CoD:MW2 1v1 FFA
Game Settings:
Match Setup:
Time Limit: 10 Minutes
Score Limit: 1000 Points / 20 Kills
Team Options:
Spectator Mode: Disabled
Wave spawn delay: None
Force re-spawn: Enabled
Radar always on: Yes
Player Options:
Number of lives: Unlimited
Re-spawn delay: None
Max Health: Normal
Health Regeneration: Normal
Allow Kill-cam: Enabled
Allow Sprint: Enabled
Game play Options:
Head shots only: Disabled
Allow perks: Enabled
Kill streak reward: Disabled
Hardcore mode: Disabled
3rd Person: Disabled
Kit restrictions:
Assault Rifles: All available
Sub Machine Guns: P-90 and UMP-45 Banned
Light Machine Guns: None available
Sniper Rifles: Intervention only
Secondary: Handguns only. (Not to be used at all in Snipers Only Gametype.
This includes the knife attachment on the weapon.)
Grenades: Frag/Semtex/Stun/Flash/Smoke Grenades are all banned - as of 24.05.2010
Equipment: C4, Tactical Insertion and Claymores Banned.
Attachments: Grenade Launcher, Shotgun, Akimbo, Thermal Scope and Heartbeat Sensor banned.
DeathStreaks:
Copycat only
Perk restrictions:
The following are not allowed
~Cold Blooded
~One Man Army
~Last Stand
Maps:
Rust
Highrise
Scrapyard
Skidrow
Terminal
Favela
Sub Base
General Rules
Match Information
Theater/Game Recording
Game Recording must be Enabled for all CyberGamer PS3 Ladder matches. Enabled is the default setting. We recommend it to be enabled however if both teams agree, you may have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Spawn Choice
The Defender gets to choose their spawn for the match, where as the challenging team will be the opposing team.
Example: If team 1 (position on CGo - 1st) is challenged by team 4 (Position on CGo 4th), Team 1 will choose the spawn priority.
Maps
Maps are selected by the community and administrator team, Season challenges will be sent out randomly through a random generating method of the ladder; Maps will not be offered/accepted.
Team Sizes
Teams must have at least 1 member under the specific ladder requirement, If a team has any lower than the 1 under specific requirement, they automatically forfeit the game despite team agreements.
Example: Team 1 is on the CGo 5v5 Ladder, they must have a minimum of 4 to play the match online, if they have 3 the match will be forfeited to the opposing team.
Match length
The match consists of the amount of maps which is current on the challenging page. Each map must be played out by the match length rule in the specific ladder setting/rules which are provided for the specific ladder.
Tie Breaker
In the event of a tie breaker at the conclusion of the match, the match must be replayed using the tie breaking rule setting for the specific ladder.
Example:
SPOILER: Click to view
After the first 3 rounds of the tie-breaker are played, the host should end the game and teams should swap sides to play the second half of 3 more rounds. Alternatively, you can set the Round Switch to Every 3 Rounds so you do not need to end the game. A team must win 4 or more rounds in order to win the tie-breaker and effectively the match i.e. 4-2, 5-1, 6-0 are winning scores in the tie-breaker. If the score is still tied up at 3 rounds each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined.
For the spawns in tie-breakers; whoever defended first at the start of the match, should defend first in the tie-breaker; this goes for all tie-breakers no matter how many you have to play.
Hosting:
Whichever team is attacking on the specific map for the challenge should be hosting that half. Therefore, the game should be hosted 50/50. Alternatively and we recommend that a neutral host should be selected and used for the whole match to resolve problems/arguments if both teams agree with the neutral host.
Also, if there are no objections from either team then the entire match may be hosted by the same team.
You cannot dispute a match in regards to hosting, if so it will be ignored.
Host Check:
Each time a specific host is selected to be hosting. Start the game with alternative settings and play around for an appropriate few minutes and query the host to your standards. If there is noticeable lag then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host.
Spectators:
If your team wishes to have spectators, they must spectate your team only and it must be agreed upon by both teams and captains. If the spectator is apart of your own team, they must spectate only their own team regardless of agreements.
Player Substitutions:
During a game, teams often wish to substitute players in and out. This can only be done during half-time breaks in the pre-game lobby, e.g. Half time of the match, or the half-time mark between Overtime rounds. As always, the player substituted in or out must be eligible in the team's roster. This rule applies across all ladders, though is generalized above in reference to S&D.
Further Information: Click to view
If a team begins a match with only four players, an eligible fifth can join in on the game at any time without having to wait for half-time breaks. This is not considered a substitution as this 5th player is not taking the place of any other player. Again, a 5th - who is eligible - can join the game at any stage provided their team began with 4.
