COD4 Rules
CyberGamer Call of Duty 4 Competition INFORMATION
• All matches are played in a 5v5 format.
• Matches consist of TWENTY-FOUR rounds (two TWELVE round halves). In the event of a draw, the overtime system comes into the fold, consisting of SIX rounds (two THREE round halves) until a winner is found. Thus, no match will result in a draw.
• The bomb timer is set at FORTY-FIVE seconds, bomb planting time – FIVE seconds, bomb defusing time – SEVEN seconds.
• There is a limit of ONE sniper rifle and ONE shotgun for each team. (Note: PAM has a bug where the sniper occasionally becomes unavailable, the solution to this is to have your sniper go to "spectate" then rejoin your team, this will fix it - please only do this at the end of a round etc... Call a timeout if you need to)
• The CyberGamer server mod (a variant of the PAM mod) disables all perks except for for Bandolier (Extra Ammo) and Stopping power (higher weapon damage) for all players. Howerver, sprinting and silencers are enabled. Players are limited to ONE flashbang OR ONE smoke grenade and ONE frag grenade.
• Weapons and arsenals disabled by the CyberGamer server mod: grenade launcher attachments, stun grenades, all semi-automatic sniper rifles (Dragunov, M21, Barrett M107), all 3 heavy machine-guns (M249 SAW, M60E4, RPD), all submachine-guns except MP5 and AK74u, all rocket launchers (RPG-7, FGM-148 Javelin, FIM-92 Stinger), C4, claymores, helicopters and air strikes.
• Dead rounds/Timeout: A dead round allows a team to bring an extra player if the need arises (situations such as lag-outs, disconnections, etc). A player can call a timeout which can be accessed via PAM Commands section of voice chat (B key). When a timeout is called by a player, the next round will revert to Ready Up mode – the round in which the dead round was called will be played out as normal. Timeouts has a maximum duration of FOUR minutes or when all players are ready. Abusing the dead round/timeout system for causes other than the aforementioned will result in a reprimand at the discretion of a ladder administrator.
• In the leagues CGi and CGm, any team that drops out in the first two weeks will be replaced (the replaced team must be in to play the 3rd week). Any team that drops out after that will have their played and unplayed matches become byes (0-0). As such it is very important that only serious/stable teams compete in leagues.
• In the leagues CGi and CGm, when a team is on the verge of disbanding, they cannot give their spot to another team. Although it is possible to do it by inviting another teams players into your team, it will be noticed and the team will be removed. It is unfair to other teams that need to top CGo or CGm to move up.
CyberGamer Call of Duty 4 Competition RULES
• All players must record a demo oftheir matches. To do this: open console (~ key), type /record and press ENTER. You must keep the demos of your matches for atleast a month.
• All players are urged to use their CyberGamer account name or a name similar to, however misleading/different names used by opponents (unless in direct conflict with another player’s name) is not justification for a match dispute. If uncertain of a player’s identity, ask for their CyberGamer name OR open console (~ key), type /pb_plist, record PunkBuster GUID of player in question and compare with the CyberGamer GUID database
(http://www.cybergamer.com.au/cod4/guid). Playing a player that is not on your roster will result in a forfeiture of the match. Teams are strongly urged to keep their rosters up to date...
• Smurfing in a match (playing for a team that you arent in the roster for) will result in you being banned for 1 week and the match result will be overturned. On the second offence you will be banned for 2 weeks. 3rd etc offences will be dealt with on a case-by-case basis...
• Both teams have FIFTEEN minutes from the match start time to have a minimum of FOUR of their own players in the server; otherwise the team at fault automatically forfeits the match. However, teams are welcome to leave once one side has won the match (once they reach 13 rounds), if they choose to do so, the team that leaves first will forfeit all of the remaining rounds. Teams are encouraged to play out matches. Teams are allowed to substitute players through the match, provided they quickly join their team. If a team drops to 3 players during the match, they have a maximum of 5 minutes to get a 4th player back in or they will forfeit all of the remaining rounds of the match.
If either side has less then 4 players at the 15 minute mark then the match should not go ahead, however if both sides agree to play the match with less than the minimum required players then the match result will stand.
• If you both agree to play a match then you cant try to forfeit for something that you should have forfeited for at the beginning of the match... dont waste peoples time..
• During half-time (including half-time of overtime), all players have a maximum of FIVE minutes to be on ready mode. This also applies to the starting time of each overtime sessions.
• If at any time a player drops out and a team has THREE or less players, that team has FIVE minutes to have a minimum of FOUR players back into the match server; otherwise the team at fault automatically forfeits the match.
• Failure to produce a demo at the request of a ladder administrator after a match can warrant a ONE match ban for the player and/or forfeiture of the result, even if it is up to a month after the match date. Only in exceptional circumstances are these penalties modified.
• Do not talk excessively in global chat in-game, especially when you are asked by the other team. Being abusive will lead to a forfeit of the match at the ladder administrator's discretion.
• Glitching and scripting are considered illegal and unfair and will result in the loss of any rounds where they are used. Glitching by definition: where a player is in a position that allows him to see his opponent however his opponent cannot see him. Weaponry (rapid fire shooting – for example: the use of G3 semi-automatic rifle) and jumping scripts (“sequenced” jumping or "sequenced grenading" etc) provide an unfair advantage, thus their use is illegal. Pretty much any bind that has a "wait" command in it is going to be considered "scripting". A player or team caught engaging in these activities will be penalized a forfeiture of the round in which they engaged the illegal activity. Lastly - this spot on mp_crash is legal, many rumours have been started that it is not legal for some reason:

• There are no referees in CyberGamer matches. Permitted spectators are GameStah shoutcasters whom hold the right to hold a shoutcast broadcast in whichever match they wish.
• Unsportsmanlike behaviour will be dealt with at the discretion of a ladder administrator.
• Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
• All players should have less then 150 Ping. If 3 of your players have more then this, then you forfeit the match, unless the other team specifically allows the match to go ahead.
• A player added into a team roster is allowed to partake in the team’s current match (even if they are added during "Ready Up" time), provided the player has not played in another CyberGamer match for another team in the current week (a week starts on a Sunday). So you can only play for one team between any Sunday->Thursday. Meaning if you play for one team on Sunday, and another on Thursday, you are breaking the rules.
• A ladder administrator may request a player or team’s demo at any time, whether or not a dispute has been put forward. Not complying with administrator’s request can be grounds for a temporary ban against the player in question or a forfeiture of the match, depending on the circumstances.
CyberGamer Call of Duty 4 Open Ladder - Software Information/Rules:
• Matches can only be played on Sunday, Monday, Tuesday, Wednesday and Thursday.
• A team can only challenge an opponent half their own rank or four places higher than themselves, whichever is greater. For example: a team ranked 38th can challenge up to a team that is ranked 19th.
• Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
• If a team successfully defends their position, the ladder automatically grants a “protected” status for FORTY-EIGHT hours, awarding immunity from challenges.
• Challenging and winning will leave you with a normal status of "free".
• If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
• If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.
• If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
• Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either “challengeable” or “protected” statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
• A team may not play the same team in two successive matches