CyberGamer CounterStrike: Source Rules
These rules apply to all CyberGamer CSS matches, events and competitions.
Definitions
League announcement: refers to the forum thread in which the specific league is first announced / season specific rules are announced
Match: an automatically created static page which designates two teams playing each other, at a certain time, on a certain map, on a certain server.
User: may refer to a CyberGamer CSS player or forum user, not necessarily one who will actually use the site or not.
Roster: the players attached to a CyberGamer CSS team
1 - Contact Us
1.1 - Support Ticket
1.2 - CyberGamer Mail
2 - Registration & Membership Accounts
2.1 - Register
2.2 - Accounts
3 - Player Requirements
3.1 - Information
3.2 - SteamID
3.3 - Sportsmanship
3.4 - In-game alias
3.5 - Team Captains
3.6 - Captain Absences or Changes
3.7 - Mutiny
4 - Team Information
4.1 - Activation
4.2 - Team Rosters
4.3 - Roster Changes
4.4 - Roster Locks
4.5 - Team Names
4.6 - Hijacked Teams
4.7 - Dead Teams
5 - Player Responsibilities
5.1 - EasyAntiCheat (EAC)
5.2 - PoV Demo
6 - Game Play Requirements
6.1 - Information
6.2 - Match Start Time
6.3 - Minimum users / No Show / Forfeit
6.4 - Smurfing
6.5 - Using Non Registered users
6.6 - Suspended users
6.7 - Global Chat
6.8 - Player Dropouts / Connections
6.9 - Match Pausing
6.10 - Capped Rates
6.11 - Player Substitutions
6.12 - Users Leaving Early
6.13 - Choosing Teams
7 - Match Environment
7.1 - Models / Skins
7.2 - Graphical Settings
7.3 - Sprites
7.4 - Custom Sprays
7.5 - Outside Applications
8 - Exploits
8.1 - Map Exploits
8.2 - Clipping
8.3 - Boosting
8.4 - Illegal Bomb Plants
8.5 - Illegal Defuses
8.6 - Cheats / Hacking
9 - Servers
9.1 - Server Setup
9.2 - Server Crashes
9.3 - Server Problems
10 - Disputes
10.1 - Player or Team Disputes
10.2 - Dispute Process
10.3 - Dispute Submission
10.4 - Evidence
10.5 - Discussion of Disputes
10.6 - Dispute Resolution
11 - Choosing Teams
11.1 - Teams (Open)
12 - Challenging / Defending
12.1 - Challenging numbers(Open)
12.2 - Challenging deadline(Open)
12.3 - Defending (Open)
12.4 - Statuses(Open)
12.5 - Submitting Scores (Open)
12.6 - Referees (Open)
12.7 - Gamestah (Open)
13 - Punishments
13.1 - Punishment Table
1 - Contact Us
1.1 - Support Tickets
CyberGamer Support tickets can be used for a range of issues and are the best way to get issues fixed or to make required changes. Issues which you may lodge a Support ticket for include but are not limited to: a SteamID change, a match reschedule, server issue. Issues that happen after a match has played are dealt with through dispute.
A1: CyberGamer Support can be accessed at
http://www.cybergamer.com.au/support
1.2 - CyberGamer Mail
CyberGamer mail can be used to contact a CyberGamer CSS administrator, referee, server technician or shoutcaster. This is not to be abused and multiple messages sent out. Remember this is another way of effectively getting issues resolved.
Note: steamIDs changes still need to be done through Support tickets.
A2: CyberGamer Mail can be accessed at
http://www.cybergamer.com.au/inbox/
2 - Registration & Membership Accounts
2.1 - Register
As a CyberGamer user, you are required to abide by the CyberGamer Terms and Conditions of Use. Pursuant to these Terms and Conditions of Use, all profile information must be correct.
