritas.
3. From the extracted files there will be a folder named "Icon", place all of the files from the .RAR file into this folder.
4. Open the folder and right click the file named "AC" and click on properties.
5. Inside the properties window, locate the tab named "Compatibility" and ensure that you tick the box to open the program as administrator.
6. Open Veritas Anti-Cheat, enter your in-game nickname and click "Start".
7. Veritas Anti-Cheat will ask you to locate your CoDmp.exe file. Veritas will only work if you start Call of Duty through the Anti-Cheat.
8. When Call of Duty opens, the Anti-Cheat should play a sound to inform you that Veritas is now working. You can check that the Anti-Cheat is working by opening the Call of Duty console and looking for a message like the one shown below.
here
9. Join a server and keep console open until you see another message from Veritas informing you that another screenshot was taken. This is to ensure that you know the program is still online.
10. Once a match has finished, close Call of Duty as normal and the Veritas Anti-Cheat will start uploading your screens from the match.
11. Open the Sessions folder to locate the screens from your match. The folder containing the screens needs to be placed into a .RAR file and uploaded to here. In cases where the files fail to upload, you can locate them in the "Recover saves" tab.

You will need to have the latest .NET framework installed on your PC to use Veritas.

Checking whether Veritas is running:
In the server, you can manually enter /echo !info into the console, which displays if you are currently active on Veritas.

Every player is responsible for ensuring that they are running Veritas properly:
You must run Veritas on the computer you use to play the match on.
There must be a continuous flow of screenshots during the match.
Disconnecting from Veritas whilst in-game will result in punishment. If a player is disconnected from Veritas, his team has to call a timeout.
Having black screenshots or not uploading match data continuously will result in a forfeit loss.
The session logs must match the time the match was played

Veritas Support:
If you experience troubles whilst installing the software, please make sure you add an exception to your anti-virus software, have extracted the .RAR file and are running the program and the game as 'administrator'. If you encounter any problems with Veritas after doing this or require any support - please try making a Veritas support thread in the forums or contact Veritas directly through their website.
Note: If you want to check the Veritas screenshots, you can download a players Veritas session file from the match page

[font=Titillium Web]5. FINDING YOUR OPPONENTS[/font]

The following are the best and fastest ways to search for a CyberGamer match.
You can open Match/Scrim Finder and mark your team as ready to play.
Or search for an opponent on CyberGamer's CoD1 IRC channel.
You can even ask people directly via CyberGamer Chat, Xfire, Steam, etc.
These ways are the best and recommended, but you can always find your opponents through any other means.
After finding your opponent you can challenge them or accept a challenge. You can find more details about this procedure here.

[font=Titillium Web]6. BEFORE THE MATCH[/font]

To contact your opponent before a match, you should contact them directly through CyberGamer Private Message, Chat, Xfire, Steam or any other way if they don't use IRC.

If you still haven't managed to get in touch with your opponent 15 minutes after the scheduled starting time of a match, you can submit a noshow win. Accompanied with this you should also report a reason for noshow win by posting a clear comment on the match discussion (Public/Private). On other side, if you're more than 15 minutes late, you have to accept a noshow win if your opponent insists. Also, if one team is short of players or refuses to start a match with the rules agreed upon in a challenge, the other team can demand a noshow win.

[font=Titillium Web]7. MAP LIST[/font]

The following maps can be played within the standard CyberGamer ladders:
mp_bocage
mp_brecourt
mp_carentan
mp_dawnville
mp_depot
mp_harbor
mp_hurtgen
mp_neuville
mp_pavlov
mp_powcamp
mp_railyard
mp_rocket
mp_stalingrad
mp_tigertown
german_town

A match is played over two maps, one picked by each team in the challenge form. If the same map is chosen by both teams, then teams may opt to change their chosen map before a match begins. This should be written in the match comments.
You can download german_town here.

