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<  Team Fortress 2  ~  TF2 GA LAdder rules. Please read.

roybatty
Posted: Sun Oct 28, 2007 8:24 am Reply with quote
Site Admin Site Admin
Joined: 26 Aug 2003 Posts: 7627 Location: Lawson, Blue moUNTAins. NSW
If you want to play in the ladder, make sure you read the rules, and become familiar with the the match start server commands.


7.1 Administration Commands

Before entering any commands, you must enter the server administration password that can be found in the booking email:

rcon_password PASSWORD

Every command must be entered in the following form:

rcon COMMAND
example: rcon mp_restartgame 30

Commands that will be useful:

mp_restartgame 30
This will restart the map.

status
This will list player ids and STEAMIDs for those players currently connected to the server.

kickid #
This will kick player # from the server.

7.2 Notes for match administrators

Please be very careful with match administration. Only take an action with clear agreement from the other team's spokesperson. Excessive pausing of the game, or restarting a round when both teams believe that it is a competition round is unacceptable behaviour.



The whole rule set as of Oct 28, 2007
Quote:

Team Fortress 2 Ladder
Rules

Last updated: 02:56pm 27/10/07

1. General Information


1.1 Introduction

GameArena is running the Team Fortress 2 ladder as a service to the community.

This ladder is an opportunity for teams to compete in a fair, sportsmanlike and enjoyable way. All of the following rules are designed to ensure those ideals. These rules are specific to the Team Fortress 2 competition. All players should read the GameArena general ladder rules, and the GameArena Terms and Conditions. Where there is any conflict between these rules and the general ladder rules or terms and conditions, these rules apply.

1.2 Outline of Competition

The GameArena Team Fortress 2 ladder will have a regular season of challenges of at least 16 weeks.

The time may be extended to allow for any stoppages, or for other reasons as may be required. Up to 8 players per team will compete on one map per match. At the end of the regular season, the ladder will be locked and the top 8 teams will participate in the finals. Finals will be run by the Ladder Managers in a format published by them during the regular season. Once the finals are completed, the winning team will be declared the season's champion.

1.3 Match Format

The GameArena Team Fortress 2 Ladder will be run on "Control Point" and "Capture the Flag" maps. Teams should field 8 rostered players for each match.

For matches played on cp_dustbowl and cp_gravelpit, the winner is decided by best out of 3 rounds. The challenging team plays as RED in the 1st round, with the defending team BLUE.

For all other maps, the match length will be 30 minutes. After 30 minutes the team with the highest score (flag captures for CTF matches, round wins for control point matches) will be deemed the winner.

There will be no class restrictions in place.

1.4 Communication with GameArena

All teams are required to ensure that their contact email address listed on their team information page is up to date and checked regularly, and that their team captain's email addresses in their GameArena profiles are also up to date and checked regularly. This is the primary means of contact, and all rules changes, important announcements etc. will be made through these email addresses.

All players, especially team captains, are encouraged to check the GameArena Team Fortress 2 forums regularly, as the Ladder Managers will both announce upcoming changes for discussion here, and check them regularly for informal feedback on the progress of the ladder.


2. Challenge and Defense


2.1 Challenge Height

A team may challenge up 50% of their current ranking, or 7 positions, whichever is greater. If the team's current ranking is an odd number, the 50% will be rounded down first, and then applied.

Example:
Team #20 may challenge team #10:
(50% of 0 = 10, so 10 ranks 'up' from 20)

Team #21 may challenge team #11
(50% of 21 = 10.5, rounded down = 10, so 10 ranks 'up' from 21)

Team #10 may challenge team #3
(7 positions up from 10)

2.2 Making a Challenge

The challenging team will select 2 maps and 3 game times and offer them to the team they would like to challenge. The defending team will select 1 map and 1 time they are comfortable with. At this point, both teams will receive an email with the selected booking time, selected map, passwords to join and a list of players from both teams that are eligible to play in the match.

When the challenging team makes their challenge, their team roster is locked. Only players on the roster who have a joining date are eligible to play in the match (not players 'invited to join'). The challenging team should ensure that all players they wish to use in the match have accepted an invitation to join and have correctly registered their nicknames in their profile before they issue the challenge.

