Call of Duty 2

Call of Duty 2 Rules

Call of Duty 2 Rules

1. Introduction
Please take time to read through these rules before you start playing on Letsplay.Live. These rules apply to all standard CoD2 ladders within Letsplay.Live. These rules 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 this 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. Not knowing the ladder rules is never a valid excuse for not following them.

2. Server settings
All standard Letsplay.Live ladder matches must be played using the official v1.3 patch which can be found here. Also, minimal version 3.00 of zPAM in competative mode has to be used. If both teams agree they are allowed to play punkbuster off, but it's not allowed to change it back midgame. Letsplay.Live doesn't support illegal game executable files (cracked), but teams may agree to play on them with ready-up.

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 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 ladder they play on:
• In CoD2 S&D 2v2 Ladder, pam_mode cg_2v2
• In CoD2 S&D 3v3 Ladder, pam_mode cg
• In CoD2 S&D Ladder, pam_mode cg
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 serious 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 config
• PunkBuster and streaming status
• PAM mode
• MD5 & CVAR checks
Additional information and instructions about setting up your server can be found here. Do not forget to add MD5 and CVAR checks to your server.

3. Team and player settings
Any team registered on Let'splay.Live can participate in any ladder. Only players who are registered in a team on Letsplay.Live can play in ladder matches and they can only play with the name (or very similar) they registered in a roster of that team.

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 then a match is cancelled. All players must have their FPS set beetwen 40 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, or if a player changes their name into an unrecognisable one during a match.

If all players ready-up, they indicate that they accept the following player settings:
• Ping and their connection quality
• Ingame nickname
• 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 three (3) other players within a team will need to contact an admin for an approval. The account belongs to a team, not a player.

4. Letsplay.Live Anti-Cheat (CGAC)
In all Letsplay.Live CoD2 matches CGAC must be used. Each player is responsible for making sure they are running it during a match and have to make sure they enter the correct match ID before starting any match. In case someone filled in a wrong match ID, they must write the correct match ID in Public/Private discussion within 48 hours after a match was played. If they fail to do so, they will lose by forfeit.

How to use CGAC:
• Install CGAC:
• Before each match, start CGAC.exe
• Enter your User ID which is found in Game Information on your profile page
• Enter your AuthKey which is also found in Game Information on your profile page
• Enter the Match ID which is found on the Match Details page for every match you play in
• Press Launch and start CoD2, continuing as normal

Checking who is running CGAC:
• On the Match Details page next to each player on the roster, under status it will specify when CGAC was last run. If CGAC is active, a green CoD2 icon will be displayed.
• Another way is to check box "Enable active players display" which is shown when you start CGAC client. When this box is checked, you can see who is online on CGAC by simply pressing ALT+P while in-game. Please note that this display can take up to one minute to initiate once in-game.
Every player is responsible for ensuring that they are running CGAC properly:
• You must run CGAC on the computer you use to play the match on
• There must be a continuous flow of screenshots during the match.
• Disconnecting from CGAC whilst in-game will result in a match forfeit. If a player is disconnected from CGAC, his team has to call a timeout.
• Having black screenshots or not uploading match data continuously will result in a ban according to Match Ban Policy.

CGAC Support:
If you experience troubles while installing the software, please make sure you add an exception to your anti-virus software, have extracted the ZIP file and are running the program and the game as 'administrator'. If you encounter any problems with CGAC after doing this or require any support - please try making CGAC Support thread in the forums or create a support ticket.
Note: If you want to check the CGAC screenshots, submit a support ticket with with player links and admins will check them for you. In case you have black screenshots and have asked us to check you, we won't ban you - ban will only be placed if you don't fix them in the near future.

5. Finding your opponents
The following are the best and fastest ways to search for a Letsplay.Live match.
• You can open Match/Scrim Finder and mark your team as ready to play
• You can search for an opponent on #cod2.wars IRC channel
• Or you can ask people directly via facebook, steam, etc.
Note: These ways are the best and recommended, but you can always find your opponents through any other means.