A3: CyberGamer registration can be accessed at
http://www.cybergamer.com.au/register/
A4: CyberGamer Terms and Conditions of Use can be viewed at
http://www.cybergamer.com.au/terms/
2.2 - Accounts
To compete in a CyberGamer competition, you must be a member of CyberGamer (www.cybergamer.com.au). Account usernames must not include any offensive or unacceptable language, which includes but is not limited to usernames containing: racism, abuse, drug use / drug themes. Users found with offensive usernames will have their name edited to something more appropriate by a CyberGamer CSS administrator. If a member is found to be using an account name that is deemed offensive after having it changed by an administrator, that member will be issued a warning. If the rule is violated a second time, that member may be banned from the forums and/or matches.
Users may only use one CyberGamer account with one Steam account (refer to section 3.2) and may only be a part of one Counter-Strike: Source team at the same time (this includes all divisions). Breaching this rule may result in suspension until the duplicate account issue is resolved by a CyberGamer CSS administrator.
3 - Player Requirements
3.1 - Information
CyberGamer users are required to forward accurate personal details to CyberGamer CSS administrators if required. All personal information a user publishes on CyberGamer must be accurate.
3.2 – SteamIDs
CyberGamer requires all CSS users to have their singular Steam account (and thus SteamID) linked or set to their CyberGamer account. Users are required to play on the Steam account (and thus SteamID) set on their CyberGamer account profile for all CyberGamer sanctioned matches / competitions.
SteamIDs are automatically detected based on the IP Address you use to play your CyberGamer sanctioned match with the IP Address you use to access the site. Failure to have a SteamID set may cause issues in regards to disputes and can be ordered to be manually set by a CyberGamer CSS administrator.
Steam accounts are solely the responsibility of the user. CyberGamer is not responsible for any issues, problems or concerns regarding Steam accounts.
3.3 - Sportsmanship
CyberGamer users are required to uphold, observe and respect a reasonable level of sportsmanship. This level of sportsmanship is expected to be conducted prior to, during and after CyberGamer matches and during the general use of CyberGamer. Unsportsmanlike conduct is not allowed.
Consistently breaking this rule (six points accumulated) will result in a one week player match ban.
3.4 - In-game Aliases / Handles
CyberGamer requests and expects (but does not force) users to label themselves in CyberGamer matches with an in-game alias similar or distinguishable enough to their CyberGamer account username. Inappropriate in-game aliases will not be tolerated, including names which have racism, abuse, drug use / themes. If users continue to use inappropriate in-game aliases after a warning or warnings, they may be punished.
Note: If a referee is not present and the name is seen as offensive, contacting a CyberGamer CSS administrator to deal with the issue is encouraged and expected.
Consistently breaking this rule (six points accumulated) will result in a one week player match ban.
3.5 - Team Captains
CyberGamer CSS teams must have at least one team captain elected – this user has complete control over their team (including the right to remove / add players from their team (presuming it doesn't conflict with a roster change rule)). The team captain has an obligation to the other members on the team to behave professionally and represent the team in a sportsmanlike manner. The team captain is responsible for his teams behaviour during CyberGamer and is thus accountable for any outcomes thereof. The captain needs to ensure the correct score is entered or if a dispute is lodged.
3.6 - Captain Absences or Changes
If the elected CyberGamer CSS team captain(s) is(are) absent, an acting captain must be selected, and they will inherent all the relevant responsibilities. Acting captains will be designated automatically to any users with the lieutenant status.
3.7 - Mutiny
CyberGamer CSS users have the right to remove their captain if the majority of the team agree.
can request to have the captain removed at any time. Over seventy-five percent (75%) of the current roster must submit this request in writing before any action will be taken by CyberGamer (please refer to section 1). All requests must be sent to a senior CyberGamer CSS administrator and must contain the following information.
Team name (with link):
Name of Captain (to be removed) (with link):
Name of new Captain (with link):
Name of yourself and your alias (with link):
Detailed reasons for the mutiny
4 - Team Information
4.1 - Activation
CyberGamer CSS league teams must have a minimum of five paid users (if applicable). Users must be on the team roster during the signup period to be eligible to register to the competition.