2.3 Accepting a challenge

The defending team will be notified of the challenge by email. They must respond within 48 hours of the challenge being issued. GameArena strongly recommends that the defending team not leave accepting the challenge to the last minute. The acceptance of the challenge must be done through the GameArena website, which may occasionally be unavailable. If a defending team is unable to enter their acceptance of the challenge due to a website outage of less than two hours, the Ladder Managers will take no action to reverse the forfeit for not entering the acceptance.

When the defending team accepts the challenge, their team roster is locked. Only players on the roster who have a joining date are eligible to play in the match (not players 'invited to join'). The defending team should ensure that all players they wish to use in the match have accepted an invitation to join and correctly registered their nicknames in their profile before they accept the challenge.


3. Playing the Match


In this section, we describe what should happen while a match is being played. If there are any problems (server crashes, players spawning on the wrong team) please see Section 4.

3.1 Time Limit

All matches will be allocated 1 hour to be completed. This should be more than adequate to allow for an entire match. If the server time runs out before a match is completed, the match will be decided by the rules in the scoring section (see section 3.7).

If a team can prove that their opponents have deliberately wasted time, the time wasting team may suffer a forfeit. Time wasting can include demanding extra time to have players connect, demanding map restarts due to players spawning on the wrong team etc.

3.2 Joining the Server

At any time during the match, a Referee may join the game for admin purposes.

Each team must be ready to join the server at the time it starts. Teams are allowed 10 minutes to connect to the server and be ready to play. Any team that has less than 6 players on their team after this 10 minute period forfeits. There is no requirement to match the numbers of the opponent: both teams are entitled to have 8 players in the server, whether or not the other team fields less players.

At no time may a team have more than 8 players connected to the server. If a team intends to have substitutes at some point, the players being substituted out must leave the server before the new players join. This includes during the two minute breaks between rounds.

3.3 Preparing for the Match during Pre-Game

Each team must nominate one of their players to be a 'spokesperson' for the team - the person that will speak on behalf of the team during the match. This is the person that the Referee will ask questions of, who will announce that their team is ready, etc. It is expected (but not required) that this person be a captain of the team.

If a Referee has not joined after 5 minutes of the server starting, the teams should decide (through their spokespeople) which team will handle the administration of the server for the match. If this cannot be decided, the defending team will handle the server administration. Each team should have at least one member in every war that is familiar with the commands needed to administer a match - please see section 7.1 for the few commands required.

3.4 Starting the Match

The match must start no earlier than 5 minutes and no later than 10 minutes after the server starts.

Once both spokespeople announce that their team is ready, the person administering the match (Referee or otherwise) will issue the map restart command. This will commence a 1 minute countdown, and then play will begin. It is recommended that both spokespeople (or the Referee if present) will announce MATCH LIVE so that both teams are clear that round 1 is starting.

3.5 Scoring

Each team must take a screenshot at the end of the match, showing the final scores. In the event of a draw, refer to section 3.6. It is recommended that the spokespeople for each clan agree on the result after the match to prevent mathematical errors in the score entry.

If the match is ended for any reason (excluding those matches that are affected by disruptive and untowards behaviour by a team - see section 3.1) before the match is complete, the match will be cancelled. Both teams should enter a dispute with the words 'Match Incomplete, less 30 mins played because of X' (where X is the reason) and the Ladder Manager will cancel the match.

3.6 Post Match - Completing the Challenge

Each team must enter a result within 4 hours of the match starting (approximately 3 hours after the match ends). The result will either be the score, or a dispute. Each team is strongly advised to check the score they enter carefully and if possible to verify it with the other team (see 3.5 above). If the scores entered match, then the challenge will be complete. If the scores differ, or either team enters a dispute, both teams will be marked as involved in a dispute and a Ladder Manager will be required to resolve the issue.

3.7 Successful Challenge or Defense

If the challenging team is successful, then they take the position on the ladder of the defending team, 'pushing' the defending team (and all teams that were between the challenging and defending teams) down a spot.

If the defending team is successful, or the match is drawn, then the defending team is marked as 'protected' and may not be challenged again for 48 hours. This protection may be voluntarily dropped by a team captain at the 'my teams' page. The unsuccessful challenger will be marked as 'vulnerable' and is unable to make a challenge for 48 hours.

3.8 Pre Finals Roster Lock

To ensure that clans involved in the finals do not unfairly use players from the roster of a team that is not involved in the finals, the ladder managers will announce an eligibility cutoff date for finals participation. All players who compete for a team must have a joining date earlier than the eligibility cutoff. It is anticipated that this cutoff date will be at least 2 weeks before the end of the regular season.