6. Before the match
If you still haven't managed to get in touch with your opponent 10 minutes after the scheduled starting time of a match, you can claim a noshow win. Report a match noshow by posting a clear comment on the match discussion (Public/Private) and tell why a match should be a noshow. A noshow win will result in a +10/-10 for the winner / loser.
Entering a match cancel is not possible, if both teams fail to enter a score, the match will be cancelled.

Entering a noshow is done as followed:
- Enter a 1 - 0 win for your team
- select the correct "Team XXX did not show to match"

7. Map list
The following maps can be played within the standard Letsplay.Live ladders:
• mp_breakout
• mp_brecourt
• mp_burgundy
• mp_carentan
• mp_dawnville
• mp_decoy
• mp_downtown
• mp_farmhouse
• mp_harbor
• mp_leningrad
• mp_matmata
• mp_railyard
• mp_rhine
• mp_toujane
• mp_trainstation
• mp_vallente
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.

8. Match rules
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 opponent's map.

When playing pam_mode cg 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 minutes. 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 leaves, the remaining rounds will be added to the losers score.

Note 1: In case of a draw, the teams can agree to play a decider map. Pistol bash will decide which team starts which side, or if the teams can come to an agreement about the sides without pistol bashing. After readying up on the decider map, it is no longer possible to leave the game and cancel the match. The decider map has to be played untill the end. If one team decides to leave before the end the opposing team gets the default win. If the decider map still ends in a draw, cg_mr3 has to be played untill a winner comes out on top.
Note 2: Both teams can agree on playing a different mode (MR12/BO3). As already stated, after pressing ready up, you agree on PAM mode settings, therefore you can't change it back midgame. You can't leave server after readying up and then claim it was a draw, unless both teams agree (this can happen due to lack a of time). In case of playing a decider map and the decider map still ends in a draw, cg_mr3 has to be played untill a winner comes out on top.

There is a limit of one shotgun and one sniper per team, as set by zPAM. Using more than one shotgun or sniper in team will result in a round loss. This means if accidentally dropped, you're allowed to pick up opponent's shotgun and sniper, but not to use it.

The default team size is specific to the ladder you're competiting in.
• In CoD2 S&D 2v2 Ladder there's maximum of 2 players per team.
• In CoD2 S&D 3v3 Ladder there's maximum of 3 players per team.
• In CoD2 S&D Ladder there's a minimum of 4 players, and maximum of 10 players per team.

9. During the match
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, Letsplay.Live will change it to the advantage of a team that didn't leave.

10. After the match
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
• The score is accepted by the other team and the ladder ratings are adjusted accordingly
• The other team refuses to accept the score, making it a match dispute
• Both teams do nothing for 12 hours after which the score is accepted automatically
Entering a fake score is not allowed, if we see any teams who are constantly violating this rule they will be appropriately punished. In case of a 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 closed/completed it can be reopened only for following reasons:
• Cheater, or RWB played in it. In this case, you will need to provide screenshot of /pb_plist from match in question.
• Wrong score was entered and match got autoaccepted. In this case, you will need to provide screenshots of the match scoreboard.
Note: Only admins can cancel a match, teams can't enter it manually. If match is older than 30 days, it won't be reopened.

11. PunkBuster GUID
CoD2 GUIDs are to be checked by both teams and must be the same as in the roster. The last 8 characters of a player's GUID needs to match 100% to one registered on their Letsplay.Live account. It is up to teams to take a screenshot of /pb_plist before a match ends.

If a player is not listed on team's roster or a player's GUID is incorrect or missing, then a player is considered inelegible and thus a forfeit win may be claimed. Equally, if a player is stated as inelegible to play on team's roster then a forfeit win may be claimed. 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 Letsplay.Live matches.