[font=Titillium Web]8. MATCH RULES[/font]

The lower ranked team decides which map is played first. If teams are on equal ELO points then the team listed on the left side of the match page decides which map is played first. Teams may decide which side they take on their opponent's map.

Each map has a roundlimit of 20. Both teams play 10 rounds as 'Axis' and 10 rounds as 'Allies'. Total rounds in a match is 2x20 = 40. Rounds will be set at length of 2:15 minutes for default ladder and 2:30 minutes for the rifle ladder. The score is determined by adding all rounds won from each team over the whole match. You may not leave a match until one team has reached 21 rounds in total or unless teams have drawn at 20 rounds each. Teams that have won may leave a server if they wish to. In case of the winning team leaving before the match ends, the remaining rounds will be added to the losers score.

In the default Call of Duty 1 S&D Ladder, there is a limit of one sniper per team and sniper pickup must be disabled. "scr_allow_fg42" and "scr_allow_panzerfaust" must also be set to "0".

For all other server settings, please make sure the correct PAM and Cvar & MD5 List is loaded onto the server.

The default in-game team size is specific to the ladder you're competiting in.
In CoD1 S&D Ladder there's a minimum of 4 players, and maximum of 10 players per team.
In CoD1 S&D Rifles Ladder there's minimum of 4 players per team, and maximum of 10 players per team.

[font=Titillium Web]9. DURING THE MATCH[/font]

Once a match has started, its result counts, unless both sides agree it shouldn't. Ping, lag issues or incorrect server settings are no excuse for leaving - you should have checked a server before you started playing. If one team walks away from a match, the score at a time when their last player quits can be considered to be the result of a match if a team that didn't leave was leading. If the leaving team was winning but the losing team could have still won the match, admin will change the result to the advantage of a team that didn't leave.

[font=Titillium Web]10. AFTER THE MATCH[/font]

Either team can enter the result of a match, unless the other has already done so.
A match result can be:

The real score of the match
Forfeit win (1-0)

Once one team has entered a result, four things can happen:

Different score is submitted by the other team, leading the match into dispute.
The score is accepted by the other team and the ladder ratings are adjusted accordingly.
The other team refuses to accept the score, by opening a match dispute.
Both teams do nothing for 12 hours after which the score is accepted automatically. In this case if no score is submitted, the match is cancelled.

Entering a fake score is not allowed, any players who are found constantly violating this rule will be appropriately punished. In a case of rule violation, it's strictly forbidden to fill in any other score besides forfeit win (1-0). Any matches which are deemed to be fake will result in a match being cancelled and actions may be taken against players who have organized it. Team leaders are expected to have some evidence of their match being played for one week after the score has been confirmed.

You must ensure that you either enter the correct result or dispute a match as soon as possible, because once a match has been completed it can be reopened only for following reasons:

Cheater, or RWB played in it. In this case, you will need to provide a screenshot of /pb_plist from the match in question.
Wrong score was entered and match got autoaccepted. In this case, you will need to provide screenshots of the match scoreboard.

If a match is older than 30 days, it won't be reopened in any case.

[font=Titillium Web]11. PUNKBUSTER GUID[/font]

In order to play on ladders you need to have CoD1 PB GUID registered to your CyberGamer account. This is a set of characters that links your ingame alias with CyberGamer account. You can find more informations about how to check or register a CoD1 PB GUID here

CoD1 PB GUIDs are to be checked by both teams and must be the same as registered on player's extended profile. The last 8 characters of a player's GUID needs to match 100% to one registered on their CyberGamer account. It is up to teams to take a screenshot of /pb_plist before a match ends.

If a player is not listed on a team's roster, then the player is considered ineligible and thus a forfeit win may be claimed. If a player's GUID is incorrect or missing, then a match cancel can be claimed. Please note that in the case a player has BOTH missing/incorrect PB GUID and incorrect/missing VID, then a forfeit can be claimed. In these cases the ready-up rule does not apply, unless clearly stated that the player is allowed play by the opposing team (see miscellaneous rules below). Forfeits will only be awarded against five (5) players that were present in a match, also you will need to provide evidence (/pb_plist) of who played. Player with GUID that is listed on the Master Ban Index of PBBans is considered a cheater and is not allowed to play in any CyberGamer matches. However, if the player with the banned GUID is able to join the server and teams ready up, then both teams agree for this player to continue and cannot claim a forfeit afterwards.

