The proper functioning of this system depends on the sportsmanship of the participating teams and players. We expect everybody to play by the rules but also be flexible when circumstances require it and be reasonable when an opponent has problems beyond their control.
Not knowing the rules is never a valid excuse for not following them.
Agreements and arrangements made between teams or players are not binding. Only the official rules should be followed, unless we specifically say otherwise. Agreements between teams that contradict the rules do not have any relevance.
Teams and Players
Any team registered on CyberGamer may participate in the ladder. Teams must have at least 6 players on their roster before they can play. It is not forbidden to be a member of more than one team.
Only players who are registered on CyberGamer and are a member of a team may play in ladder matches.
Players must wear tags and use an in-game nickname which is the same as or very similar to their CyberGamer nickname (or the nickname they are generally known by).
The CyberGamer Anticheat (CGAC
) is mandatory
in all matches on the ET 6on6 Ladder.
To use CGAC, follow the steps below:
1. Download the program from this page
2. Extract the .zip file.
3. Make sure you have .NET framework 4.0 installed. If not, you can download it here
4. Run CGAC.exe.
5. Enter your user ID, auth key, and match ID in the appropriate boxes. Select WOLFENSTEIN: ENEMY TERRITORY.
6. Click LAUNCH, wait for CGAC to log you in, and start ET when told to do so.
To find your user ID and auth key, go to your Extended Profile page and click Game IDs in the GAME DEFAULTS section. The match ID is the number at the end of the matchlink: http://eu.cybergamer.com/match/xxxxxx/
CGAC will automatically update to the latest version every time you run it.
During the match, the CGAC window will stay open and display match information as well as players from both teams currently running CGAC. When the match is over, simply close ET and wait a few seconds for CGAC to upload the data.
If you experience any issues, please make sure you add an exception to your antivirus, have extracted the .zip file, and are running the program as administrator. Please refer to the FAQ on the CGAC page
if you have followed the above instructions and are still experiencing issues. For further help, open a support ticket
All matches are played in Stopwatch mode and in the 6on6 format.
Failure to show up to a match within 15 minutes after the official match time will result in a noshow loss.
Matches are played on at least two maps. Each team selects one map from the maplist. The team who made the challenge chooses which map is played first. Each team chooses which team attacks first on the map chosen by their opponent.
If both teams select the same map, then the second map is chosen by cointoss and elimination. The loser of the cointoss eliminates the first map from the remaining maps in the maplist followed by the other team until one map is left. The team who lost the cointoss also chooses which team attacks first.
Round wins are added to determine the score. The team that wins a map receives 2 points; if both teams fail to set a time on a map (double fullhold), they receive 1 point each. So, the possible scores after 2 maps are 4-0, 3-1, and 2-2.
If the score is tied after two maps (2-2), a third map (decider) must be played. The decider is chosen by cointoss and elimination. The winner of the cointoss eliminates the first map from the remaining maps in the maplist followed by the other team until one map is left. The team who lost the cointoss chooses which team attacks first.
Ties are allowed, but only if a third map (decider) has been played and both teams failed to set a time (double fullhold). The score would then be 3-3.
Additional maps may be played as needed, chosen by cointoss and elimination, until there is a winner. If there is an odd number of maps left in the maplist, then the loser of the cointoss eliminates first. If there is an even number of maps left in the maplist, then the winner of the cointoss eliminates first. The team who lost the cointoss always chooses which team attacks first.
Only one Soldier class is allowed per team.
Only one rifle grenade can be used per team. This does not limit the number of engineers allowed to use a rifle.
The following tactics are illegal and will result in a forfeit loss of the map or round in which the action took place:
boosting more than one player
pausing the match intentionally while the crane is moving the gold onto the truck on supply
pausing the match intentionally while the tank is destroying the bank wall on sw_goldrush_te
bug exploitation of any kind
Once the match has started, its result counts unless both teams agree that it shouldn't. Lag, ping issues, or incorrect server settings are no excuse for leaving; every player should check the server before the start of the match.