If a player wants to change their GUID, they can do this by opening support ticket and send the following:
1. Reason why they wants to change their GUID
2. Screenshot of their full 32 digit GUID (pb_myguid) accompanied with a screenshot of their Letsplay.Live name while in-game
3. And finally, they have to write down their 32 digit GUID in a raw text

12. Demos
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. Failing to follow these rules will lead to a direct forfeit loss for a team. Player in question will be punished according to Match Ban Policy.

In order to officially request a demo you must make a valid demo request. Players/teams must request a demo by posting a Letsplay.Live account of the required player(s) in the match discussion (Public/Private/Dispute), not in-game. If a player has a different nickname in-game, you may request a player to use their Letsplay.Live nickname. Alternatively you may check /pb_power or the CGAC log. If you want to request a demo in a dispute, make sure you make a valid demo request in the dispute discussion. Only first demo request is valid, all other ones will be ignored.

Valid demo request should look like this: (Letsplay.Live account)
Toujane & Burgundy (maps)

You can request limited amount of demos:
• 2v2: 2 both demo
• 3v3: 2 both demo
• 4v4: 3 both demo
• 5v5: 4 both demo, etc.

Players have 48 hours to upload the requested demos from the request date. All matches played are public games and therefore demos must be available to public by uploading them directly to Letsplay.Live's file host.

Failure to upload requested demos or uploading demos that are broken or missing will lead into a forfeit loss. If a demo is missing 3 or more 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. Once the match is completed any remaining demorequests become invalid.

13. Timestamps
Once the requested demos have been uploaded you have 72 hours to provide timestamps. This is a log of the accused player listing specific rounds and times.

When providing timestamps for demos, please provide:
- player link
- demo link
- matchlink
- maximum 8 rounds per player

You can timestamp 8 round player player, anything more than 8 rounds will be ignored.

14. Screenshots
Screenshots are used as the main evidence to prove the match score and admins will usually 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.

15. Match disputes
The match dispute system functions as a court room with Letsplay.Live admins acting as judges. A match dispute can be made when the result entered by one team is not accepted by the other.
If you can't resolve a conflict with your opponent then try entering the appropriate match result first.

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 should be posted in the dispute discussion. Failure to make a clear match dispute will lead to a dispute 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 of any other chapters.

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 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.

Falsifying evidence in a match dispute will result in a Match Ban determined by an admin.
Making pointless disputes or forcing a team in a pointless dispute can be punished with a ban.

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, such cases can be reported to admins by a support ticket in order to punish a player(s).

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 72 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 open a support ticket regarding it. If a dispute involves watching demos, you should wait at least one month before opening a ticket.
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. Admins' decision is final.

Teams/players who repeatedly make 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. Teams/players who repeatedly violate the ladder rules and force other teams into making disputes will also be suspended according to our Match Ban Policy.

16. Cheating, abuse and racism
The following applies to all Letsplay.Live ladders. The installation of any public or private cheat is strictly forbidden and will lead to a Match Ban as seen fit by Letsplay.Live. Any cheating during a match will result in a forfeit loss. It is strictly forbidden to promote any type of cheats. Such cases will always be considered abuse and rigorous measures will be taken against these players.

Players that have been banned by Letsplay.Live are not allowed to participate in any of the Letsplay.Live matches. If both teams cheated and/or used a banned player, match will be cancelled. Matches may be edited to a cancellation, forfeit loss, or a real match score, depending on the ladder rules and nature of the problem. A forfeit loss is the standard punishment for all violations.

Players who are found playing with cheaters or RWBs in three or more matches, during one month period will be banned according to our Match Ban Policy. Knowingly playing with a cheater and or RWB is never allowed and in extreme cases, admins will handle this case by case.

A strike or a ban will be given to any player found to be abusing another team/player. A second offense will result in a more substantial ban. Racism is strictly forbidden and may result in an instant match ban.

