Welcome to the Kingston Technology Call of Duty 4: Season 8 mega-thread, which will outline all key points about how this season will be run, and the how the new announcements for this season will be streamlined with the way previous seasons have been run!
Kingston Technology are back again for a fourth consecutive season with supporting Call of Duty 4: Modern Warfare for the Australasian scene, on CyberGamer in 2012!
This season sees Australian Call of Duty 4 going strong CGp - CyberGamer Professional with 8 teams, CGi - CyberGamer Intermediate with 8 teams, CGm - CyberGamer Main with 8 teams and CGa - CyberGamer Amateur leagues with three groups of 8 teams.
From this season onward we are implementing new rules that will apply to ALL teams in respect to both rosters, and also league placement. The rules will be enforced to encourage team and player stability, and better quality gaming for future seasons. These will be discussed further below.
The leagues will cover a total of 10 weeks, 48teams and over 200 matches!
The total prize-pool is $4,000 in cash!
This mega-thread is a very long read, alike all previous mega-threads that have been released. The administration team have been working hard on the details of all the leagues so please take note of everything listed in this thread thoroughly, as this thread will be the main reflective thread throughout the season and all updates and extra information will be added and updated in this post. Listed in this thread will be all the information you will need to know regarding the Kingston CoD4 Pro Leagues.
All queries, suggestions and comments are welcome!
League / Schedule / Finals
Since October 2010, Kingston Technology has been partnered with CyberGamer in bringing the best possible competitive experience to date on Call of Duty 4. Kingston Technology's continuous contribution into this new season has made this Invitational League's prize pool the largest in the history of CyberGamer's Call of Duty scene! Huge thanks to Kingston Technology, you guys rule! Take a minute to say thanks by checking out their Facebook page and pressing the "like" button!
Kingston Technology Facebook / Kingston Technology Website
The League Divisions
CyberGamer Professional is designed for the highest competitive level of the CoD community, these are where the top teams will battle it out for prizes exceeding the other divisions. There will initially be placements made for 8 teams but this may change depending on the calibre of teams registering and teams being granted an auto-berth, due to exceptional gameplay in the previous league season. There is a $120 per team fee for teams to participate in the top tier of the competition and this must be paid prior to the commencement of the season.
CyberGamer Intermediate is the intermediate division where the aspiring pro teams hang out fighting for their place in the professional division. There will be 8 teams in this division unless registrations demand otherwise. Intermediate level teams are required to pay a $90 registration fee to compete in the league which also must be paid before matches begin.
CyberGamer Main is the pro amateur division where teams who rise above the amateur line fight for their place in the intermediate division. There will be 8 teams in this division unless registrations demand otherwise. Main level teams are required to pay a $75 registration fee to compete in the league which also must be paid before matches begin.
CyberGamer Amateur is for aspiring CGo teams that wish to experience a more intense competitive environment, with 24 teams participating, split into three 8 team leagues. This is a proving ground where teams prove their mettle and fight for the right to move up into the main division and take one step closer to going pro. Amateur teams must pay a $60 registration fee to compete and as with the other divisions this fee must be paid in full before league matches commence.
Team placements for the Kingston Technology Call of Duty 4 Pro leagues will be based on your past performance as a team in; the previous season, NVIDIA Gear Up For Battle and alongside other factors such as LAN results and Online event results. Because no draft competition was held and alot of teams had capitulated due to the long off-season some team placement was done at the admin discretion and is not a topic for debate.
Admin Team selections are based on the following criteria:
Performance throughout Competitions
Ability to pay entry fee
Entry Details for Season 8 and onwards
- Teams will only be invited by the CoD4 Admin team to play in the CyberGamer Professional division
- Due to the length of the off season admin discretion was used in the selecting of teams for CGa,CG m and CGi.
- Professional league invitations will be to teams in the Intermediate level league only. If a team has not played at least one season of Intermediate, they will not be eligible for the Professional league.
- Teams of a more reasonable level will be invited for an opportunity to play off in a Best of Three map series to fight for an spot in the Intermediate or Main leagues. Any other team will need to apply to the waiting pool for entry to Amateur.
- There will be a limited number of FFYI opportunities at the start of a new season, and these will be offered to Main/Amateur division teams based on criteria such as stability, ability, and player behaviour.
- Players found to be team hopping regularly, creating team issues, or for whatever reason causing teams to disband (as they team hop) will be subject to blacklisting from the Leagues at Admin discretion/adjudication.Currently one player falls under this rule: steve/jwalker
- If a player has been found to have left a league team during a roster lock period (during season or off-season) they will be subject to a four round ban to be applied at admin discretion. This four round ban will ensure they will miss the first or last half of a respective season. Ignorance will not be a defence for this ruling.