If a player has connection issues, drops out, leaves inexplicably and so forth; they may not be able to get back into the game or back onto PSN, in this instance a substitute can be brought in. In the S&D gametype the match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). If however their has been a valid and legible kill within the round and a player disconnects, the game will be continued under these circumstances. Be sure to team-kill so the host recognises that something is amiss with your team. The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match, whether they cannot connect, refuse to rejoin or simply cannot rejoin due to external matters. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue with the current available players.
Connection Issues:
If a player has connection issues during the match that cause them to be disconnected from the game the match should be ended at the next opportunity.
In the SND gametype and if a player disconnects, the game must be ended by the end of the current round or available round. That player has 5 minutes to re-join the game ,otherwise the game will continue without that player. An alternative from the team may be played to substitute the disconnected player, however that alternative must be registered on the roster and eligible to play.
If a CoD admin is present in the match, they have the right to make any ruling that may differ to the ruleset above at their discretion.
Ladder Information
Challenges:
- When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
- Matches can be played on any night including Saturday and Friday.
- You can challenge teams 50% of your rank above you plus 3 positions.
- If you win a defending match you are protected for 48 hours.
- If you win a challenging match you are protected for 12h.
- If you lose a defending match you are vulnerable for 12h.
- If you lose a challenging match you are vulnerable for 2 days.
- Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept the challenge otherwise it is deemed forfeited to the non-acceptant team.
- A challenge can not be accepted within 12 hours before the scheduled time.
- 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.
- A team may not play the same team in two successive matches, otherwise you must wait 7 days.
*When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
General Rules
Match Information
Theater/Game Recording
Game Recording must be Enabled for all CyberGamer PS3 Ladder matches. Enabled is the default setting. We recommend it to be enabled however if both teams agree, you may have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Spawn Choice
The Defender gets to choose their spawn for the match, where as the challenging team will be the opposing team.
Example: If team 1 (position on CGo - 1st) is challenged by team 4 (Position on CGo 4th), Team 1 will choose the spawn priority.
Maps
Maps are selected by the community and administrator team, Season challenges will be sent out randomly through a random generating method of the ladder; Maps will not be offered/accepted.
Team Sizes
Teams must have at least 1 member under the specific ladder requirement, If a team has any lower than the 1 under specific requirement, they automatically forfeit the game despite team agreements.
-4 eligible players required for 5v5
-3 eligible players required for 4v4
-2 eligible players required for 2v2
-1 eligible player required for 1v1
Match length
The match consists of the amount of maps which is current on the challenging page. Each map must be played out by the match length rule in the specific ladder setting/rules which are provided for the specific ladder.
Tie Breaker
In the event of a tie breaker at the conclusion of the match, the match must be replayed using the tie breaking rule setting for the specific ladder.
Example:
After the first 3 rounds of the tie-breaker are played, the host should end the game and teams should swap sides to play the second half of 3 more rounds. Alternatively, you can set the Round Switch to Every 3 Rounds so you do not need to end the game. A team must win 4 or more rounds in order to win the tie-breaker and effectively the match i.e. 4-2, 5-1, 6-0 are winning scores in the tie-breaker. If the score is still tied up at 3 rounds each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined.
For the spawns in tie-breakers; whoever defended first at the start of the match, should defend first in the tie-breaker; this goes for all tie-breakers no matter how many you have to play.[
Hosting:
Whichever team is attacking on the specific map for the challenge should be hosting that half. Therefore, the game should be hosted 50/50. Alternatively and we recommend that a neutral host should be selected and used for the whole match to resolve problems/arguments if both teams agree with the neutral host.
Also, if there are no objections from either team then the entire match may be hosted by the same team.
You cannot dispute a match in regards to hosting, if so it will be ignored.
Host Check:
Each time a specific host is selected to be hosting. Start the game with alternative settings and play around for an appropriate few minutes and query the host to your standards. If there is noticeable lag then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host.
Spectators:
If your team wishes to have spectators, they must spectate your team only and it must be agreed upon by both teams and captains. If the spectator is apart of your own team, they must spectate only their own team regardless of agreements.
Player Substitutions:
During a game, teams often wish to substitute players in and out. This can only be done during half-time breaks in the pre-game lobby, e.g. Half time of the match, or the half-time mark between Overtime rounds. As always, the player substituted in or out must be eligible in the team's roster. This rule applies across all ladders, though is generalized above in reference to S&D.
If a team begins a match with only four players, an eligible fifth can join in on the game at any time without having to wait for half-time breaks. This is not considered a substitution as this 5th player is not taking the place of any other player. Again, a 5th - who is eligible - can join the game at any stage provided their team began with 4.