17. In-game bugs and limitations
It is not allowed to take an advantage of or abuse 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. Using any third party software (e.g. nVidia Control Panel or RivaTuner) to tweak graphics settings to give an advantage are 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 could lead to a removal and appropriate bans which are defined in our Match Ban Policy.

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 (that includes macros) proven to give a real advantage or are part of not allowed binds/scripts below will not be tolerated and will result in a forfeit loss. 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. Continued abuse of scripts can lead to a ban, macros will lead to a playing ban.

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
• any bind including "frag" cannot be combined with other commands/binds[/indent]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.

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 routs will lead to the loss of a round.

"Clipping" and fast reloading will lead to round loss, if player does it in three or more rounds, forfeit win will be awarded to an opponent. You can check this video to see what's allowed, and what's not. Silent climbing on ladders is allowed, but silent dropping from roof is not, and will lead to the round loss. Smoke bugging is not allowed and will be punished with a forfeit loss. Players are allowed to jump to special places (including "trickjumping") which can be reached without any additional aid (example another player or explosives) or 333 FPS, as long as it doesn't violate the bug abuse rule (example exploiting 2-way mirror walls).

18. Miscellaneous rules
Before each game can start, a server admin always has to make sure that both teams are ready. If one member of a team says that their team is ready, they are considered to speak for the whole team, regardless of their status in a team.

Once a match begins it cannot be cancelled, only restarted if both teams agree. If a game was started without the agreement of one of teams, that team can demand that the game is restarted as long as at least one of their members remain in the spawning area.

Substituting a player during a match is allowed (timeout to avoid issues). If a new 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).

Each team gets one timeout per side. Teams may therefore use a maximum of 4 timeouts.

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.

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. If a match is 3 rounds or less in, then a map has to be restarted. In all other cases, map may not be restarted.

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 default 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.

19. The rating system
Letsplay.Live 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 score has no importance).
How many points you gain after a win or lose after a defeat depends on the rating difference between you and your opponent before a match.

20. Match Ban Policy
If a player violates any of the rules stated here, Letsplay.Live reserves a right to ban them from playing official matches. The suggested ban lengths for the most common violations are defined below. For any other rule violations, an admin will decide about proper punishment.

Cheating in a public server:
• 1st offense (6 MONTHS)
• 2nd offense (12 MONTHS)
• 3rd offense (PERMANENT)

Cheating in an official match:
• 1st offense (12 MONTHS)
• 2nd offense (PERMANENT)

Selling Letsplay.Live account:
[indent] • 1st offense (6 MONTHS - PERMANENT)

Returning while banned (new account):
• 1st offense (PERMANENT)

Returning while banned (old, already banned account):
• 1st offense (2x ORIGINAL BAN LENGTH)

Macro usage):
• 1st offense (3 MONTHS)
• 2nd offense (2x ORIGINAL BAN LENGTH)

Playing with a cheater or RWB:
• 1st offense (2 WEEKS)
• 2nd offense (1 MONTH)
• 3rd offense (3 MONTHS)
• 4th and further offenses (6 MONTHS)

Failure to upload requested demos:
• 1st offense (WARNING)
• 2nd offense (1 WEEK)
• 3rd offense (2 WEEKS)
• 4th and further offenses (1 MONTH)

Black CGAC screenshots:
• 1st offense (1 WEEK)
• 2nd offense (2 WEEKS)
• 3rd and further offenses (1 MONTH)

Advertising and/or distributing cheats:
• 1st offense (6 MONTHS)
• 2nd offense (PERMANENT)
Note: All other violations that deserve a Match Ban and which are not stated here will be handled according to the admins judgement. Extreme cases are also handled case by case.

If you think you were unrighteously banned or have any questions regarding your ban, you can contact us through support ticket.

21. Addittional
If the ladder rules for a specific ladder 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.

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 Letsplay.Live. Letsplay.Live 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.

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

Last updated: 7nd of January 2021