Payment Period: 16th September - 23rd September 10:00pm
It is highly encouraged that these payments be made as soon as possible to avoid delaying the commencement of CGp, CGi, CGm and CGa.
|$120 per team||$90 per team||$75 per team||$60 per team|
Teams who do not pay by the end of the payment period will be removed from the competition and replaced by a willing and eager team that deserves the position.
Should this occur, it is likely that a team from a lower league will be moved up. This team will need to pay the remaining cost difference for their entry into the league. This will cause the league that the replacement team came from to be 1 team short, so a replacement for this repositioned team will then be sought from a lower league or the CGo Ladder.
CyberGamer Professional Payments: http://www.cybergamer.com.au/payment/131/
CyberGamer Intermediate Payments: http://www.cybergamer.com.au/payment/133/
CyberGamer Main Payments: http://www.cybergamer.com.au/payment/132/
CyberGamer Amateur Payments: http://www.cybergamer.com.au/payment/134/
Refunds will not be given in most circumstances. If you have played a match for your team then wish to quit and be refunded, you will not be refunded. You are more likely to get banned, as you can only leave your team during Recruitment Week. Refunds will only be available up until the end of Round 1, provided you did not play your Round 1 match. Any requests for refunds after Round 1 has been completed will be denied, unless there are impeding special circumstances.
The formatting of the Kingston Technology Leagues, including matches, the teams competing and the leagues themselves include the following:
CGp, CGi and CGm both consist of 8 teams; CGa consists of 18 teams.
Teams are now required to have a minimum of 5 members.
1-Map Round Robin Matches
5v5 Search and Destroy.
Promod Live 2.11 NE
Knife off for side. First to 16 round wins (knockout_mr15_knife).
First to 4 rounds wins, continue playing overtime if subsequent draws occur (knockout_mr3).
Anti-cheat: UAC Anticheat
Rankings are based by 'Match Wins' and 'Match Losses'. The ratio system will then come into effect for teams in the same division who tie at the end of Round Robin play with the same quantity of Match Wins and Match Losses. A teams ratio is determined by: 'Rounds Won' divided by the amount of 'Rounds Lost'. The team with the higher ratio will be given the higher ranked placement.
At the end of Round Robin play, the Admin team will announce the teams that have made the finals, and provide the relative information regarding the final placements for teams that are tied.
If a match proceeds into Overtime, the winning team's final score is to be registered as 16-15.
MATCH DEMO RULES
- Teams have 15 minutes only to get a minimum of 4 players in the server to start the game. If you do not comply you will forfeit.
- If a team has 3 players in the server at any point during the match (player lag out, etc), they have the length of one Time-Out session only to get a 4th back in. This can be achieved by calling an in-game time out. (Default key binding is B >> 4 >> 1 or look through your /bindlist in console for mp_quickmessage)
- If a team has a member consistently lagging and is practically unhittable, with an absurd amount of ping/spiking, an admin is to be contacted to verify whether that lagging player should be allowed to continue playing their respective match, for the fairness of the opposite team.
- Only one timeout per side/per team is allowed, we do not appreciate time wasting.
- Teams may elect to wait longer or reschedule the game, and we appreciate your good sportsmanship, but you are not required to and you may forfeit the other team at the 15 minute mark (unless they have a player on their way/connecting to the server).
- If a team agrees to wait and then goes back on the decision later during the match or after its completion to get the free win from a forfeit, they instead will receive the forfeit for bad sportsmanship/bad conduct. In this situation the opposing team is to provide proof (demo is usually the best option) showing the offence.
- Matches are to be played on CyberGamer certified servers, unless stated by an admin.
- Players must be in clean standing and have no outstanding match bans before competing.
- A half time and full time screenshot must now be taken, and uploaded at the end of each match to your match page. (You may also make a results thread if you wish)
- ALL and any configs found with a vstr variable in them will see the player receiving a global match ban. There are numerous reasons for this, and players can do their own research, however the administration team has ruled that the ability for players to use this command to execute functionality that may otherwise be prohibited is no longer allowed. The penalty incurred for this being used in a config will be similar to that of a wait bind, and as such player may be globally match banned for up to 3 months at the discretion of the admin team.
- The use of FOV glitching is illegal and anyone found to be using this glitch will incur a very severe penalty (likely 3 month match ban, including all rounds it was found to used in, forfeited). Teams suspecting the opposition to be using this glitch will need to dispute if they feel that the opposition has used it during the match. The time and round they believe were used need to be cited as per standard dispute requirements.