If one team disconnects from the server, the score at the time when their last player left can be considered the result of the match if the team that stayed was winning. If the team that left was winning but the losing team could have still won the match, map, or round, we may change the score in advantage of the team that stayed.
We strongly recommend that all matches are played on ETTV
The maplist for the ET 6on6 Ladder is:
All maps can be downloaded here
Matches must be played on ETPro 3.2.6 and ET 2.60b with the latest certified global server configs
All servers used for matches must be ETTV
-compatible. The server should be agreed upon at least 15 minutes before the official match time.
Disputes, Demos, and Screenshots
Team captains have the right to dispute a match for any reason.
All players must record full POV demos of themselves in every round of every match. Demos do not need to be uploaded for every match but should be saved until at least 1 week after the date of the match. If a dispute is opened, demos should be kept until at least 24 hours after the dispute is solved.
Each team has the right to request demos from the other team if they suspect foul play. The number of demos that can be requested is two per map. One demo is a complete map demo (two rounds).
Teams/players may request demos by disputing the match and stating which player(s) and map(s) they would like to see demos from. A brief explanation of the reason for requesting demos must also be included.
Players have 72 hours to upload their demos once a request has been made. Failure to upload requested demos within 72 hours may result in a forfeit loss.
Once the demos have been uploaded, teams/players will have 24 hours to provide timestamps of suspicious moments. Example: "first round - 6:22 - shoots a player behind wall". At least 3 timestamps must be included, or the dispute will be dismissed. All cheat reports without timestamps will be ignored.
If the match was played on ETTV
and there is a complete replay available, all demo requests are invalid.
We reserve the right to request demos or screenshots from any player at any time.
Mercs are NOT allowed. Any player who is not a Member, Lieutenant, or Captain of the team is considered a merc. In other words, players who are not in the team or are listed as "Applied to Join" or "Invited" are not allowed to play. However, by readying up, you accept any ineligibility of any player on the opposing team. Once the match has started, only an admin can take action on a team's use of mercs. The purpose of this rule is to prevent teams from "laming" by waiting until a match is over to claim a forfeit win.
Substitutions are allowed, but only in between maps or rounds or during a pause. Each team is allowed two substitutions per match. The new player must be on the team's roster; if not, he is considered a merc and is not allowed to play.
Both teams have the right to pause the match two times each round.
Each team is allowed to have one spectator on the server. If the match is being played on ETTV
, spectators must join the ETTV
server instead unless both teams agree to allow them. Teams should use the speclock and specinvite commands if there are spectators present. Spectators must not type in global chat during the match unless absolutely necessary.
Cheating and Abuse
Cheating or using a banned player in a match will result in a forfeit loss. If both teams cheated and/or used a banned player, the match will be cancelled.
Using the account of another player is forbidden, even if the player is in your team. Such cases will be considered abuse and may result in bans.
It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will result in a forfeit loss of the map or round in which the action took place.
All programs or files, either modified game files or external programs, which give an unfair advantage to a team or player are strictly forbidden. This includes cheat software such as aimbots and wallhacks. The use of any forbidden program or file by any player during a match will result in a forfeit loss.
Programs that do not interact with the game in any way are allowed. This includes voice communication programs such as Ventrilo and TeamSpeak.
Scripts made from nothing more than the manipulation of in-game binds and settings are allowed. This includes jump scripts and 180-degree scripts.
Excessive abusive behavior will not be tolerated. Any player found to be abusing another player or admin in-game will receive a warning, followed by a ban if the abuse continues. Abusive behavior from more than one member of a team may result in a forfeit loss.
Any player caught using cheats will be banned from CyberGamer, regardless of whether or not the cheating took place during an official match. Knowingly playing with a banned player will also result in a ban. We will determine the ban length as we see fit.
These rules are subject to change at any time without notice.
We also reserve the right to ignore or overrule any of the above rules in an attempt to make the competition as fair as possible. Instances of ignoring or overruling do not set a precedent for other similar circumstances.