If a player wants to change their GUID, they can do this by creating a support ticket and waiting for further instructions of admin. Creating a new account in order to bypass GUID change over ticket is forbidden and it will lead to match ban as seen fit by an admin.

[font=Titillium Web]12. DEMOS[/font]

All matches must be recorded (/record) and demos should be kept until 48 hours after the date listed in the match details. If a dispute gets open, demos should be kept 48 hours after a dispute is solved.

In order to officially request a demo you must make a valid demo request. Teams must request a demo by posting a CyberGamer account of the required player(s) in match discussion, not in-game. Also, they need to post this request in Public match discussion, not Private or Dispute. Once a valid demo request has been made, a player in question will get a notification in their CyberGamer SmartBar. A reason for never providing demo request in Private or Dispute discussion is because players can't see it if they leave a team in question.

Valid demo request should look like this:
http://eu.cybergamer.com/profile/209477/miss (CyberGamer account)
Carentan & Harbor (maps)

You can request limited amount of demos:

4v4: 3 both maps
5v5: 4 both maps
6v6: 5 both maps
7v7: 6 both maps
8v8: 7 both maps
9v9: 8 both maps
10v10: 9 both maps

If a player has a different nickname in-game, you may request a player to use their CyberGamer nickname. Alternatively you may check /pb_plist. Only first demo request is valid, all other ones will be ignored. If no maps are specified, it's assumed that both maps are requested.

Players have 48 hours to upload the requested demos from the request date. After making a valid request, make sure you dispute the match in question so it doesn't get auto-accepted. In the case that a player has mistakenly uploaded the wrong demo, players will get a further 48 hours to upload the correct file once noticed. All matches played are public games and therefore demos must be available to public by uploading them directly to CyberGamer's file host.

Failure to upload requested demos or uploading demos that are broken or missing will result into a forfeit loss and offense being given to a player.

1st offense - WARNING
2nd offense - 1 WEEK MATCH BAN
3rd offense - 2 WEEKS MATCH BAN
4th and further offenses - 1 MONTH MATCH BAN

If a demo is missing more than 3 rounds then a forfeit win will be awarded to the opposing team. Also, if a player is manipulating a demo recording process (e.g. by stopping it in a live match on purpose), all points gained in that period will be awarded to an opponent.

[font=Titillium Web]13. TIMESTAMPS[/font]

Once the requested demos have been uploaded you have 48 hours to provide timestamps. This is a log of the accused player listing specific rounds and times.

When providing timestamps for demos, remember to state which player, demo and map you are referring to. Timestamps must have a full explanation with good reasoning as well as a round and time an event occured. Timestamps that have minimal information such as 'WH, aimbot' will be dismissed. We won't accept any so-called 'busted.avi' videos as an evidence, you must make timestamps for the original demo. You must provide at least clear and specific timestamps – otherwise the request may be dismissed by the demo crew . All demos in question will be reviewed by our demo crew.

[font=Titillium Web]14. SCREENSHOTS[/font]

Screenshots are used as the main evidence to prove the match score and admins will not watch demos in order to confirm it. If teams enter different results, an admin will request scoreboard screenshots of both maps. If no screenshots are uploaded within 48 hours of request, a match will be cancelled.

[font=Titillium Web]15. MATCH DISPUTES[/font]

The match dispute system functions as a court room with CyberGamer admins acting as judges. A match dispute can be made when the result entered by one team is not accepted by the other.

In dispute both sides must explain the problem in a short but clear and complete way. Both sides may mention only relevant and proven facts. This must be posted in the Dispute discussion. Spamming, arguing and posting match unrelated stuff in Dispute discussion may result in a forfeit loss. The match score can be either real score f.e. 21-19 or forfeit win 1-0, in case an opponent violated the rules.