- The use of Player Boosting & Glitching is illegal and anyone found to be using this will incur a very severe penalty If you cannot get to the spot by yourself, it is a glitch (e.g. spots that require boosting to get to them).If you can see people but they can't see you, or you can shoot people but they can't shoot you, it is a glitch (e.g. spots with missing textures, such as the balcony between Sniper House and Glitch Wall on Strike).
And of course, you cannot be outside of the map (e.g. getting out of the map on Backlot) or above the map (i.e. elevator glitching).
- Recording of a demo is a mandatory requirement to participate in any event hosted by CyberGamer, no exceptions.
- Demo provision and uploading is upon request from any CoD4 admin unless otherwise stated; please ensure you keep your demos for a minimum of one month after the game.
- If you are requested to upload a demo, you must do so through CyberGamer's upload system: http://www.cybergamer.com.au/upload/
- The penalty for not uploading your demo for a league match is a one month match ban, no exceptions. All players know to record and Promod reminds you to record - there are no excuses.
- Any player who is the target of a dispute issue, and does not upload their demo when requested in the dispute thread by an admin will subject their team to a forfeit loss, and will also incur a 2 month match ban. You will have a timeline defined for this upload, and delivery after this timeline will not revoke the loss, and the revocation of the ban is at admin discretion.
If for some reason a match server goes down during a round (such as an accidental double booking), that round is not counted and is labelled a "Dead Round". Please contact a CoD4 Admin to get the server fixed or a different CG server organized.
The Anti-Cheat team members have the ability to flag players for upload and review by the Demo Review team. This player is required to submit weekly demos until further notice (cleared by AC team).
During the Kingston Technology Leagues the CoD Admin Team will set up your matches each week. We simply arrange the two teams to verse each other, meanwhile one team chooses some times to offer and the opposing team chooses a time to select. It's exactly the same as the current CGo ladder, except you don't get to click 'Challenge' - the Admin Team effectively does.
Challenges will be issued every Thursday evening/Friday afternoon. This allows teams to get their matches done Sunday-Thursday.
With the ongoing protraction in challenges between teams, the following rules will be introduced to assist in ensuring the leagues progress in a timely fashion:
- Challenges not placed within the 48 hour timeframe will be handed to the opposition to offer times. The counter offer will have 24 hours to be offered.
- If a counter offer is not placed then admins will select a time for the match to be played - this will be on an available day of the week at an admin's discretion, and played at 8:30 or 9pm.
- Challenges not accepted within the 48 hour timeframe once offered will be handed back to the challenging team to select a time they offered for the match to be played on.
- Challenging teams not placing a challenge within the necessary timeframes put themselves at risk of receiving a 2 round penalty to the result of the match. Accepting teams not accepting a challenge within 48 hours also put themselves at risk of receiving a 2 round penalty to the result of the match. This will mean that to win a match, a team will have to win 18 rounds in an mr15 match.
- If both teams fail to respond and admin intervention is required, then both teams may put themselves at risk of an 8 round penalty to their "for" totals for the League (if one team scored less than 8 rounds in a match, then they will lose all the rounds they scored, while the opposition still loses 8 rounds).
Payment Period: 16th-23rd September 10:00pm AEST
Roster Unlock: 16th September 10pm AEST
Final Roster Lock: 23rd September 10pm AEST
Invite Leagues Commence
Round 1: 23rd Sept
Round 2: 30th Sept
Round 3: 7th October
Round 4: 14th October
12:01am AEST 21st October - 11:59pm AEST 28th October
Round 5: 28th October
Round 6: 4th November
Round 7: 11th November
Invite Leagues Finals Begin
Finals Commence (CGp, CGi & CGm): 18th November
Finals Commence (CGa): 18th November
Invite Leagues Conclude
This schedule as well as the fixture and some other information can be found on the League Schedule Page
. This area is where all the teams will be placed and where they can find all relevant information.
Pre-Season Recruiting & Recruitment Week
Teams will be able to finalise their team line-ups during the pre season roster unlock dates. The admin team understands that during such a lengthy off-season that it is hard to maintain interest and a team. Some leniency will be given in regards to off-season roster changes BUT recruitment week rules will apply.
Between seasons, teams will be allowed to make up to 3 core changes, but a maximum of 2 of these can be external core changes.
Like with Recruitment Week, an unlimited number of non-core changes can be made.
16th September 10pm AEST
Final Roster Lock:
23rd September 10pm AEST
Any MAJOR team overhauls (>3 core changes) will need to be discussed with an admin as your team's league placement may be subject to scrutiny.
The following constitutes "one roster change":
- Removing core player from the team, or
- Adding core player to the team, or
- Removing core player the team and replacing them with someone else.