4. Resolving Common Problems


4.1 Server Crashes

If the server crashes, both teams should attempt to contact a Team Fortress 2 Ladder Manager or another GameOp in ArenaChat, and wait for 10 minutes, or as long as required by a Ladder Manager, for the server to restart. If the server has not restarted after 10 minutes, and no Ladder Manager indicates that the teams should continue waiting, then the match is over.

If the server is restarted and there is still enough remaining time left in the booking, the match should be replayed.

4.2 Server fails to start.

If the server fails to start within 20 minutes of the booking time, the match will be considered cancelled. Both teams should enter a dispute noting that the server failed to start, and the Ladder Managers will cancel the match.


5 Behaviour, Sportsmanship, Disputes and Rulings


As has already been noted, this ladder will be run in a spirit of fair play. All teams are expected to act in a sportsmanlike way. There is sometimes a tendency by people using the internet to behave in a way that they would not in real life. We strongly encourage all people to treat all people involved in this ladder as they would like to be treated - with respect and understanding.

5.1 Player Behaviour

All players must behave in a sportsmanlike manner at all times. While we understand that emotions may run high as players can be passionate about the competition, please treat everyone involved with the ladder with respect.

All players in a match must use their ingame account name that matches or closely resembles their Gamearena registered nickname as it appears on their team list.

Some general chat is acceptable, but should be limited and appropriate. If the other team requests silence on the general chat, their request should be honoured.

All players must accept the Referee's decisions as final during the match. If a team disagrees, they are welcome to either dispute the match (if they believe that the result would be different if not for the incorrect ruling) or bring the issue up with a Ladder Manager after the game.

Some examples of unacceptable behaviour:
# Abusing any Ladder Manager or Referee
# Abusing any competitor in the ladder
# Accusing any competitor in the ladder of cheating without clear proof
# Excessive foul language
# Intentionally spawning on the wrong team
# Attempting to gain any unfair advantage over other players through cheating or exploiting bugs in the game.

All players should note that the GameArena Terms and Conditions apply to all games played as part of this ladder, and beyond any consequences to their team, any player that breaches the Terms and Conditions during a ladder match will suffer the consequences of that breach as if it had happened on a public server.

5.2 Team Behaviour - Bug Exploits / Cheating

Teams must not profit from any player cheating or exploiting a bug in the game. It is the team captains' responsibility to ensure that their players follow the rules. While it may be unfair to punish more than 8 players for the actions of the 1 player that did break the rules, it is sometimes even less fair to the opposition team to allow the result to stand. Please see Section 5.4 for more information about this.

Teams must not use any player who is not listed in the registered player list (contained in the match information email). They may not use any player who has left the team between the match booking and the time of the match.

Teams must not use any player who is currently banned from playing on the GameArena Team Fortress 2 servers, or from the GameArena service generally. (This does not include a ban from ArenaChat).

Teams must not have more than 8 players connected to the server at any time.

If the team captains have any doubt whatsoever about whether something that the team or a player in the team is going to do may be considered to be a bug exploit or cheating, they should clear it with a Ladder Manager before it is used. Failure to do this is no excuse.

5.3 'Smurfing'

No player may be a member or play for more than one team in the ladder at any time.

If a player is found to be a member of more than one team, or to have played for a team when their name was not on the allowed players list for that game, they will automatically be banned from the GameArena service (including all games, Arena Chat, etc) for at least two weeks. Repeat breaches of this rule will result in permanent removal from the GameArena service.

5.4 Disputes and Rulings.

If a team believes that the result of the game was affected by the other team breaching the rules, then they should file a dispute at the end of the match, as well as politely highlighting the rule breach at the time. They should collect as many screenshots and console logs as evidence as is practical while playing the game, as well as downloading the Battlefield Recording at the end of the match.

When resolving disputes, the Ladder Managers will pay the highest regard to what is the fairest outcome and what is best for the ladder. The Ladder Managers will examine the evidence to determine as closely as possible what the outcome of the match would have been had the breach not occurred. Sometimes it may take up to 72 hours to resolve a dispute. Teams are asked to be patient. Please note that until the dispute is resolved, the behaviour of the teams will be considered to be part of the match, so abuse of the other team, ladder managers or referees either through the dispute system or anywhere else will be taken into account when deciding the result.