All evidences and information on a match should be provided in English and written in the Dispute discussion. However, admins can also use informations found in the Public / Private discussion. Examples of valid evidence are demos, in-game screenshots and server logs that were obtained from a neutral party. Private logs from IRC, MSN etc. or server logs provided by either team will not be considered to be an evidence because they can be easily falsified. We will only accept evidences if you provide them in a proper way. We won't accept anything where the file provider requests any input from our side or has any unnecessary limitations (for example Rapidshare or 4shared), in other words, an evidence must be accessible directly. Use either CyberGamer's file host or a free image hosting sites like Lightshot (Imgur), Tinypic or Photobucket. You may use other hosts, but make sure images can be viewed public and internationally. Also, be sure to save a copy of an image somewhere, in case a host removes it.

If both teams violated the ladder rules in a way that would award them both a forfeit loss, the match will be cancelled. Such closure of the dispute does not mean proven individual cheating will go unhandled.

It is strictly forbidden to contact any admin in private to defend your case. Anything you have to say must be said openly. Trying to influence an admin in private will lead to a dispute loss. Match disputes are never urgent and an admin will typically let at least 48 hours to go by before looking at a case to give both sides a chance to explain their case and provide all evidences. Wait patiently until a decision is made. Only when a dispute is older than two weeks, you can contact an admin regarding it. If a dispute involves watching demos, you should wait at least one month.

Match disputes will be judged according to the ladder rules at a time of a match and by the match rules agreed upon in a challenge. Admin's decision is final.

Falsifying evidence in a match dispute will result in a match ban determined by an admin. Players who repeatedly make pointless and unnecessary disputes will be suspended, if they have no foundation in the rules or they are clearly made for the sole purpose of complicating the match process. Players who repeatedly violate the ladder rules and force other teams into making disputes may also be suspended from playing according to admin's judgement.

Repeatedly opening match disputes for false / pointless reasons will result in a warning, followed by a ban if cases continue.

[font=Titillium Web]16. CHEATING, ABUSE AND RACISM[/font]

The following applies to all CyberGamer ladders. The installation of any public or private cheat is strictly forbidden and will lead to a match ban as seen fit by CyberGamer. Any cheating during a match will result in a forfeit loss and a match ban being given to a player in question.

1st offense - 12 MONTHS MATCH BAN
2nd offense - PERMANENT MATCH BAN

If there are evidences that a player has cheated in public servers, in other leagues and anticheats, a match ban will be given to a player in question.

1st offense - 6 MONTHS MATCH BAN
2nd offense - 12 MONTHS MATCH BAN
3rd offense - PERMANENT MATCH BAN

It is strictly forbidden to advertise or sell any type of cheats. Such cases will always be considered abuse and rigorous measures will be taken against these players.

1st offense - 6 MONTHS MATCH BAN
2nd offense - PERMANENT MATCH BAN

Players that have been banned by CyberGamer are not allowed to participate in any of the CyberGamer matches or to create a new account (Returning while banned, aka RWB).

1st offense - 2x ORIGINAL MATCH BAN
2nd offense - PERMANENT MATCH BAN

Players who are found playing with cheaters, banned players or RWBs in three or more matches, during one month period will be banned. Same thing goes for re-adding RWB players in a team. In extreme cases, admins will handle this case by case.

1st offense - 2 WEEKS MATCH BAN
2nd offense - 1 MONTH MATCH BAN
3rd offense - 3 MONTHS MATCH BAN
4th and further offenses - 6 MONTHS MATCH BAN

Racism is strictly forbidden and may result in an instant match ban. A strike or a match ban will be given to any player found to abusing another player. This will be handled case by case and in extreme cases a forfeit loss may be given. A second offense will result in a more substantial ban.