4.2 - Team Rosters
CyberGame requires all teams to have at least five players on their team roster. Users may not compete on behalf of a team which they are not on the roster of (also known as smurfing).
CyberGamer requires team captains to set a “Core 5” players of their team before the end of registration via the function implemented on CyberGamer team pages (failing to do will result in termination from the league). A minimum of three of the five core users are required to play in all season matches. This can be determined from your first season match (or for invite teams placement match) to be your core five for the season.
CyberGamer requests a minimum of a six players for a roster, however the minimum is five. Rosters will have a limit of six users for all CyberGamer CSS league matches. Failing to play a scheduled match without at least four users will be penalised with a forfeit or as the CyberGamer CSS team deems necessary.
This does not apply to CyberGamer Open. For the Open Ladder you can only use players that are currently registered for CyberGamer and those who are eligible to play on your roster. There is no limit on the maximum amount of players for team rosters on the ladder.
Breaking this rule (six points accumulated) will result in a removal from the competition with a one week player match ban per offence.
4.3 - Roster Changes
CyberGamer CSS teams are allowed 2 user changes per season. These users can be added during any roster unlock period specified in each season's announcement. In addition to the maximum two changes, a maximum of two changes can be made to the “Core 5” from these 2 changes. Under extreme circumstances the limit of the changes may be increased.
A user can only be added during the season from a league of equivalent or lower division. A player may not be added from a higher division to a lower division in the same season. Changing divisions through different seasons is acceptable.
This does not apply to CyberGamer Open. Open will remain you can add players to your roster whenever, however if in a match will be ineligible to play that game.
4.4 - Roster Locks
Roster locks will be enforced for the season, only during unlock periods will users be able to join a CyberGamer team. Roster unlocks for division will be specified in each season league announcement. Users will not be able to be added in the final round of the competition, including finals unless extreme circumstances are specified.
This does not apply to CyberGamer Open
Breaking this rule (six points accumulated) will result in a team removal from the competition.
4.5 - Team Names
CyberGamer team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, silly or too big in size. Refusing to change a team name or repeat use of an inappropriate name will result in punishment. CyberGamer teams may not use the name of a team in which is not theirs (as interpreted by CyberGamer).
Consistently breaking this rule (six points accumulated) will result in a team removal from the competition.
4.6 - Hijacked Teams
CyberGamer considers a team hijacked if three of the five players elected as part of the “Core 5” do not play every single game in the season(any combination of three players is acceptable).
Note: the original roster is set by the team captain at the start of the season. CyberGamer reserves the right to determine if any team is hijacked and to remove any team that falls within these guidelines. If your team is experiencing internal issues and extreme roster lineup changes, the CyberGamer CSS administration team must be notified.
Breaking this rule (six points accumulated) will result in a team being ineligible for finals.
5 - Player Responsibilities
5.1 - EasyAntiCheat (EAC)
All users participating in any CyberGamer CSS sanctioned match or competition, is required to use EasyAntiCheat. Please see the EAC Setup Guide for more information.
Note: EAC is solely the responsibility of the player unless there is a global issue.
5.2 – PoV Demo
All users in every CyberGamer league, in every CyberGamer match, must record a Point of View demo of their match and retain for at least one week. Failing to produce a Point of View demo may result in punishment. PoV demos may be randomly requested for no reason by a CG CSS administrator. Not complying with a CyberGamer CSS administrator's requests will not be tolerated.
Breaking this rule (six points accumulated) will result in a one week player match ban.
A5: Recording a PoV in Counter-Strike: Source
1: Ensure Developer Console in enabled (ESCAPE > Options > Keyboard > Advanced > Enable Developer Console)
2: Connect to your match
3: Open Developer Console (by default ~` key (above TAB))
4: Type “record your_desired_name” without the quotes
5: Disconnect from server to stop recording or type “stop” in Developer Console
6 - Game Play Requirements
6.1 - Information
CyberGamer CSS matches must be played with the MR15 ruleset – in the event of MR15 overtime, MR3 rounds will be played until a winner is determined. A match is completed when a winner is determined. All matches must be played out.
