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Ladder Activity
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Rules

Call of Duty World at War S&D


Search and Destroy:
Round Length: 2.5 Minutes.
Bomb Timer: 45 Seconds.
Plant Time: 7.5 Seconds.
Defuse Time: 7.5 Seconds.
Multi Bomb: Disabled.
Score Limit: Unlimited.
Round Switch: Never.
Team Options:
Spectating: Team Only.
Wave Spawn Delay: None.
Force Respawn: Enabled.
Radar Always On: No.
Friendly Fire: Enabled.
Player Options:
Number of Lives: 1 Life.
Respawn Delay: None.
Max Health: Half Health.
Health Regeneration: Slow.
Allow KillCam: Disabled.
Allow Sprint: Enabled.
Gameplay Options:
Headshots Only: Disabled.
Allow Perks: Disabled.
Allow Kill Streaks: Disabled.
Hardcore Mode: Enabled.
Vehicles: Disabled.

Maps:
Airfield
Asylum
Battery
Breach
Castle
Cliffside
Hanger
Knee Deep
Makin Day
Nightfire
Seelow
Upheavel

Perks are disabled but gun attachments are still active.
Banned:
- Rifle Grenade.
- Box Magazine.
- Dual Magazine.
- Bipod.
- Round Drum.

Weapons Banned:
- PPSH-41
- STG-44
- Browning M1919
- MG42
- DP-28
- MP40
- M1 Garand

Match length:
A single map consisting of 24 rounds. Teams swap spawns after 12 rounds have been played. Teams are expected to play out the full 24 rounds. If one team chooses to leave after they have won 13 rounds then all remaining rounds are forfeited to the team still in the game room.

Determining Spawns:
The starting spawns for each match will be determine by a knife round. A knife round consist of a round played in which only the knife can be used. The team that wins the knife round will get to select which spawn they would like to begin the match from.

The knife round does not count towards the match score.

Tie Breaker:
In the event of a 12 - 12 round tie at the conclusion of the match a 6 round tie-breaker occurs. Start the with the following settings changed.
Score limit: Unlimited.
Round switch: Every 3 Rounds.
After 6 round have been played end the match. If the score is still tied up at 3 round each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined.

Known Glitches:
There is a glitch that can occur if the bomb is defused at exactly the same time as the bomb explodes. In this situation the defusing team will be announced the winner of the round, but both teams wil score a point.

If this glitch occurs in a match the round should be replayed at the end of the half. This can only occur in the S&D gametype.

Hosting:
All CGi matches are to be hosted by a neutral host. Please contact the CGi League staff in regards to organising a ref/host for your match.

If a ref/host can not be provided by the CGi League staff teams can organise a neutral host between them if both teams agree on the neutral host. Otherwise the match will need to be rescheduled.

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.

Player Substitutions:
During a game, teams often wish to substitute players in and out. This can only be done during breaks, in pre-game lobbies. For example, at the half time break or at the beginning of an Overtime playoff. It may also be done at half-way points through Overtime. I.e. in OT you do 3 rounds of Defence, end the game, get your substitute in and he/she plays the next 3 rounds of Attack. As always, the player substituted in or out must be eligible in the teams roster. This rule applies across all ladders, though is generalized above in reference to S&D.

If a player has connection issues and drops out, they may not be able to get back into the game or back onto Xbox Live, in this instance a substitute can be brought in. Again, this substitute must be an eligible player on their team’s roster. See below for more details.

Connection Issues:
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended at the next available opportunity.
In the S&D gametype the match should be ended after the current round has been completed. 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 players may enter the match. 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.

In all other gametypes it is up to their team mates to reinvite the dropped player back into the match.

In the event that the host has connection issues and all players are dropped from the match the round during which the players were dropped will be replayed.

Finals:
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 professional finals. The teams ranked 9 - 16 will progress into the intermediate finals.

Finals Maps:



TBA

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


Pre Game Lobby
Both teams/captains are expected to send friend requests and game invites to the opposition team. If any players are having problems connecting to the game lobby then a new players should host the lobby.

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.

Party Chat:
Party chat is not allowed to be used during clan matches.

This applies to all matches played on the Cybergamer ladders.

In order to enforce the banning of party chat team involved in a clan match must split up their team into two parties. Each party should consist of 2-3 players from each clan.

Once in the party feel free to mute and use in-game chat.

Eg.
Malice v Nexus

Party 1:
Malice Player
Malice Player
Malice Player
Nexus Player
Nexus Player

Party 2:
Nexus Player
Nexus Player
Nexus Player
Malice Player
Malice Player

Sportsmanship:
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.
Disputes without evidence will be noted but further action is unlikely to occur.

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 Players Rule:
Before a match if a player is inneligible both teams need to check why, and captains are responsible for making their players eligible if possible. No inneligibles can play from now on regardless of team agreements, if you play an inneligible (ex. Silver ppl) its a match forfeit.

Ineligible statuses:
~ Banned (cannot play)
~ Joined after challenge was made (cannot play)
~ No GT entered (cannot play, can if they add GT before game)
~ Silver Membership, usually a glitch (can play)

Roster Limit:
The roster is limited to 10 players.

Joining a team:
All players must have a valid xbox live gamertag in order to be eligible to play in a match. Until a gamertag is added to a players profile they will remain ineligible to play in ladder matches.

Roster Locks
The rosters will be locked two weeks prior to the commencement of the finals series. After this point no roster changes can be made until after the finals have been completed.

Trade Period


During trade periods the rosters are unlocked and a pre-specified number of changes may be made. The roster limit may not be exceeded. Only players added to the roster are counted towards the number of trades made. Removing players from the roster do not count towards the total number of player trades.

Captains:
Each team can have up to two 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
- 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.

Additional Captains
A team may be allowed additional captains by request. A detailed request should be forwarded to the relevant ladder administrator. Requests will be dealt with on a case by case basis.

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 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.

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 Glitch (See Video)


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 rounds that were affected. If a player is caught cheating a 2nd time they will forfeit the match. 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.
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