This season, Core Player functionality will be enabled for all League Divisions. This functionality will be set to allow 5 "Core Members". 3 of those 5 core members must play in every match of the season - this is without exception. Teams found not playing with 3 of their Core in any match will have the match overturned.
12:01am AEST 21st October - 11:59pm AEST 28th October
A player, in any League, is only allowed to leave their team and join another one during the season's "Recruitment Week". They cannot leave and join another team at any other time, and must remain on the roster. Players recruited during the recruiting week are only eligible to play in the rounds following "Recruitment Week".
During "Recruitment Week" we will enable the core changes functionality also, and you will be able to change up to 2 of your core roster.
Once "Recruitment Week" is over, the roster lock will return and remain in place until the end of season. No team will be permitted to use substitutes who aren't registered on the team's roster to play the remaining matches.
A player, in any League, is only allowed to leave their team and join another one during Recruitment Week. They cannot leave and join another team at any other time, and must remain on the roster.
Players recruited during the recruiting week are only eligible to play in Rounds 5, 6 and 7 as well as Finals
This ruleset will be used for every league, including: CGp, CGi, CGm and CGa. It will not differ across the Leagues.
The map for each round will be announced on the schedule page. The map that is announced will be used for each league for the corresponding round.
The below maps are the ones included in the season rotation;
Cluster - http://www.cybergamer.org/files/2722/
Duga (Grid) - www.cybergamer.com.au/files/4114/
MP_Summit - http://www.cybergamer.com.au/files/4068/ (red FX error fixed with fast_restart)
MP_Duga (Grid) - www.cybergamer.com.au/files/4114/
After the Round Robin part of the Leagues, the top 4 teams of each league will go into their own finals series. This means ranks 1-4 in CGp, ranks 1-4 in CGi and ranks 1-4 in CGm.
Due to CGa now having 3 pools of 8 teams. Instead of having a combined CGa pool finals, each pool will have their own respective finals series for prizes. Thereafter the 3 pool's grand-finalists be invited to join CGm or FFYI.
All finals rounds are in the best-of-3 maps format.
All finals matches MUST be played within the certain challenge period offered to avoid finals delay and forfeit.
E.G. If Team 1 does not offer times to Team 2, Team 1 forfeits their game. It is your teams' responsibility to have enough available players on your roster to make the finals matches.
The cash prizes are made up of the total entry fee contributions, combined with Kingston Technology's contributions. These prize totals are subject to change and cannot be 100% concrete until Recruitment Week is complete. These are well-educated approximations.
|CGp||CGi||CGm||CGa (Each pool)|
Match & League Coverage
Like usual, you will be kept up to date on what matches are being Shoutcasted and/or Videocasted. Unfortunately, not all of these games can be Shoutcasted or Videocasted but there will inevitably be some great audio and vision to come from Gamestah and SYF TV's live feeds, with these media teams endeavouring to always bring you the best.
You can find information of these casts either in the Call of Duty section or on either agencies websites:
- CoD4 admins are allowed to referee matches at their leisure.
- Teams may request a referee by asking one of the admins to spectate their game.
- Referees are not allowed to spectate matches of their own team.
- If a referee is also competing in your league, he may be asked to leave the server if BOTH teams agree, unless it is regarding an AC issue.
Team Captains will be responsible for the organisation of your team throughout the Round Robin and the Finals (if applicable). They are also responsible (partly) for matters concerning prize-money (see dot points below: T&C's).
Terms & Conditions: Invited Teams
Additional information might be added to this thread at a later time, so make sure to check this OP often for updates!
- Your team will abide by all forum, match, game and league rules.
- Your team will complete the entire competition and not drop-out.
- Your team will play every match and every round of every match.
- Your team understands that failure to adhere to the above three points will result in bans.
- Your team understands that if they hinder a match or the competition in any way they can face harsh bans.
- Your team understands that during the competition no team members can be kicked or removed from your team roster unless done during Recruitment Week.
- Your team understands that nobody may leave the roster, whether by their own free will or not, unless doing so during Recruitment Week where the team will be able to pick up replacements.
- Your team understands that the CoD Admin Team reserves the right to make decisions at their discretion. Your team understands that instances of cheating and so forth will be resolved on a case-by-case basis, with all investigation and ruling being made by the Anti-Cheat team.
The CoD Administation Team
Arseynimz / Ian / Presto / Lantern / Sno / Kizmmit / Spud
*If anything here pertains to S7, my apologies. We tried to be thorough as possible to switch it over.*Edited 6 times, last edited 28/10/12 - 12:14pm
Posted on Monday, 10th September 2012