If a player has connection issues, drops out, leaves inexplicably and so forth; they may not be able to get back into the game or back onto PSN, in this instance a substitute can be brought in. In the S&D gametype the match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). If however there has been a valid and legible kill within the round and a player disconnects, the game will be continued under these circumstances. Additionally, if your team has a kill and one of your own team times out, the game may still be ended. Although, if the enemy has made a kill then the round will continue. Be sure to team-kill so the host recognises that something is amiss with your team.
Be sure to team-kill so the host recognises that something is amiss with your team. The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match, whether they cannot connect, refuse to rejoin or simply cannot rejoin due to external matters. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue with the current available players.
Connection Issues:
If a player has connection issues during the match that cause them to be disconnected from the game the match should be ended at the next opportunity.
In the SND gametype and if a player disconnects, the game must be ended by the end of the current round or available round. That player has 5 minutes to re-join the game ,otherwise the game will continue without that player. An alternative from the team may be played to substitute the disconnected player, however that alternative must be registered on the roster and eligible to play.
If a CoD admin is present in the match, they have the right to make any ruling that may differ to the ruleset above at their discretion.
Ladder Information
Challenges:
- When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
- Matches can be played on any night including Saturday and Friday.
- You can challenge teams 50% of your rank above you plus 3 positions.
- If you win a defending match you are protected for 48 hours.
- If you win a challenging match you are protected for 12h.
- If you lose a defending match you are vulnerable for 12h.
- If you lose a challenging match you are vulnerable for 2 days.
- Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept the challenge otherwise it is deemed forfeited to the non-acceptant team.
- A challenge can not be accepted within 12 hours before the scheduled time.
- 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.
- A team may not play the same team in two successive matches, otherwise you must wait 7 days.
*When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
General Information
Pre-Game Lobby:
Both teams + Captains are expected to add each other on PSN and send invites at the appropriate time for the match challenge. If any players are having problems connecting the new players should host.
Both teams have 20 minutes from the scheduled match time to get their team in the lobby and ready to begin the match. If either team is not ready to begin the match after the 20 minutes has passed then they will forfeit the match.
Teams may leave once one side has won the match, if they choose to do so, the team that leaves first will forfeit all of the remaining rounds/maps. Teams are encouraged to play out matches.
Joining a team:
All players must have a valid PSN gamertag in order to be eligible to play in a PS3 Match. Until a PSN is added to a players profile they will remain ineligible to play in ladder matches.
Rosters:
All players must be on the the team roster in order to compete in a Cybergamer match. If a player that is not enrolled on the team, or is ineligible, participates in a match the offending team will forfeit the match.
Ineligible statuses:
- Banned (cannot play)
- Joined after challenge was accepted. (cannot play)
- No PSN entered (cannot play, can if they add PSN any time before the match starts)
Captains:
A captain has the power to:
- Accept and reject challenges
- Create challenges
- Invite, remove or decline members
- Promote or demote members within the team
- Change team profile information
- Report match results and dispute matches
- Add or remove the team from the ladder
If a player takes on the role of captain they will become responsible for the running of the clan on the cybergamer ladders. They are also responsible for the actions of the teams players in clan matches and on the cybergamer forums.
- It is a captains responsibility to ensure their players are aware of the rules.
- It is a captains responsibility to ensure only eligible players compete in cybergamer matches
- It is a captains responsibility to ensure their players do not abuse other players before or after a match.
Disputes:
- Evidence must be provided in the form of digital video or video screen capture. Without this proof, all disputes will be thrown out immediately. To assist us with no show disputes, it is required for you to take a still image of the pending friend request or offline friend along with the time and date clearly visible in the same image.
- Disputes of cheating made in the public forum are not acceptable and will be removed.
- Continual unsubstantiated disputes or disputes involving falsified evidence will result in action being taken against the player making the claim. Disputes made by "aliased" players will be disregarded.
- It is encouraged but not compulsory that both teams take a half time and a full time screenshot of the score board. This is to help provide evidence in the case of a dispute and to be used in after match write ups.
- Making false/useless disputes will be dealt with at the discretion of a ladder administrator. Disputes without evidence will be noted but further action is unlikely to occur.
Team Take-Overs
Your team must maintain at least 50% of the number of original members (rounding down if need be) from the time they were last involved in a challenge (when it was created) in order for the new members coming in not to be deemed as creating a new team and stealing a ladder rank. For instance, if your team had 9 members in your previous challenge then 5 players leave - the remaining 4 members in the team must be defined as 'original members'. If so and in this instance, the team has maintained 50% of it's original line-up (9/2=4.5 round down 4) so they can continue on the ladder. The 'originals' must remain in that team for at least 2 weeks after the instance is brought to the Administration's attention.