It may sometimes be necessary for the Ladder Managers to punish a team in a dispute. It may be that the rules breach did not affect the outcome of the match, but the Ladder Managers believe that the team as a whole must be held responsible (for example, where more than one member of a team was being abusive, including captains).

Punishment against a team will take the form of either a forfeit or demotion of the clan to the bottom of the ladder. In extreme circumstances, the clan may be removed from the ladder and the captains banned from ever being involved in another GameArena ladder team.

5.5 Cheating and 'Exploiting'

Cheating does not really need to be defined. Any attempt to gain an unfair advantage is cheating. This includes modifying the game files, running memory resident cheats, or anything else beyond the normal scope of the game.

'Exploiting' refers to exploiting a bug in the game itself to gain an advantage. This may take the form of setting a variable to a value that gives an un-expected result, using a 'hole' in the map to gain access to an area that was not expected etc. Anything beyond what the programmers intended is considered a bug, and using a bug to gain an advantage is considered an exploit.

Because of the difficulty of defining what is a bug that is being exploited, what is just a 'little odd' or something that has been accepted by the community as part of the game (such as bunny-hopping in the Quake series of games, or swimming with your head pointed down in Battlefield 1942) any team that intends to use anything that MAY be considered an exploit must verify that it is acceptable with a Ladder Manager BEFORE the match commences.

5.6 Changes and Interpretations

GameArena reserves the right to modify these rules as needed to improve the ladder without prior notice. Any changes will be communicated to the teams through their registered emails, and normally also through the Team Fortress forums. Teams should check the rules on a regular basis and prior to every match to ensure they are fully aware of changes. Teams that do not agree to be bound by the modified rules should discuss their concerns with the Ladder Managers. If they are unable to resolve the issue, they will be required to leave the ladder.

6. Server Settings


6.1 Cvars


6.1.1 Server Config

hostname "%server:name%"
rcon_password "%rcon_password%"
sv_password %password%
maxplayers 17
mp_timelimit 30
tf_flag_caps_per_round 0
mp_fraglimit 0
sv_alltalk 0
mp_idledealmethod 0
sv_allowdownload "0"
sv_region "5"
log on

6.2 Map List:

cp_well
cp_granary
cp_dustbowl
cp_gravelpit
ctf_2fort

7. Match Administration


7.1 Administration Commands

Before entering any commands, you must enter the server administration password that can be found in the booking email:

rcon_password PASSWORD

Every command must be entered in the following form:

rcon COMMAND
example: rcon mp_restartmap

Commands that will be useful:

mp_restartmap
This will restart the map.

status
This will list player ids and STEAMIDs for those players currently connected to the server.

kickid #
This will kick player # from the server.

7.2 Notes for match administrators

Please be very careful with match administration. Only take an action with clear agreement from the other team's spokesperson. Excessive pausing of the game, or restarting a round when both teams believe that it is a competition round is unacceptable behaviour.

8. Notes


8.1 Match Checklist


This is an example of the flow of a match:
10 minutes of pre-match:
# All players join within 10 minutes of the server booking time.
# Each side identifies their spokesperson.
# If the match referee has not joined after five minutes, the spokespeople decide which team will handle server administration.
# When both teams are ready, the person handling server administration gives the map restart command, and both spokespeople confirm MATCH LIVE.
# The match is then played.

Post match:
# Both team spokespeople are encouraged to confirm the result they are going to enter with the other team's spokesperson.
# Both teams must enter the result or a dispute within 4 hours of the starting time of the server

8.2 Some Definitions:

Ladder Manager:
Includes GameOps that have been designated Ladder Managers (found on the Ladder Rankings page) as well as any GameArena Admin.

8.3 Approved Commentators and Match Recordings

GameArena may approve official commentators from time to time. These commentators may enter a Ladder server for the purposes of broadcasting (e.g. through shoutcast software) the game. All teams that compete on the GameArena Team Fortress 2 Ladder are taken to consent to these broadcasts. The Ladder Managers will advise the community of any approved commentators through the GameArena Team Fortress 2 forums. GameArena community members are encouraged to approach the Ladder Managers if they wish to become approved commentators and gain access to the GameArena resources for commentating on Ladder games.


Link:
http://www.gamearena.com.au/pc/games/title/team-fortress-2/ladder/index.php?action=rules

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