[font=Titillium Web]17. IN-GAME BUGS AND LIMITATIONS[/font]

It is not allowed to take an advantage of bugs. Any kind of a bug abuse is considered cheating and will lead to a forfeit loss, unless otherwise mentioned specifically in the rules.

All programs or files, either changed game files or new files that change the game or add to its functionality or which interact with the game in any way, are strictly forbidden unless rules specifically allow them. Best example of this are programs that act like autoshooters. Using any third party software (e.g. nVidia Control Panel or RivaTuner) to tweak graphics settings in order to give an advantage is not allowed. The most common example of this is the ambient occlusion. Modified versions of game's resource files are always forbidden, regardless of what they do. The use of above leads to a forfeit loss and may lead to a match bans seen fit by an admin.

Programs that do not interact with the game in any way are allowed, even if they can be used and operated simultaneously with the game. Voice communication programs are examples of such programs.

Any types of scripts proven to give a real advantage or are part of not allowed binds/scripts below will not be tolerated and will result in a match cancel. In severe cases, if a player is found guilty of actually using a disallowed bind, a forfeit loss will be imposed. Config settings that give a distinct advantage over an opponent may be deemed config abuse and can lead to a forfeit loss depending on severity of claim.

Not allowed bind and scripts:

any "exec" or "vstr" bind (unless they are demorelated).
any script including "lookdown".
any bind including "rate" cannot have a value outside 25000.
any bind including "com_maxfps" cannot have a value below 40 or above 250.
any bind including "attack" cannot be combined with any other command. Only grenade bind is allowed ("+gostand; wait; -attack; -gostand")
any bind including 'frag' cannot be combined with other commands/binds.

All binds/scripts that are not covered by above not allowed scripts/binds will be reviewed on a case by case basic to see if they do give an advantage. It is therefore advisable for teams to setup PBBans streaming with league option CyberGamer enabled so server logs can be verified by CG admins, otherwise claims will be ignored.

The bomb can be planted to any location as long as it stays visible and defusable. Planting bomb inside objects or places which can't be reached with legitimate routes will lead to the loss of a round.

Reload glitching and using fast weapon switch (to shoot faster with rifle), aim glitching, lag binding and intentionally shooting people through walls or abusing general map exploits will lead to a round loss. Using any binds to allow a player to move forward during strat time is also prohibited. If a player does it in three or more rounds, a forfeit win may be awarded to an opponent. In the first 2 cases, the round will be awarded to the opponent.

In all Call of Duty 1 ladders, crouch jumping to gain an advantage by seeing though the ceilings is not allowed. Any positioning to be able to see through walls is not allowed and shooting opponents through walls is not allowed either.

It is forbidden to use prone on the rocks (e.g hurtgen), holes (e.g hole near B plant on tigertown), boxes (e.g boxes outside shoe on tigertown) treshold/footbridge (e.g garage on harbor), which creates a head glitch.

It is forbidden to use prone directly in dead bodies.

• mp_railyard
- It is forbidden to abuse the A tank glitch to see through the wheel into the hangar.
- It is forbidden to shoot through the A tank hole

• mp_neuville
- It is forbidden to abuse the visual bug at front book to see through the fountain wall.

In the default Call of Duty 1 S&D Ladder, abusing the left lean bug to repeatedly clip in and out is forbidden. Please note that clipping up and down or to the right side is allowed. Any round where players are guilty of abusing the clipping rule to gain an advantage will be awarded to the opponent team. Repeated use of the bug for more than 3 times will result in a forfeit loss.

Each team is responsible to ensure they carry 1 sniper per team for every round. Abusing the sniper bug during round end or strat time to carry 2 or more snipers for any single team is not allowed. Any round where 2 snipers are used will be awarded to the opponent team. Repeated use of the bug for more than 3 times will result in a forfeit loss.

Abusing the bug to allow a player to carry more grenades than allowed is not allowed. Any round where a player uses the bug to carry more than 1 grenade (with the exception of actually carrying a stock rifle where players will receive 2 grenades) will be awarded to the opponent team. It is advisable to switch in strat time to avoid using this bug. Repeated use of the bug for more than 3 times will result in a forfeit loss.