A6: MR15 Ruleset
Two fifteen round halves.
First to sixteen rounds wins.
Fifteen / Fifteen round tie results in MR3 Overtime
A7: MR3 Ruleset
Two three round halves
First to four rounds
Three / Three round tie results in MR3 Overtime until a winner is decided
6.2 - Match Start Time
A team will have an extra ten minutes past the starting time to get the minimum four required users into the match server. The “Live on Three” must commence within ten minutes of the match starting time. Any further time to get the minimum of four players will be granted solely at the discretion of the team with the required four or more players and a CyberGamer match official. Failure to start a match within fifteen minutes of the designated time may result in consequences. As such, it is recommended that you join the server at least ten minutes before your match time. If the server is not up ten minutes prior you must notify a CyberGamer CSS administrator. (See rule 9.1).
Breaking this rule (six points accumulated) will result in a match reversal.
6.3 - Minimum users / No Show / Forfeit
CyberGamer CSS teams must have a minimum of four eligible users in the server at the designated time of your match. If not, then the team will forfeit matches cannot start with three or less players (unless otherwise decided). In the event of a No Show / Forfeit, teams are required to provide sufficient proof (screenshot of empty server).
League matches must be entered as “sixteen / zero” wins against the forfeiting team.
Consistently breaking this rule (six points accumulated) will result in a team removal from the competition.
A8: Taking a Screenshot of an Empty Server
1: Ensure Developer Console in enabled (ESCAPE > Options > Keyboard > Advanced > Enable Developer Console)
2: Connect to your match
3: Open Developer Console (by default ~` key (above TAB))
4: Type “say thetime;status;jpeg_quality 100;jpeg” in Developer Console
5: Your screenshot is saved to /cstrike/screenshots/
6.4 - Smurfing
N.B.: Smurfing is the use of player whom is not eligible or allowed to play a specific match (including subverting CyberGamer by allowing a different user to play on a Steam account, to masquerade as a legitimate user).
Smurfing is not allowed. If a user is going to be playing from a different location (i.e. Internet Cafe) they are required to make a CyberGamer CSS administrator aware of this.
Breaking this rule (six points accumulated) will result in a one week player match ban and match overturn.
6.5 - Using Non Registered users
Teams can not use non-registered users, ineligible users are considered not registered. Using a player who is not registered is considered a violation. Failure to follow this rule will result in punishments
Breaking this rule (six points accumulated) will result in a one week player match ban and match overturn.
6.6 - Suspended users
Suspended users who play in a match will have their punishment increased.
Breaching this rule (six points accumulated) will result in a two week player match ban extension and match overturn.
6.7 - Global Chat
N.B.: MM1 = Global Chat and MM2 = Team Private Chat
Teams can use global chat (MM1) while dead or alive during a live match for constructive purposes (i.e. communicating to CyberGamer CSS match official or other team concerning an issue). Misuse of MM1 chat is not allowed. MM2 chat is allowed at any time.
Consistently breaking this rule (six points accumulated) will result in a week player match ban.
6.8 - Player Dropouts / Connections
Player connections are solely the responsibility of the individual. Should an issue arise regarding widespread connection problems to the server, then the match is either canceled or postponed upon team agreement. This can be verified by posting in the match details page team chat.
Once a match has gone live (i.e. “Live on Three” has occurred), should a team drop to three users in the server they have four minutes from the moment the player leaves the server to get a fourth player back. If the fourth player or substitute player making up the fourth player, has not entered the match within the four minutes, the team forfeits the match. Any teams dropping to two or one users during the match period has a total of one round to get the minimum amount of users back in (see rule 6.9 Match Pausing). Any problems arising due to connection issues are the sole responsibility of the users
All users should have less then one hundred and fifty milliseconds (150ms) of ping time to the server . If three of your users have more than 150ms then the match may be rescheduled to a later date or server changed upon contact to an CyberGamer CSS administrator. Once a match has started, the server will not be changed without explicit direction from a CyberGamer CSS administrator.
