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Rules

Call of Duty World at War: Team Deathmatch Ladder


Settings:
Team Deathmatch
Time Limit: 10 Minutes
Score Limit: 750 Points
Team Options
Spectating: Team Only
Wave Spawn Delay: None
Force Respawn: Enabled
Radar Always On: No
Friendly Fire: Enabled
Player Options
Number of Lives: Unlimited
Respawn Delay: none
Max Health: Normal
Health Regeneration: Normal
Allow KillCam: Enabled
Allow Sprint: Enabled
Gameplay Options
Headshots Only: Disabled
Allow Perks: Enabled
Allow Kill Streaks: Disabled
Hardcore Mode: Disabled
Vehicles: Disabled

Major changes from standard TDM are in bold.

Maps:
Airfield
Asylum
Castle
Cliffside
Courtyard
Hanger
Makin Day
Roundhouse
Upheaval
Nightfire
Station
Knee Deep

Perks Banned:
-Bouncing Betty x2
-Juggernaut
-Second Chance

Attachments Banned:
- Rifle Grenade.
- Box Magazine.
- Dual Magazine.
- Bipod.
- Round Drum.

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


Match Length:
Each match will be played as a best of 3 maps. Maps will be randomly selected by the ladder system when a challenge is accepted. The non-hosting team may choose their starting spawn/team.

Tie Breaker:
In the event that a map results in a draw it should be replayed after all maps have been played. In some matches it may be unnecessary to replay the map. No points are awarded for a drawn map.
ie.
1st Map: Draw
2nd Map: Team A wins
3rd Map: Team A wins
Final Score: 2 - 0

Hosting:
Defending team hosts the 1st and 3rd maps. The challenging team host the 2nd map. The non-hosting team may choose their starting spawn/team.

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.

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 if less neither team has score more than 50 points.

If either team has score more than 50 points then it is the dropped players team mates responsibility to get their player back in. A substitute player may be brought in to replace the original players. The substitute must be rostered and eligible to play.

If one team drops down to 4 players. The other team has the option to also remove a player from the game. The deliberately removed player must be ready to rejoin the match when the originally dropped player returns.

If a team is found to be deliberately dropping players to gain an ingame advantage they should be reported via dispute.

Season Structure:


The season will run for 9 weeks.

Important Season Dates:
Sunday 26th July: Official Season Begins

Friday 28th - Sunday 30th August: CGi League Trade Weekend (end of week 5)

Sunday 13th September: Roster Lock (Week 8 )

Sunday 20th September: Ladder Lock

Sunday 27th September: Finals Round 1
Sunday 4th October: Finals Round 2
Sunday 11th October: Finals Round 3
Sunday 18th October: Grand Finals

Roster Lock
September 13th is the roster lock date. Any players added to this date will join the roster, normal ineligible rules apply. They will be eligible to play matches before finals but will not be allowed to play any finals. They will not be eligible to play until the finals series has been completed.

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.

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.

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.

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 map.

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.
The top 8 teams from each ladder will progress into the finals.
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