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Rules

Doubles Ladder


Search and Destroy:
Round Length : 3 Minutes
Bomb Timer : 45 Seconds
Number of lives: 1 Life
Plant Time : 7.5 Seconds
Defuse Time : 7.5 Seconds
Multi Bomb : Disabled
Score Limit : 4 Points
Round Switch : Every Round
Spectator: Team Only

Sabotage:
Time Limit : 10 Minutes
Bomb Timer : 30 Seconds
Plant Time : 5 Seconds
Respawn Delay: 5 Seconds
Defuse Time : 5 Seconds
Shared Bomb Timer : No
Score Limit : 1
Round Switch : Never

Domination:
Time Limit : 10 Minutes
Score Limit : Unlimited
Respawn Delay : 5 Seconds

Team Options:
Spectator Mode: Disabled (Team Only - S&D)
Wave spawn delay: None
Force re-spawn: Enabled
Radar always: No
Friendly Fire: Enabled

Player Options:
Number of lives: Unlimited
Re-spawn delay: 5 seconds
Max Health: Normal (Half if Hardcore mode enabled)
Health Regeneration: Normal
Allow Kill-cam: Disabled
Allow Sprint: Enabled

Game play Options:
Head shots only: Disabled
Allow perks: Enabled
Allow air support: Disabled
Old school mode: Disabled
Hardcore mode: OPTION

Kit restrictions:
Assault Rifles: All
Sub Machine Guns: MP5, Skorpion and Mini-Uzi only.
Light Machine Guns: None
Shotguns: All
Sniper Rifles: All

Attachments: Grenade launchers are disabled

Perk restrictions:
* Perk 1 - All perks may be used for this slot.
* Perk 2 - Juggernaut is restricted
* Perk 3 - Last stand is restricted.

Join-in-progress: Disabled

Maps:
S&D - Backlot
S&D - District
S&D - Crash
S&D - Crossfire
S&D - Pipeline
S&D - Showdown
S&D - Strike
S&D - Vacant
S&D - Wet Work

Sabotage - Backlot
Sabotage - Bog
Sabotage - Crash
Sabotage - Downpour
Sabotage - Showdown
Sabotage - Vacant
Sabotage - Wet Work

Domination - Ambush
Domination - Backlot
Domination - Bog
Domination - District
Domination - Crash
Domination - Crossfire
Domination - Downpour
Domination - Showdown
Domination - Vacant
Domination - Wet Work

Spawns:
The team defending the challenge may choose which team/spawn they want for all maps.

Match Length:
Matches will consist of 3 maps, best of 3 format. Maps and gametypes will be randomly generated by Cybergamer when a challenge is made.

In the event of a draw in the Search and Destroy, Sabotage or Domination game types the team should swap spawns and replay the map, until a winner for the map is determined.

Hardcore Mode:
Any or all of the gametypes may be played in hardcore mode, if both teams agree. If either team does not wish to play in hardcore mode then it will be disabled.

Hosting:
It is the responsibility of the team to provide an adequete host for their match. If a team does not supply a host for their maps then the host supplied by the other team will be used.

The first and third maps are hosted by the defending team. The second map and tie-breaker are hosted by the challenging team.

It is prefered that a single host hosts the entire match. If there are no objections and no disadvantages to either team then the best host can host all maps.

Host Check:
Each time a new host is selected a host check must take place. Start the game with alternative settings, such as Free For All and play for 30 seconds or so to make sure the host is not laggy. If there is noticeable lag or the majority of players do not have full green bars 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. Once the game is over its too late to make a dispute.

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 and map and the match is scheduled.
  • Matches can be played on any night.
  • 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.
  • A challenge can not be accepted within 12 hours before the scheduled time.
  • 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.
  • 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


Fofeits
Both teams have FIFTEEN minutes from the match start time to have their team in the lobby ready to start, otherwise the team at fault automatically forfeits the match. However, teams are welcome to leave once one side has won the match (once they have won 3 maps) 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 during the half time break only, provided it does not cause more than a 5 minute delay. If a team drops to 1 players during a half they will fofeit the rest of the rounds in that half. They have a maximum of 5 minutes to get a 2nd player back in or they will forfeit all of the remaining rounds of the match.
If either side has less then 2 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..

Sportsmanship:
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.
Disputes without evidence are a waste of time.

Rosters:
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.
The rosters will be locked at a to be announced date. After this point no roster changes can be made until after the final have been completed.
If a player that is not enrolled on the team participates in a match the offending team will forfeit the match.

Results Reporting:
It is expected that both teams will record the results of a match and will provide evidence. Results must be recorded at the completion of each part of the match.

For example:
* At the end of each half of an S&D match

Any time when the scoreboard is shown with the final results, record evidence then, as in many games the score is not available again.

Evidence of results can be in the form of a screen capture or digital camera photo of screen. Please view the examples provided. The evidence must be legible, if the results can not be determined from the picture the evidence will not be accepted.

Evidence of results will 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.

Cheating:
Cheating is defined as, but not limited to, the following activities:
  • Deliberately manipulating your connection, as the host or player.
  • Using any settings that are restricted by the rulesets. Including perks or incorrectly setting up the game.
  • 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. Eg. Dummy C4
  • 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

If a player is caught cheating in a match their team will forfeit the match. If a player is caught cheating a 2nd time they will forfeit the match and the player will be suspended for the rest of the season. The teams participation in the season will also be reviewed.

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 or video screen capture. Still captures are not sufficient evidence.

Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded.

To make a claim post in the results forum after your match.

Ladder Structure



The McIntyre Final Eight Finals System will be used for all finals.
This is the finals system used by the AFL, if you are not familiar with it you can read about it here.
http://en.wikipedia.org/wiki/McIntyre_Final_Eight_System
The top 8 teams from each ladder will progress into the finals.
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