6.9 - Match Pausing
CyberGamer matches may be paused once per match, per team, and only during Freeztime. A match is only able to be paused in freeze time. A maximum of three minutes of pause time is allowed.
Misuse of the pause system is strictly forbidden.
Breaking this rule (six points accumulated) will result in a one week player match ban.
6.10 - Capped Rates
Capped Rates will not be set under any circumstances.
A8: Minimum Rates
rate 20000
cl_cmdrate 66
cl_updaterate 66
6.11 - Player Substitutions
Teams are allowed to make substitutions of their eligible players at any stage of the match. The player coming in must wait until the player he is replacing has left the server, having more than five players in a server at any time is strictly forbidden.
Breaking this rule (six points accumulated) will result in a one week player match ban.
6.12 - Users Leaving Early
All users are expected to remain in the server until the conclusion of the final round of the match. If an entire team leaves the server prior to conclusion of the match, any remaining rounds will be forfeited, including the current unfinished round.
6.13 - Choosing Teams
Teams decide sides by playing a knife round for side, the winning team chooses the side. Designated positions are to be agreed upon by teams.
7 - Match Environment
7.1 - Models / Skins
All users are required to use default Counter-Strike: Source skins (player, weapon, grenade, bomb, etc). Using unofficial models or skins will result in punishment.
Breaking this rule (six points accumulated) will result in a one month player match ban and/or apply as a cheating offence (refer to section 8.6)
7.2 - Graphical Settings
All users are required to use the 32bit video setting. All other currently legal console generated commands and settings are not a violation of the rules. If a player is found using any 3rd party/other applications/opengl32 files which alter the graphics in any way, it will result in the appropriate punishment from the CyberGamer administration team.
Breaking this rule (six points accumulated) will be considered a cheating offence (refer to section 8.6).
7.3 - Sprites
All users are required to use default sprites and materials (users, maps, smoke, weapons, and crosshairs). If any player or team is caught using non-standard sprite during a league match or event, it will be considered an infringement of CyberGamer rules and will result in the appropriate punishment from the CyberGamer administration team.
Breaching this rule (six points accumulated) will result in a one month player match ban and/or apply as a cheating offence (refer to section 8.6).
7.4 - Custom Sprays
The use of custom sprays is not appropriate in any league match. However, the severity of the punishment will vary depending on the content of the spray. Sprays that contain pornographic content, racial content, unsportsmanlike content, replicated models, features or textures will lead to harsher penalties. Nevertheless, the use of any spray will be considered a violation of the rules, and penalties and punishments will be given.
Breaching this rule (six points accumulated) will result in a one week player match ban.
7.5 - Outside Applications
Using outside applications to manipulate, change or alter Counter-Strike: Source gaming environment is a major offence. This will result in the immediate suspension/ban of a player and/or team and will be considered a cheating violation. users caught running 3rd party applications that alter the gaming environment will be subjected to CyberGamers Anti-Cheat policy. This will most likely lead to an extended or sometimes permanent ban from all CyberGamer events (refer to section 8.6).
8 - Exploits
8.1 - Map Exploits
The use of any exploits or map glitches is strictly forbidden. The CyberGamer administration team determines the following as either a map exploit or glitch: jumping to or standing on invisible (or unreasonably tiny) ledges, walls, or rooftops, throwing bugged flash-bangs and clipping (section 8.2). The use of such exploits will lead to the appropriate punishment from the CyberGamer administration panel.
Examples can be found below.
Consistently breaking this rule (six points accumulated) will result in a one week player match ban and one round deductions each offence.
8.2 - Clipping
N.B.: Clipping is the process of boosting through any solid object or layer, or when a particular team or an individual positions themselves so that they can successfully see over, under, through, any solid object, layer or entity in a way that was not intentional by the mapmaker.
CyberGamer regards clipping as a major offence and is not allowed. Violations will result in an appropriate punishment from the CyberGamer administration team.
Examples can be found below.
Consistently breaking this rule (six points accumulated) will result in a one week player match ban and one round deductions each offence.
