CyberGamer Call of Duty 5 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.
UPDATE: Due to comModv2, a player from either team will need to issue a "/callvote map_restart" command into the console in order to restart the map so that overtime can be played.
* 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, this is forced by a mod on the servers.
* The CyberGamer server mod disables all perks and sprinting.
* 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 5 Competition RULES
* 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/cod5/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...
*To be eligible to play in the match, each player needs to have been added to your team roster BEFORE the match has been accepted. Players added after the match has been accepted will appear as "Not eligible" on your team page.
Secondly, players added to your team roster are only allowed to play in the match 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->Saturday. Meaning if you play for one team on Sunday, and another on Thursday, you are breaking the rules.
* 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. This includes creating multiple alias accounts. On the second offence you will be
banned for 2 weeks. 3rd etc offences will be dealt with on a case-by-case basis...
*If a player is going to be playing from a different physical location (Different IP Address), this player will need to have strict permission from a Ladder Administrator to do so. Otherwise the team will receive an instant automatic forfeit from their match and the player(s) will be banned for smurfing.
* Both teams have FIFTEEN minutes from the match start time to have a minimum of FOUR of their own players in the server.
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 a side has less then 4 players at the 15 minute mark then the match
should not go ahead, the team with less then 4 players forfeits, however if both sides agree to play the match with less than the minimum
required players then the match result will stand.
If you start the match, the result will stand, you cannot try to forfeit a team afterwards...
* 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.
* 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.
* Using the mousewheel to shoot is considered illegal.
* 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 garand) 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.
* 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 behavior 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 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.
* Inappropriate Team Names or Player names will see your team removed from the ladder, a warning will usually be issued first.
CyberGamer Ladder Software Information/Rules:
* 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 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* - 7 days after the first match the ladder will allow you to
challenge them again.