A continuing example; If your team maintains 5 members after 4 have already left but only 3 of the remaining members have been in the team for 3 weeks or more, it will be considered a team take-over. As 9/2=4.5 =4 original members (have been in the team for three weeks +) are required - not 3.
If your 'new team' meets the requirements they will maintain their rank and carry on in the ladder. If they do not, the team will be moved to the bottom of the ladder so they can earn their way up.
An 'original member' is defined as a player who has been in the team at least 3 weeks. This is 3 weeks up until the Administration are made aware of the possible take-over.
Many team take-overs will be subject to Administrator discretion as cases will vary a great deal, for example a team doing a hostile take-over (booting a whole team and adding in a new one right away, for instance) are punished by moving the team to the bottom of the ladder. Teams who have a bunch of players quit, join other teams and so forth - with no intention of handing their rank off to another team - will be punished but less severely.
Forfeits - Teams Disbanding
If you challenge a team that doesn't have enough members to play a match legitimately i.e. S&D Ladder you have to have at least 4 to play, but if the team you challenge has 2 or 3... the match will be canceled and you will not be awarded a forfeit win.
If you challenge a team that has sufficient numbers at the time of challenging, but later dwindles down to have insufficient numbers we will only allow this as a forfeit win provided the team with insufficient members is not inside the finals bracket ranks. This means ranks 1-24 on S&D and 1-16 on every other Modern Warfare 3 ladder. If the team is outside of the finals bracket ranks, the forfeit win will be awarded. If the team is within the finals bracket ranks you will not be awarded the forfeit win but will be granted 48 hours protection status on the ladder for your inconvenience, you will also be returned to your rank that you were when the challenge was created.
Teams Disbanding
Once teams reach below the required player number to be on the ladder and competing (i.e. 5 on SND, 4 on 4v4) the ladder will automatically note it, and the team will be automatically removed in 1 week if the team numbers to not reach an eligible state.
Results Reporting
Game Recording should be turned on for all CG Modern Warfare 3 Ladder matches across every individual ladder. Your recorded game can be used as evidence of your win, or of another team cheating and so forth.
If for some reason you lose the recorded data, evidence of results can be in the form of a still or video capture. The evidence must be legible, if the results can not be determined from the picture the evidence will not be accepted.
Evidence of results can be uploaded as part of the ladder challenge system. The information will be available publicly through the results section.
Disputes over results will not be accepted if one team has not provided any evidence.
Teams being late to matches
If a team was late to the match (over 20 minutes), the on-time team can choose to take the forfeit win. However, if the match was played at a later time anyway regardless of one team being late, and if it was played under a competitive environment (using the same rules as the ladder uses on CG) the win will be awarded to the team who won the match, whether or not they were on time. Again, the forfeit win will only be reverse if you play the match out after the allocated 20 minute time-frame (and the on-time team loses) - we will take this result as the final score unless there is evidence supporting that the match was a scrim or friendly match - evidence includes PSN message, CG message or match chat/dispute post.
Cheating:
Cheating is defined as, but not limited to, the following activities:
- Deliberately manipulating your connection, as the host or player.
- Using any settings, weapons, perks or equipment that are restricted by the ladder ruleset.
- Incorrectly setting up the match/game settings as host. This only refers to the specific match settings, for example having the correct respawn delay in a game of CTF.
- Getting out of the boundaries of any map.
- Using a modified controller
- Playing in more than one team on a single ladder.
- Exploiting ingame mechanics i.e. wall-rub glitches
- Using 3rd party voice or text communications applications i.e. MSN, Ventrilo, Teamspeak etc
- Using a glitch or malfunction/add-on which enables an advantage over other players, or gives a dis-advantage to players.
- Sending or "spamming" constant messages, deliberately trying to manipulate the players game play and or game.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand.
Jumping within the boundaries of the map is not considered a glitch. Provided you can get to the area or region on your own without the assistance of a team mate, it is not considered a glitch but rather a playable area of the map. This does not include wall-rubbing to get inside areas and so forth as that is exploiting the game mechanics.
If a player is caught cheating in a match their team will face ramifications. In S&D they will forfeit the affected rounds, in 4v4 they will forfeit a map/gametype, in TDM they will forfeit a map, in 1v1 they will forfeit a map, in Doubles they will forfeit a map. Furthermore, the individual will face bans if caught cheating.
In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer referee with all evidence.
Claims of cheating made in the public forum are not acceptable and will be removed.
Evidence must be provided in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim.
If you have any questions about these rules, please create a Support Ticket.
PS3 CoD Admin Team