8.3 - Boosting
Boosting one user to an intended spot created by the map maker allowed and encouraged by CyberGamer. However, any spot that is achieved by three or more users, any form of projectile boosting such as flash-boosting/sling-shot boosting, or any boost which results in clipping at anytime during its process is not allowed.
Breaking this rule (six points accumulated) will result in a one week player match ban and one round deductions each offence.
8.4 - Illegal Bomb Plants
It is illegal to plant the bomb in places where it is impossible to defuse the bomb. This includes places where an entity will block the bomb or interrupt defuse attempts. Other illegal bomb plants include:
* Floating Bomb Plant - The bomb must be planted on a flat surface, physically touching the ground or an intended entity within the bombsites specified plant zone. It is not acceptable to plant the bomb on an object that can be moved or manipulated within the games environment. This includes: barrels, any movable prop or users.
* Silent Bomb Plant - users must not plant the bomb in a way that stops the bomb from beeping. If this occurs, the team (or player) will be liable to appropriate punishments from the CyberGamer administration panel.
The CyberGamer administration team will determine if a situation falls into the category of an illegal bomb plant.
Breaking this rule (six points accumulated) will result in a one week player match ban and one round deductions each offence.
8.5 - Illegal Defuses
At least half of the bomb must be in view to be considered a legal defuse. It is illegal to complete a defuse through any solid object or entity if less than half of the bomb can be seen by the defuser.
Breaking the rule (six points accumulated) will result in a one week player match ban and one round deductions each offence.
8.6 - Cheats / Hacking
N.B.: Cheats / Hacking includes any unauthorised manipulation of: server configurations and server variables, client configurations and client variables, models, skins, entities, textures, weapon, sounds, or anything else that subverts the CyberGamer CSS Rules. Hacking includes but is not limited to: wall hacks, aim bots / auto aimers, speed hacks, ESP, or any other third party program which alters the game in a way that the game developer did not intend for.
Cheating/Hacking is not allowed and will result in a removal/ban from CyberGamer matches / events. A list of policies can be found here:
http://www.cybergamer.com.au/anticheatpolicy/
9 - Servers
9.1 - Server Setup
All CyberGamer sanctioned matches must be played on a server provided by the CyberGamer network. Any scores or details of a match played outside the jurisdiction of CyberGamer are void to CyberGamer. CyberGamer CSS servers are automatically setup ten to fifteen minutes prior to a scheduled match time. If the server is not up five minutes prior to your match time, users must immediately contact a CyberGamer CSS administrator (refer to Section 1 for correct contact procedure).
Note: Requesting support in a team's private message chat is unacceptable as a form of communication.
9.2 - Server Crashes
In the event of a server crash:
- If under four rounds have been played, the half is restarted.
- If four or more rounds have been played, the half is restarted but the score retained.
- If the server doesn't recover, file a dispute and the match will be cancelled or rescheduled.
If there is a Administrator present, he or she may provide details on postponement, cancellation or if the match is being moved server.
Communication with team captains is crucial, CyberGamer cordially requests that all team captains have the means to contact a CyberGamer administrator. CyberGamer will seek to inform users as soon as possible of all server and connectivity conditions.
9.3 - Server Problems
Should an issue arise regarding widespread connection problems to the server (e.g. lag) and a CyberGamer CSS administrator acknowledges this, then the match may be paused, cancelled, rescheduled or continued. If there is no referee in game then both teams must agree that there is widespread connection problems (screenshot agreement), and both captains must agree to dispute the match.
CyberGamer requests that users attempt to play out their game for as long as possible before the widespread connection problems affect the game - if the problems persist, then file a dispute as stated.
If both teams do not agree that there are widespread connection issue at play, then the match is to played out and teams may dispute post-match. The CyberGamer administration team will review all relevant evidence to determine whether or not there was significant widespread connection issues. Rescheduling of matches will be done so through the communication of both team captains in regards to their availability - matches for leagues must be played as soon as possible.