[font=Titillium Web]18. MISCELLANEOUS RULES[/font]

Substituting a player during a match is allowed (timeout to avoid issues). If a substituting player is ineligible, opponent accepts him with ready-up. Without ready-up, that player is considered ineligible and is violationg the rules. If a new, eligible player has not showed up after 5 minutes, an opposing team can demand that a match starts without them (also see the rule regarding kicking players).

Reconnecting whilst the game is live for reasons other than technical issue's (e.g. pinging out) is not allowed. This will result in a round loss - or in the case a player does this 3 times, a forfeit loss.

A round loss will be subtracted from the guilty team and added to their opponent. The final score will stay as the adjusted score (so can change from 21-5 to 18-8). Upto 3 round losses can change a score, any more will result in a forfeit loss.

Each team gets one timeout per map. Teams may therefore use a maximum of 2 timeouts per match. Use /matchtimeout and /matchtimein command to pause and unpause.

At map or side change teams can take a maximum of 5 minutes for a break, a match is to resume after that time. When 5 minutes are up, spectators may be removed freely. Staying in spectator will lead to an automatic loss of a round. If a team does not ready up in 5 minutes after map change, it will lead to a forfeit loss for the violating team. Only reason to not ready-up is if opponent team substituted a player with ineligible one, upon which you need to ask him to leave.

A team must clearly state their claim of the forfeit win on a server (while recording a demo) which an opponent is forced to accept, then both teams may leave a server as a match is concluded. But if teams decide to continue a match after the allowed pause time's up, a forfeit win can't be claimed later on.

If a server crashes during a game, you must replay a round in which a crash occured. Unless a server crashes into the first round, the map may not be restarted in any case.

Spectating during an official match is not allowed. When spectators that are not allowed to join a server enter a match, a match should be paused and spectators must leave before a match may continue.

It is not allowed to kick players from the opposing team, doing so will result in a forfeit loss of a match. If a game is in ready-up and a player's connection dropped the following things can happen:

A substitute arrives in his place during the allowed time, the line-up is complete, a player waiting to drop out can be removed freely.
Ready-up time is over: since a player waiting to drop out can not ready-up, they can be removed freely. (Regardless if a substitute is present or not)

Note: It is recommended to use the pb_sv_kick command instead of the regular kick command, because a server may put a player to a local ban list which may cause inconvenience during the rest of a match.

[font=Titillium Web]19. THE RATING SYSTEM[/font]

CyberGamer ladders use ELO rating system known from chess. Every team starts with a rating of 1400 points. After each match, points are added or subtracted based on whether the outcome of a match was a win, a loss or a draw (the rounds have no importance).

How many points you gain after a standard or forfeit win or lose depends on the rating difference between you and your opponent in a time the match is being completed.

For a noshow win or lose a winner gets +10 points, and a loser -10 points. If the match is cancelled, no points are given/taken.

If teams agree to play with ineligible players or different settings in the rules either in-game or on match comments stating clearly that they accept the match conditions, teams can no longer claim forfeit or match cancel where appropriate. Evidence will have to be kept via demo in the case anything is agreed in game.

[font=Titillium Web]20. ADDITIONAL[/font]

Impersonating either an admin or another player is an offense. Any evidence of this can and will lead to a match ban which will be determined by CyberGamer admin. CyberGamer reserves the right to broadcast every match. This can be done with online game broadcast tools for spectating purposes. The recording of such broadcasts can't be refused by the teams.

If the league or tournament rules conflicts with these global ladder rules, then the specific rules have precedence. The proper functioning of the ladder system depends on the sportsmanship of the participating teams. We expect everybody to play by the rules, but also to be flexible when circumstances require it and to be reasonable when an opponent has problems beyond their control.

CyberGamer reserves the right to modify this ruleset at any time without notice.