10 - Disputes
10.1 - Player or Team Disputes
Post-match when teams would typically submit their scores, they may dispute their match and provide their grounds and details of their dispute. The grounds of the dispute will be reviewed by a CyberGamer CSS administrator - if the Administrator believes that there are no reasonable grounds for the dispute, it will be resolved and match scores will stand. If the Administrator believes there are reasonable grounds, the dispute will proceed and follow the CyberGamer CSS Dispute process (Section 10.2). The burden of proof is on the opposing team to provide reasonable grounds for any dispute - this includes Smurfing allegations.
10.2 - Dispute Process
As it is a CyberGamer requirement to play out matches until they are finished, all disputes will be made post-match - if a team fails to complete a match (forfeit) then they will not be eligible to dispute - except under extreme circumstances. Once a match enters into a dispute, it is usually a requirement for all users to upload their PoV demo that they recorded. users must respect and observe the Administrators authority in dispute matters, they are authorised and trained to deal with disputes - disrespect or ignorance towards Administrators will not be tolerated. CyberGamer CSS makes no guarantee as to the speed at which disputes will be resolved, numerous factors affect these speeds and therefore there is no general time frame. If a team cannot wait for CyberGamer administration panel to resolve a dispute patiently then they are advised not to dispute.
10.3 - Dispute Submission
A dispute made by a CyberGamer CSS team will only become official when the captain of that team lodges an official dispute (via the CyberGamer site dispute system). When making a dispute please make it as understandable as possible and have evidence if applicable. users are not allowed to make individual disputes themselves, and these will be ignored. All disputes a team may have must be lodged by the designated team captain.
10.4 - Evidence
Submission of evidence is done so confidentially (within the teams and admins) and will not be released to the public by any CSS Administrator. CyberGamer CSS reserves the right to upload demos and logs of matches at their own discretion. Pursuant to CyberGamer Anti-Cheat policy, guilty subjects' evidence will not be released.
If more than half of the opposing team fail to upload their PoV on request - the dispute may be discarded. Failure to upload PoVs conveys disrespect towards the dispute resolution process.
10.5 - Discussion of Disputes
CyberGamer CSS disputes are not to be discussed outside the privilege of CyberGamer administration panel. Administrators respect and uphold a confidentiality agreement with both teams while handling disputes. The CyberGamer administration team work at a reasonable pace, relevant to the grounds of the dispute.Source TV demos will be used as evidence (Section 10.4) and may not be released to the public until a dispute is resolved. In the event of a cheater being present in a match, the Source TV demo may not be released.
10.6 - Dispute Resolution
CyberGamer CSS disputes will be resolved by Administrators once all proper care and consideration is taken. Outcomes of disputes are determined by section 14.1 punishment table and be scored by a member of the CyberGamer CSS administration team.
11 - Choosing Teams
11.1 - Teams (Open)
At the start of each match the team that issued the challenge receives first pick at which side they wish to commence on. Alternatively, and only if both teams agree, this decision can be made through a process of a knives only round, with the team that wins getting the first pick. If a team runs away to avoid being killed before the time runs out the chasing team wins the knife round.
12 - Challenging / Defending
12.1 - Challenging numbers(Open)
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. A team may not play the same team in two successive matches* - seven days after the first match the ladder will allow you to challenge them again.
12.2 - Challenging deadline(Open)
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.
12.3 - Defending (Open)
If a team successfully defends their position, the ladder automatically grants a protected status for Forty-Eight hours, awarding immunity from challenges.
12.4 - Statuses(Open)
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.
12.5 - Submitting Scores (Open)
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 an administrator takes appropriate action.
12.6 - Referees (Open)
There are referees in CyberGamer matches and will join matches at their own discretion.
12.7 - Gamestah (Open)
Other permitted spectators are GameStah shoutcasters whom hold the right to hold a shoutcast broadcast in any match they wish.
13 - Punishments
13.1 - Punishment Table
CyberGamer reserves the right to add or make changes to any rule necessary to keep matches fair. Teams are advised to make sure they know the CG ruleset.
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